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Senses Places: soma-tech mixed-reality participatory performance installation/environment 感官场所:唆麻科技混合现实参与式行为装置/环境
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106613
Isabel Valverde, T. Cochrane
We present the latest developments of the art-tech research project Senses Places, a somatic-technological (soma-tech) mixed-reality participatory performance installation/environment, engaging expanded modes of embodied physical-virtual interaction. This ongoing somatic-technological dance/performance collaborative trans-disciplinary approach gathers artists and developer researchers, working remotely and physically in analogical-digital intermedia interfaces and their expanded experience design and choreography. The sensorial expansion and integration sought through human-computer interaction links participants, avatars, images and physical-virtual environments. They constitute different organic-artificial sensorial-expressive channels of visual, audio, tactile, and somatic/kinesthetic shared tuning/engagement/experience. At the core of this long-term intervention lies the common urging desire for more encompassing and empathic embodied interactivity among physical and remote subjects and places. With a cross-cultural somatic and dance practices, Senses Places critically experiments with different informational, communicational and biomedical technologies available, wishing to contribute to understand the world's and humans becoming through what we have been conceiving as posthuman corporealities [1] within a posthuman condition and emerging somatic epistemology [2].
我们展示了艺术技术研究项目Senses Places的最新进展,这是一个躯体技术(soma-tech)混合现实的参与式表演装置/环境,参与了物理-虚拟互动的扩展模式。这种持续的身体技术舞蹈/表演合作跨学科的方法聚集了艺术家和开发人员,远程和物理地在模拟-数字中间媒体界面和他们扩展的体验设计和编舞中工作。通过人机交互将参与者、虚拟形象、图像和物理虚拟环境联系起来,寻求感官上的扩展和整合。它们构成了视觉、听觉、触觉和躯体/动觉共享调谐/参与/体验的不同有机-人工感官表达渠道。这种长期干预的核心是对物理和远程主体和场所之间更具包容性和移情体现的互动的共同强烈愿望。通过跨文化的身体和舞蹈实践,Senses place对不同的信息、通信和生物医学技术进行了批判性的实验,希望通过我们一直认为的在后人类条件下的后人类形体[1]和新兴的躯体认识论[2]来理解世界和人类的发展。
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引用次数: 1
Art installations: a study of the topology of collective co-located interactions 艺术装置:集体共址互动的拓扑研究
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106593
Oussama Mubarak, David Bihanic, P. Cubaud, Samuel Bianchini
Art installations designed for co-located collective interactions rarely call the execution of a task or a preannounced goal as a guideline for the activity. If this new configuration, which differs from those of traditional HCI, is revealed, from the perspective of aesthetic experience, to be one of the richest and most 'engaging' ones, it is by no means less complex to apprehend for both the artist and the end-user. Through a case study (with concrete examples of artistic installations), we propose in this present article to examine the topological configurations of existing co-located collective interactions by analyzing the scope of action of the systems' agents and the relations between them. To achieve this, we lay the foundations of a new graphical language (used here to describe the relations between interfaces), which we foresee to dedicate, in the near future, to the modeling, visual representation and taxonomic analysis of topologies of interaction.
为共同定位的集体互动而设计的艺术装置很少将任务的执行或预先宣布的目标作为活动的指导方针。如果从审美经验的角度来看,这种不同于传统HCI的新配置是最丰富和最“吸引人”的配置之一,那么对于艺术家和最终用户来说,理解它的复杂性并不会降低。通过一个案例研究(用艺术装置的具体例子),我们建议在本文中通过分析系统代理的行动范围和它们之间的关系来检查现有的共址集体互动的拓扑结构。为了实现这一点,我们奠定了一种新的图形语言的基础(这里用来描述接口之间的关系),我们预计在不久的将来,它将用于交互拓扑的建模、可视化表示和分类分析。
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引用次数: 3
Sonification of Sleep EEG 睡眠脑电图超声
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106614
C. Fernandes, D. Migotina, A. Rosa
This paper introduces a new methodology for converting sleep Electroencephalogram (EEG) signals into sound. The main goal is to investigate the possibility of encoding sleep events into sequences of notes and breaks, generating musical sound that is consistent and audible, while allowing a global appraisal of sleep dynamics.
