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The Art of Digital Scent - People, Space and Time 数字气味艺术——人、空间和时间
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-11-01 DOI: 10.7559/CITARJ.V10I1.501
Mei-Kei Lai
The sense of smell is closely related with people across time and space. The aesthetic, affective and evocative aspects of smell are widely portrayed in art practices. Olfactory art has its unique expression that other modalities hardly have. Yet this aesthetic medium seems to be underestimated when it comes to the digital age. Current digital olfaction researches mainly focus on meeting tasks and solving problems. The aesthetic experience and the meaning behind are seldom discussed. This paper proposes a potential area where the people from digital art and digital olfaction can contribute together. This paper firstly gives an overview about the affective and evocative impacts of scent on people across time and space, reviewing how scent is treated as the aesthetic medium in the art form, then examining current usages of olfactory display, and lastly discussing the opportunities lying ahead. It provides the way to appreciate the world aesthetically through this affective and evocative medium.
嗅觉与人的关系是跨越时空的。在艺术实践中,气味的审美、情感和唤起方面被广泛描绘。嗅觉艺术有其独特的表达方式,其他形式几乎没有。然而,在数字时代,这种审美媒介似乎被低估了。目前的数字嗅觉研究主要集中在满足任务和解决问题上。审美体验及其背后的意义很少被讨论。本文提出了一个潜在的领域,从数字艺术和数字嗅觉的人可以共同贡献。本文首先概述了气味在不同时空中对人的情感和唤起的影响,回顾了气味在艺术形式中是如何被视为审美媒介的,然后研究了嗅觉展示的当前用法,最后讨论了未来的机会。它提供了通过这种情感和唤起媒介审美欣赏世界的方式。
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引用次数: 2
King's Speech: Pronounce a Foreign Language with Style 国王演讲:有风格地发音外语
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-08-02 DOI: 10.7559/CITARJ.V10I2.414
Georgios Athanasopoulos, Celine Lucas, Alessandro Cierro, Robin Guerit, K. Hagihara, Julie Chatelain, S. Lugan, B. Macq
Computer assisted pronunciation training requires strategies that capture the attention of the learners and guide them along the learning pathway. In this paper, we introduce an immersive storytelling scenario for creating appropriate learning conditions. The proposed learning interaction is orchestrated by a spoken karaoke. We motivate the concept of the spoken karaoke and describe our design. Driven by the requirements of the proposed scenario, we suggest a modular architecture designed for immersive learning applications. We present our prototype system and our approach for the processing of spoken and visual interaction modalities. Finally, we discuss how technological challenges can be addressed in order to enable the learner's self-evaluation.
计算机辅助发音训练需要一些策略来吸引学习者的注意力,并引导他们沿着学习路径学习。在本文中,我们引入了一个沉浸式故事情节来创造适当的学习条件。拟议的学习互动是由口语卡拉ok编排的。我们激发了口语卡拉ok的概念并描述了我们的设计。根据所提出的场景的需求,我们建议为沉浸式学习应用设计模块化架构。我们提出了我们的原型系统和我们的方法来处理口头和视觉交互模式。最后,我们讨论了如何应对技术挑战,以实现学习者的自我评估。
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引用次数: 3
User-Centred Design Actions for Lightweight Evaluation of an Interactive Machine Learning Toolkit 交互式机器学习工具包轻量级评估的以用户为中心的设计动作
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-07-11 DOI: 10.7559/CITARJ.V10I2.509
Francisco Bernardo, M. Grierson, R. Fiebrink
Machine learning offers great potential to developers and end users in the creative industries. For example, it can support new sensor-based interactions, procedural content generation and enduser product customisation. However, designing machine learning toolkits for adoption by creative developers is still a nascent effort. This work focuses on the application of user-centred design with creative end-user developers for informing the design of an interactive machine learning toolkit. We introduce a framework for user-centred design actions that we developed within the context of an European Union innovation project, RAPID-MIX. We illustrate the application of the framework with two actions for lightweight formative evaluation of our toolkit—the JUCE Machine Learning Hackathon and the RAPID-MIX API workshop at eNTERFACE’17. We describe how we used these actions to uncover conceptual and technical limitations. We also discuss how these actions provided us with a better understanding of users, helped us to refine the scope of the design space, and informed improvements to the toolkit. We conclude with a reflection about the knowledge we obtained from applying user-centred design to creative technology, in the context of an innovation project in the creative industries.
