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Arc diffusion 弧扩散
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427105
Dave Payling
A still photo from artificial life, this is a frozen moment from the movement of simple shapes. Repeated geometric forms were rotated and transformed over time and complex interwoven abstract patterns emerged. These unexpected forms are born from motion and feedback. Initial graphical parameters were predefined and the patterned evolution was set in motion. When the motion is paused the cellular beauty of individual frames is revealed. Chance plays its part in this phenomenon. Individual parameters are predetermined but the end result is indeterminate. The space between known quantities is where the unexpected patterns and lights emerge.
这是一张来自人工生命的静止照片,这是一个简单形状运动的凝固时刻。随着时间的推移,重复的几何形式被旋转和转换,复杂的交织抽象图案出现了。这些意想不到的形式源于运动和反馈。初始的图形参数是预先定义的,图案的演变是在运动中设置的。当运动暂停时,单个帧的细胞美就显现出来了。在这种现象中,运气起了一定的作用。单个参数是预先确定的,但最终结果是不确定的。已知数量之间的空间是意想不到的模式和光线出现的地方。
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引用次数: 0
Understand_ V.T.S Understand_ V.T.S
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427176
Jing Ting Lai
Could exploring the limit of consciousness become a mode of cultivating oneself? Understand_ V.T.S is an installation that substitutes senses. It helps explore and ponder in the process of the cultivation. In this piece of work, it conducts the experiment in which the possibility of the cooperation between natural and artificial algorithms are assessed, serves as an approach to human enhancement. That is, it tries out how well our brains(natural) work with AI (man-made). The feature of neuroplasticity allows our senses to perceive the world in various ways in which we might see not with our eyes, but with skins or listen not through our ears, but through taste buds, to name but a few. General skin vision relies on brain parsing pieces of information and shaping cognitions thereafter. In this respect, I introduced an object recognition system - YOLO v3, converting the results given by YOLO 3 into Braille reading system to thigh skin, and the other side converting the tactile image to motor on your back directly. You can control a robot wanders about the surroundings of you. The signals its left eye receive will translate the result of object detect to Braille and deliver it to your leg; while its right eye converts the signal received into the tactile image to the your back. So eventually your brain will manage to comprehend the meaning of these signals. Unlock a new tactile cognition by a Human and AI integration.
探索意识的极限能否成为一种修身的方式?理解V.T.S是一种代替感官的装置。它有助于在培育过程中进行探索和思考。在这项工作中,它进行了实验,评估自然算法和人工算法之间合作的可能性,作为人类增强的一种方法。也就是说,它测试了我们的大脑(自然的)与人工智能(人造的)的合作情况。神经可塑性的特征使我们的感官以各种方式感知世界,其中我们可能不是用眼睛看,而是用皮肤看,或者不是用耳朵听,而是用味蕾听,等等。一般的皮肤视觉依赖于大脑对信息的分析,然后形成认知。在这方面,我介绍了一个物体识别系统——YOLO v3,将YOLO 3给出的结果转换成盲文读取系统到大腿皮肤,另一边将触觉图像直接转换成背部的马达。你可以控制机器人在你周围漫游。它的左眼接收到的信号会将物体检测的结果翻译成盲文,并传送到你的腿上;而它的右眼将接收到的信号转换成你背部的触觉图像。所以最终你的大脑会设法理解这些信号的含义。开启人类与人工智能融合的全新触觉认知。
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引用次数: 0
Trace of dance 舞蹈的痕迹
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427179
Soyoung You
"Trace of Dance" tells the story of modern labor. It is not just to make money, but it includes images of various complex desires, such as social status, personal satisfaction, and the recognition of bosses. The artist likened this behavior of a modern laborers to an inertial Flapping wings of a moth. The thermal data are collected through interviews with workers and produced as sculptures depicting the trace of dance based on them. The sculpture is melted by thermal lighting, which turns on and off in proportion to laborers' working hours. The artist asks whether this quiet misfortune comes from personal aspirations or from systems.