介绍了一种将睡眠脑电图(EEG)信号转换为声音的新方法。主要目标是研究将睡眠事件编码为音符和休息序列的可能性,从而产生一致且可听的音乐声音,同时允许对睡眠动态进行全局评估。
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引用次数: 2
Abstracting the Abstract: a Swarm Art Project 抽象:一个群体艺术项目
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106589
C. Fernandes
This paper provides technical and conceptual information on the swarm art project called Abstracting the Abstract.
本文提供了关于群体艺术项目“抽象抽象”的技术和概念信息。
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引用次数: 0
Scientific Images as Reality Augmentation and Perception Enhancement in Contemporary Artistic Imagery 科学影像作为当代艺术意象中的现实增强与感知增强
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106612
E. Reinhuber
With the work introduced in this artistic research, the author proposes the implementation of additional layers to our captured visible reality in an artwork. The aim is to enhance traditional imaging techniques with further information, but also to trigger certain emotions and relate to specific contexts without verbalisation. Presented as still images and video, the potential prospects, assets and drawbacks will be discussed with a range of media based on the video installation Venomenon and a preliminary stage projection related to the same narration.
在这项艺术研究中,作者提出了在艺术作品中捕捉到的可见现实的附加层的实现。其目的是通过进一步的信息来增强传统的成像技术,同时也可以触发特定的情绪,并在没有语言表达的情况下与特定的环境联系起来。以静止图像和视频的形式呈现,以视频装置Venomenon和与同一叙事相关的初步阶段投影为基础,与一系列媒体讨论潜在的前景,资产和缺点。
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引用次数: 0
Mimo Steim: the artist is telepresent Mimo Steim:艺术家是远程在场的
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106609
F. Nunes
Mimo Steim presents himself as a young technological artist. This artist decides to suspend all "direct" personal contact through the proposition of a "teleperformance" in which he would stay uninterruptedly online chatting with interlocutors through a chat room present on his personal website, called The artist is telepresent (2013). Mimo, in fact, is a chatbot who pretends to be an artist. This is a proposal to exhibit the fake "teleperformance" as an installation with digital projection.
Mimo Steim将自己呈现为一个年轻的技术艺术家。这位艺术家决定暂停所有“直接”的个人接触,通过“远程表演”的提议,他将通过他个人网站上的聊天室不间断地与对话者在线聊天,名为“艺术家是远程呈现”(2013)。事实上,Mimo是一个伪装成艺术家的聊天机器人。这是一个将假的“远程表演”作为数字投影装置来展示的提议。
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引用次数: 0
Alchimia: an Inexplicable or Mysterious Transmutation, a Seemingly Magical Process of Transformation, Creation, or Combination 阿尔奇米亚:一种无法解释的或神秘的转化,一种看似神奇的转化、创造或结合过程
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106590
P. Veiga
Alchimia is an interactive installation that relies on a single spectator/interactor standing in front of a screen/webcam. It has been coded in Processing 3 and is calculation intensive, using the webcam to perform facial detection, while simultaneously processing pre-prepared images and sounds, thus creating a virtual space of constant audio-visual movement to deliberately interfere with real-time self-perception and self-recognition. Alchimia questions and changes our relationship with our own representation through the (ever present) camera and screen by focusing on the spectator's face, altering the expression, gender, assigning masks, making the facial traits diffuse, mixed, funny or scary, always mysterious, in a search for another "self", oblivious of the "selfie" pose and atitude, while allowing for self discovery and playfulness -- or intimidation. Trough the interaction the spectator/interactor is absorbed in the transmutation process, unaware of the fact that they also have become part of a performance: unique, unrepeatable, transformed.
