Programming is a means to an end. To bring a person into a digital world through a meaningful
user participant experience is an extremely compelling endeavour that I continuously strive for. I try not to focus on the technology itself but rather the experience inspired by the surrounding social and environmental context.
I also espouse the effect of the participant, in that I wish for a viewer of an interactive form to not only understand their position as a muse but also come to an emergent realization as co-creator of the work. In a similar manner education and knowledge-sharing is also important to me as it helps define the conscious and subconscious past we come from, in an attempt to create a better future.
• I study art, and 3D/2D design for better concept
• I study programming for better implementation
• I study UX to help guide and validate my approaches
“We shape our tools and thereafter our tools shape us.”
– Marshall McLuhan
- “Carleton” Carleton University Magazine [Fall 2015] “Lighting up the Landscape : Information Technology Grads Create Art Designed for Interaction”
- [Theatre Projection Design] Emily Pearlman’s “I think my boyfriend should have an accent” Review via Apt613
“…use of digital media in her performance is the best I’ve seen yet, and added an interesting element to her storytelling—a kind of peephole into her story—almost giving the viewer the sense of being there as these things actually happened.”
- [Theatre Projection Design]Emily Pearlman’s “I think my boyfriend should have an accent” Review via New Ottawa Critics
“Excellently designed projections on the part of Anthony Scavarelli provide the only visuals in this show, counterpointing and commenting on her storytelling without ever taking the attention away from her.”
- Carleton University – Interactive Artwork Grad Research
- Lee Jone’s Art and Science Journal
- Luminartists – University of Ottawa’s ‘Fulcrum’
- Electric Fields
- Globe and Mail ( November 29th, 2010)
- CBC Radio’s “All in a Day” Artist Interview ( November 4th, 2010 ) [no link]
- Carleton University’s “Charleton”
- IoT613 2015 “Meaningful Interactions in a Technology laden world”
- Paper Presentation at HCI International 2015 Conference, L.A. California
- Eclipse Foundation and Ottawa IoT Event 2014 “Blurring boundaries: IoT and participatory art”
- Paper Presentation at IEEE GEM 2014 Conference, Toronto, Ontario
- Pecha Kucha Ottawa 2013
- CapCHI Ottawa Thesis Showcase
- Invest Ottawa Installation – Post-Mortem
- Invest Ottawa Installation – Not Always as Planned
- Invest Ottawa Installation – The Concept
- Invest Ottawa Installation – Design Research Methods
- Brief synopsis of our goal as participatory artists
- Authoring Adobe Livecycle forms for iPhone
- The Philosopher Cube – A Post-Mortem
- Scavarelli, A., Teather, R.J.. (2017) VR collide! Comparing collision-avoidance methods between co-located virtual reality users, Extended Abstracts of the ACM Conference on Human Factors in Computing Systems – CHI EA 2017, to appear, May 2017.
In this Late-Breaking Work (LBW) we explore the use of several visualization techniques for preventing collisions between multiple VR users sharing the same physical space.
- Scavarelli, A., & Arya, A. (2015). An Exploration of Shape in Crowd Computer Interactions. In Human-Computer Interaction: Interaction Technologies (pp. 775-786). Springer International Publishing.
In this paper we explore crowd-computer interactions using a crowd shape generated from participating crowd members, both simulated and non-simulated, in three main shape forms (blobby, precise, and a combination of the two) to explore whether such an interactive form, and which of the three forms, can be both a viable and interesting method of having many people collaboratively interacting with large public displays in public spaces.
- Scavarelli, A., & Arya, A. (2014). CINDR: A proposed framework for ethical systems in video games. In Games Media Entertainment (GEM), 2014 IEEE (pp. 1-5). IEEE.
In this paper, we will propose CINDR, a video game ethics framework, and use it as a semantic context for examining and classifying several example video games that represent various video game genres. Consequently, we will discuss ways in which the gaming industry could, in the future, create games while seriously considering the ethical issues virtual worlds can cause for players and their communities.
- Scavarelli, A. (2015). Crowd Shape as a Visual Feedback Mechanism in Human-Computer Interaction (MASc dissertation, Carleton University Ottawa).
Some Interactive Projects/Code