《舞蹈的痕迹》讲述了现代劳动的故事。它不仅仅是为了赚钱,它还包含了各种复杂欲望的形象,比如社会地位、个人满足感、老板的认可。艺术家把现代劳动者的这种行为比喻为飞蛾的惯性扇动翅膀。通过对工人的采访收集热数据,并以此为基础制作雕塑,描绘舞蹈的痕迹。雕塑是由热照明融化的,它根据工人的工作时间按比例打开和关闭。艺术家问,这种无声的不幸是来自个人的愿望还是来自制度。
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引用次数: 0
River's edge 河的边缘
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427103
Takuya Yamauchi
"River's Edge" is the title of a series of collage artworks created from images obtained via the Internet through the medium of generative programming. In this series of images, the artist used a keyword associated with his childhood memory "River's Edge"to conduct an in-depth search for and gather associated images, which he then assembled into vivid and visually appealing collages. In the "River's Edge" artwork, blue, gray, and green sections of the collected images were associated with water, stone, and sky. Pieces from hundreds of images were extracted from the Internet in data form, processed, and emplaced in the images. The creative process was based on an algorithm that examined the collected images, extracted appealing sections, subjected them to a limited set of modifications, and then emplaced them into the artwork. Although the algorithm's functionalities are limited to magnification, rotation, and choosing the areas to extract from the collected imagery, the process made it possible to create a wide variety of collages. In the numerous trials that were conducted to develop this art form, several new expressions were identified, and many beautiful patterns were created.
“河的边缘”是一系列拼贴作品的标题,这些拼贴作品是通过生成编程的媒介,从互联网上获得的图像中创作出来的。在这一系列图像中,艺术家使用与童年记忆“河缘”相关的关键词,对相关图像进行了深入的搜索和收集,并将其组合成生动而富有视觉吸引力的拼贴画。在“河的边缘”艺术作品中,收集到的图像中的蓝色、灰色和绿色部分与水、石头和天空有关。从互联网上以数据形式提取了数百张图像中的碎片,经过处理并放置在图像中。创作过程是基于一种算法,该算法检查收集的图像,提取吸引人的部分,对它们进行有限的修改,然后将它们放入艺术品中。虽然该算法的功能仅限于放大、旋转和选择从收集的图像中提取的区域,但该过程使创建各种各样的拼贴画成为可能。在为发展这种艺术形式而进行的无数次试验中,确定了几种新的表达方式,并创造了许多美丽的图案。
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引用次数: 0
Healing 2077 治疗2077
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427154
Xiyuan Zhang
Nowadays, with the continuous progress of science and technology, the environment is getting worse, and human beings are beset by diseases. The human body is constantly suffering from pain, disease, and even life threat. When human body organs can't meet our perfect requirements for perfection, perhaps an electronic pill can solve our troubles. This work attempts to present the visual art expression form of projection mapping in the future world of scientific and technological progress, and designs the image content with the concept that human organs are continuously eroded and finally cured through the intervention of electronic pills. The first part of the work shows the formation of human lung organs and the process when they are invaded by viruses outside the body. This part strives to present the reality of human organs and the fragile human body. The middle section describes that through the intervention of electronic pills, one lung is gradually deformed after being alienated by electronic technology to form an efficient and indestructible mechanical lobe, while the other lobe is continuously eroded by viruses without the intervention of electronic pills. At the end of the work, it presents the possibility of lung being repaired and cured constantly through the style of Cyberpunk.
如今,随着科学技术的不断进步,环境越来越差,人类被疾病所困扰。人体不断遭受痛苦、疾病,甚至生命威胁。当人体器官不能满足我们对完美的完美要求时,也许一颗电子药丸可以解决我们的烦恼。本作品试图在科技进步的未来世界中呈现投影映射的视觉艺术表现形式,并以人体器官不断被侵蚀,最终通过电子药丸的介入被治愈的概念来设计图像内容。该作品的第一部分展示了人体肺器官的形成和被体外病毒入侵时的过程。这一部分力求呈现人体器官的真实和脆弱的人体。中间部分描述了通过电子丸的干预,一个肺在被电子技术异化后逐渐变形,形成一个高效且坚不可摧的机械叶,而另一个肺在没有电子丸干预的情况下被病毒不断侵蚀。在作品的最后,通过赛博朋克的风格呈现出肺被不断修复和治愈的可能性。
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引用次数: 0
Augmented reality media to express the experience of Japanese food culture 增强现实媒体表达日本饮食文化的体验
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427107
Kei Kobayashi, Kazuma Nagata, Junichi Hoshino
Japanese cuisine was registered as a UNESCO Intangible Cultural Heritage in 2013 designated with an evaluation as a social diet custom embodying a Japanese spirit that respects nature. However, it is difficult to fully understand the cultural characteristics of Japanese food because the actual meal is limited to taste and visual information such as taste, ingredients, tableware, and presentation. In this system, in order to convey Japanese food culture, interaction and video expressions are combined with actual meals, and as users proceed with meals the natural environment, text, and Ashirai projected on the tableware change and the system allows you to learn about the richness of nature that supports Japanese food, the changes in the four seasons, and the relationship with traditional events. The natural environment changes in 10 stages, and users can experience the changing seasons and beauty at their own pace. Ashirai are vegetables and flowers that are added to complement the dishes, and four types of treats are projected onto the tableware according to the changing seasons. The Japanese food in this work consists of "Ichiju Sansai," which means one soup and three vegetables. "Ichiju Sansai" is said to be the basis of Japanese food and is composed of a staple food, a soup, two side dishes, and a main dish, and their arrangement is also fixed. We asked several people to experience the system and we were able to tell the users that Japanese food is supported by natural riches and seasons while influencing traditional events as well. It has been also confirmed as another effect that users re-think the act of eating and re-realize Japanese cuisine including recognition of the blessings of nature. Demonstrations are held at the art gallery using cooking models.