阿尔奇米亚是一个互动装置,它依赖于一个观众/互动者站在屏幕/网络摄像头前。它已经在Processing 3中进行了编码,并且是密集的计算,使用网络摄像头进行面部检测,同时处理预先准备好的图像和声音,从而创建一个持续视听运动的虚拟空间,故意干扰实时的自我感知和自我识别。阿尔奇米亚通过(永远存在的)相机和屏幕,通过关注观众的脸,改变表情,性别,分配面具,使面部特征分散,混合,有趣或可怕,总是神秘的,寻找另一个“自我”,忘记“自拍”的姿势和态度,同时允许自我发现和玩耍-或恐吓-我们与我们自己的表现的关系。通过互动,观众/互动者被吸收在转化过程中,没有意识到他们也成为表演的一部分:独特的,不可重复的,转变的。
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引用次数: 0
3D Printing Objects as Installation Art: Standing Humanity: 3D Yan Character 作为装置艺术的3D打印对象:站立的人性:3D颜值
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106588
Gerald Estadieu, Filipa Martins de Abreu, Á. Barbosa
3D printing technologies have been known for several decades and have been already used in arts, most often as accessories rather than as core material of a tangible installation art. We describe "Standing Humanity: 3D Yan Character" a collaborative and participative installation art based on 3D printing objects and we are analyzing participants' engagement and the playability of the installation. We analyze different types of interaction and conclude that 3D printing objects have a high potential to engage curiosity and open to interactions between visitors and the objects themselves. We finally suggest further investigations to explore 3D printing within the context of collaborative and interactive installation.
3D打印技术已经存在了几十年,并且已经在艺术中使用,大多数情况下是作为配件而不是作为有形装置艺术的核心材料。我们将“站立的人性:3D颜字”描述为一种基于3D打印物体的协作性和参与性装置艺术,并分析参与者的参与度和装置的可玩性。我们分析了不同类型的互动,并得出结论,3D打印对象具有很高的潜力,可以吸引游客和对象本身之间的好奇心和开放的互动。最后,我们建议在协作和互动装置的背景下进一步研究探索3D打印。
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引用次数: 0
Toque (Touch)
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106619
M. Sogabe, F. Fogliano, Carolina Peres, Cleber Gazana, F. Nunes, Mirian Steinberg, Rodrigo Dorta Marques, S. B. Nunes, Daniel Malva
The work of art "Toque" (2017), from the research group cAt, works with a poetic around issues such as sustainability and generation of clean energy, through the use of "simple" technical devices that generate the necessary electric energy for the interactive dynamics of the work. In this proposal, the heat of the hands of the public when in contact with peltier pellets produce an electric current capable of activating vibrating engines that vivify the work.
来自cAt研究小组的艺术作品“Toque”(2017)通过使用“简单”的技术设备为作品的互动动态产生必要的电能,围绕可持续性和清洁能源的产生等问题进行了诗意的创作。在这个提议中,当公众的手接触到peltier颗粒时,手的热量会产生电流,能够激活振动引擎,使作品充满活力。
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引用次数: 2
Generative Face from Random Data, on 'How Computers Imagine Humans' 从随机数据生成人脸,关于“计算机如何想象人类”
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106605
J. M. Moura, Paulo Ferreira-Lopes
In the recent years, face detection technologies have been widely used by artists to create digital art. Face detection provides new forms of interaction, and allows digital artefacts to detect the presence of human beings, through video capture and facial detection, in real-time. In this paper we explore the algorithm proposed by Paul Viola and Michael Jones, presented in 2001, in order to generate imagined faces from visual randomness.
近年来,人脸检测技术被艺术家广泛应用于数字艺术创作。面部检测提供了新的互动形式,并允许数字人工制品通过视频捕获和面部检测实时检测人类的存在。在本文中,我们探索了由Paul Viola和Michael Jones在2001年提出的算法,以从视觉随机性中生成想象的人脸。
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引用次数: 6
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Proceedings of the 8th International Conference on Digital Arts
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