日本料理在2013年被联合国教科文组织(UNESCO)列为非物质文化遗产,并被评价为“体现了尊重自然的日本精神的社会饮食习惯”。然而,日本料理的文化特征很难完全理解,因为实际用餐仅限于味道和视觉信息,如味道、配料、餐具和展示。在这个系统中,为了传达日本的饮食文化,将互动和视频表达与实际用餐相结合,随着用户用餐的进行,自然环境、文字和投射在餐具上的Ashirai会发生变化,系统可以让你了解到支撑日本食物的自然的丰富性、四季的变化以及与传统事件的关系。自然环境有10个阶段的变化,用户可以按照自己的节奏体验季节的变化和美丽。Ashirai是为了配合菜肴而添加的蔬菜和鲜花,根据季节的变化,餐具上投射出四种不同的小吃。这部作品中的日本食物是“一汤三菜”,意思是一汤三菜。“一居三斋”据说是日本食物的基础,由主食、汤、两道配菜和一道主菜组成,它们的排列也是固定的。我们邀请了几个人来体验这个系统,我们能够告诉用户,日本食物是由自然财富和季节支持的,同时也影响了传统活动。这也被证实是用户重新思考饮食行为,重新认识日本料理的另一种效果,包括对大自然的祝福的认可。在美术馆用烹饪模型进行示范。
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引用次数: 2
I'm thinking what I'm thinking 我在想我在想的事
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427124
Yalan Wen
The interactive immersive installation, I'm thinking what I am thinking, resembles a diagrammatic huge brain processing everyday data. The space includes a projection screen, a vintage CRT TV, 8 speakers hanging throughout the room, and under a spotlight there's a rug with stepping sensors. The environment combines sound and generative graphics, creating a subconscious experience for the visitor that calls on their intuition and cognition. It asks the question, 'Are we completely conscious of our thinking patterns when making a decision?'
这个互动的沉浸式装置,我在想我在想什么,就像一个巨大的大脑在处理日常数据。这个空间包括一块投影屏幕,一台老式CRT电视,8个挂在房间各处的扬声器,在聚光灯下有一个带有步进传感器的地毯。环境结合了声音和生成图形,为游客创造了一种潜意识的体验,呼唤他们的直觉和认知。它提出了这样一个问题:“在做决定时,我们是否完全意识到自己的思维模式?”
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引用次数: 0
Outside in: exile at home 内外:流放在家
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427114
Annabel Castro
Outside-in is an installation that utilizes machine learning to reflect on systematic discrimination by focusing on the indefinite detention of Mexicans with Japanese heritage concentrated in Morelos during WWII. This algorithmic discrimination system tears apart four classic fiction films continuously within a projection room. The fragments are displaced and classified using machine learning algorithms. The system selects, separates, reassembles and displaces the fragments into new orders. The new orders, edited in real time, are displayed in two perpendicular projections (one for the moving images, another for subtitles) and on a third wall the edited sound components are output through a row of headphones. It evokes the condition of being robbed of your right to be in the place to which you belong. The citizens detained during WWII were removed from their residence, their belongings were confiscated and they were placed in seclusion solely for having Japanese ancestry. Similarly, at present, data retrieving companies configure low resolution representations of ourselves from the snatched digital debris of our daily life. These pieces are reconfigured into archetypes and meaning is attached to them for massive decision making. We don't have the right or means to know what these representations look like or what meaning has been attached to such shapes. It is a privilege reserved to the designers of algorithmic processes: they own this right and we the citizens own the consequences.
这是一个利用机器学习来反思系统性歧视的装置,它关注的是二战期间集中在莫雷洛斯州的有日本血统的墨西哥人的无限期拘留。这种算法甄别系统在一个放映室里连续播放四部经典小说电影。使用机器学习算法对碎片进行移位和分类。系统选择、分离、重组并将碎片置换成新的顺序。实时编辑的新命令显示在两个垂直的投影中(一个用于运动图像,另一个用于字幕),在第三面墙上,编辑过的声音组件通过一排耳机输出。它唤起了你被剥夺了在你所属的地方的权利的状态。二战期间被拘留的公民被赶出住所,他们的财产被没收,他们被隔离起来,仅仅是因为他们有日本血统。同样,目前,数据检索公司从我们日常生活中抓取的数字碎片中配置了我们自己的低分辨率表示。这些片段被重新配置为原型,并附加了大量决策的意义。我们没有权利也没有办法知道这些图形是什么样子,或者这些图形有什么含义。这是留给算法程序设计者的特权:他们拥有这项权利,而我们公民要承担后果。
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引用次数: 0
Empathy wall 同理心墙
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427167
Joo-seok Moon
Empathy Wall is a work that starts with the question of whether when human-to-person communication is applied to human-to-technical communication, it can produce feelings close to the "sympathy" that occur between people. Empathy Wall wanted to develop human-to-human communication into human-to-object communication using the latest IT technology, and we wanted to expand this into empathy and familiarity between technology and humans. In other words, through the work of art called Empathy Wall, we are trying to extend human-to-human consensus to human-to-technical consensus formation. In the Empathy Wall, the two audiences in each room divided by walls cannot see each other, and an image appears on the wall. The two audiences are given the same subject and question, and if they talk about it freely, their emotions will be analyzed through AI algorithms according to the story, and images based on Kandinsky's theoretical rules will appear on the screen. At this time, the images from the emotional analysis of the stories of the two audiences are all mixed and appear on the walls of the room. Through this process, the audience will be able to see images automatically generated regardless of their own story being expressed on the same screen, in addition to images that respond to their stories. At this time, you can think of images as images of audiences in other rooms, or you can think that the walls themselves create images. During the experience of the Empathy Wall, the audience can feel emotions by looking at images that respond to their stories, and can feel emotions with other audiences as they automatically appear and mix with their own images regardless of their own stories, and furthermore, people and walls can feel empathy.
《移情墙》是一部从一个问题开始的作品,当人与人之间的交流应用于人与人之间的交流时,它是否能产生接近人与人之间发生的“同情”的感觉。同理心墙想用最新的IT技术把人与人之间的交流发展成人与人之间的交流,我们想把它扩展到技术和人之间的同理心和熟悉。换句话说,通过“共情墙”这一艺术作品,我们试图将人与人之间的共识扩展到人与人之间的共识形成。在共情墙中,被墙隔开的每个房间里的两个观众看不到对方,一个图像出现在墙上。两个观众被赋予相同的主题和问题,如果他们自由地谈论,他们的情绪将根据故事通过AI算法进行分析,基于康定斯基理论规则的图像将出现在屏幕上。此时,来自两位观众的故事的情感分析的图像都混合在一起,出现在房间的墙壁上。通过这个过程,观众可以在同一个屏幕上看到与他们自己的故事无关的自动生成的图像,以及与他们的故事相呼应的图像。在这个时候,你可以把图像想象成其他房间里观众的图像,或者你可以认为墙壁本身创造了图像。在体验移情墙的过程中,观众可以通过观看与他们的故事相呼应的图像来感受情绪,也可以与其他观众一起感受到情绪,因为这些情绪会自动出现,并与他们自己的图像混合在一起,而不管他们自己的故事是什么。此外,人和墙也可以感受到移情。
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引用次数: 0
Suprasymmetry
Pub Date : 2020-12-04 DOI: 10.1145/3414686.3427155
Robert B. Lisek
The topic of my research was problem of creating virtual environments (VE) in immersive art. I was focused on a roles of Presence, Flow, Immersion, and Interactivity. I was particularly interested in the problem of presence and flow in VE. Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another. Presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion. Flow is a state of experience where someone is completely absorbed and immersed in an activity. I researched relations between presence, flow, immersion and interactivity, e.g. how interactivity and sound spatialization improves experience of presence. I have developed machine learning methods that extend granular and pulsar synthesis in composing and new methods of building and transforming virtual environments.
我的研究主题是在沉浸式艺术中创造虚拟环境(VE)的问题。我关注的是存在感、心流、沉浸感和交互性。我对VE中的存在和流动问题特别感兴趣。在场被定义为身处一个地方或环境的主观体验,即使一个人的身体处于另一个地方或环境中。存在是一种正常的意识现象,需要直接的注意,并且是基于感官刺激和环境因素之间的相互作用,这些因素鼓励参与并使沉浸。心流是一种体验状态,人们完全沉浸在一项活动中。我研究了临在、心流、沉浸和互动性之间的关系,例如互动性和声音空间化如何改善临在体验。我开发了机器学习方法,扩展了颗粒和脉冲星合成的合成,以及构建和转换虚拟环境的新方法。
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引用次数: 0
期刊
SIGGRAPH Asia 2020 Art Gallery
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