机器学习为创意产业的开发人员和最终用户提供了巨大的潜力。例如,它可以支持新的基于传感器的交互、程序内容生成和最终用户产品定制。然而,设计供创造性开发人员采用的机器学习工具包仍然是一项初级工作。这项工作的重点是与富有创意的最终用户开发人员一起应用以用户为中心的设计,为交互式机器学习工具包的设计提供信息。我们引入了一个以用户为中心的设计行动框架,该框架是我们在欧盟创新项目RAPID-MIX的背景下开发的。我们用两个动作来说明框架的应用,以对我们的工具包进行轻量级形成性评估——JUCE机器学习黑客马拉松和在eNTERFACE’17举办的RAPID-MIX API研讨会。我们描述了我们如何使用这些行动来揭示概念和技术上的局限性。我们还讨论了这些操作如何让我们更好地了解用户,帮助我们完善设计空间的范围,并对工具包进行知情的改进。最后,我们反思了我们在创意产业创新项目的背景下,将以用户为中心的设计应用于创意技术所获得的知识。
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引用次数: 14
On the Use of Natural User Interfaces in Physical Rehabilitation: A Web-based Application for Patients with Hip Prosthesis 自然用户界面在物理康复中的应用:基于网络的髋关节假体患者应用
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-07-04 DOI: 10.7559/CITARJ.V10I2.402
Y. Rybarczyk, Clément Cointe, Tiago Gonçalves, Vitor Minhoto, Jan Kleine Deters, Santiago Villarreal, Arián Aladro Gonzalo, Jonathan Baldeon, Danilo Esparza
This study aims to develop a telemedicine platform for self-motor rehabilitation and remote monitoring by health professionals, in order to enhance recovery in patients after hip replacement. The implementation of such a technology is justified by medical (improvement of the recovery process by the possibility to perform rehabilitation exercises more frequently), economic (reduction of the number of medical appointments and the time patients spend at the hospital), mobility (diminution of the transportation to and from the hospital) and ethics (healthcare democratization and increased empowerment of the patient) purposes. The Kinect camera is used as a Natural User Interface to capture the physical exercises performed at home by the patients. The quality of the movement is evaluated in real-time by an assessment module implemented according to a Hidden-Markov Model approach. The results show a high accuracy in the evaluation of the movements (92% of correct classification). Finally, the usability of the platform is tested through the System Usability Scale (SUS). The overall SUS score is 81 out of 100, which suggests a good usability of the Web application. Further work will focus on the development of additional functionalities and an evaluation of the impact of the platform on the recovery process.
本研究旨在开发一个远程医疗平台,供医疗专业人员进行自我运动康复和远程监测,以提高髋关节置换术后患者的康复能力。从医疗(通过更频繁地进行康复练习的可能性来改善康复过程)、经济(减少医疗预约次数和患者在医院花费的时间)、机动性(减少往返医院的交通)和道德(医疗保健民主化和增强患者的权力)的目的来看,实施这种技术是合理的。Kinect摄像头被用作自然用户界面,用于捕捉患者在家进行的体育锻炼。运动质量由一个基于隐马尔可夫模型的评估模块实时评估。结果表明,对动作的评价具有较高的准确率(正确率达92%)。最后,通过系统可用性量表(SUS)对平台的可用性进行了测试。总体SUS得分为81分(满分100分),这表明Web应用程序具有良好的可用性。进一步的工作将侧重于开发更多的功能,并评估该平台对恢复过程的影响。
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引用次数: 10
Real Time Web-based Toolbox for Computer Vision 基于Web的实时计算机视觉工具箱
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-06-30 DOI: 10.7559/CITARJ.V10I2.494
S. Mahmoudi, Mohammed Amin Belarbi, M. Adoui, Mohammed Amine Larhmam, Fabian Lecron
The last few years have been strongly marked by the presence of multimedia data (images and videos) in our everyday lives. These data are characterized by a fast frequency of creation and sharing since images and videos can come from different devices such as cameras, smartphones or drones. The latter are generally used to illustrate objects in different situations (airports, hospitals, public areas, sport games, etc.). As result, image and video processing algorithms have got increasing importance for several computer vision applications such as motion tracking, event detection and recognition, multimedia indexation and medical computer-aided diagnosis methods. In this paper, we propose a real time cloud-based toolbox (platform) for computer vision applications. This platform integrates a toolbox of image and video processing algorithms that can be run in real time and in a secure way. The related libraries and hardware drivers are automatically integrated and configured in order to offer to users an access to the different algorithms without the need to download, install and configure software or hardware. Moreover, the platform offers the access to the integrated applications from multiple users thanks to the use of Docker (Merkel, 2014) containers and images.Experimentations were conducted within three kinds of algorithms: 1. image processing toolbox. 2. Video processing toolbox. 3. 3D medical methods such as computer-aided diagnosis for scoliosis and osteoporosis.  These experimentations demonstrated the interest of our platform for sharing our scientific contributions related to computer vision domain. The scientific researchers could be able to develop and share easily their applications fastly and in a safe way.
在过去的几年里,多媒体数据(图像和视频)在我们的日常生活中占有重要地位。这些数据的特点是创建和共享频率快,因为图像和视频可以来自不同的设备,如相机、智能手机或无人机。后者通常用于说明不同情况下的物体(机场、医院、公共区域、体育比赛等)。因此,图像和视频处理算法在运动跟踪、事件检测和识别、多媒体索引和医学计算机辅助诊断方法等计算机视觉应用中变得越来越重要。在本文中,我们提出了一个用于计算机视觉应用的实时基于云的工具箱(平台)。该平台集成了一个图像和视频处理算法工具箱,可以实时安全地运行。相关的库和硬件驱动程序被自动集成和配置,以便向用户提供对不同算法的访问,而无需下载、安装和配置软件或硬件。此外,由于Docker(Merkel,2014)容器和图像的使用,该平台提供了多个用户对集成应用程序的访问。实验在三种算法中进行:1。图像处理工具箱。2.视频处理工具箱。3.脊柱侧弯和骨质疏松症的计算机辅助诊断等三维医学方法。这些实验表明,我们的平台有兴趣分享我们在计算机视觉领域的科学贡献。科学研究人员可以快速、安全地轻松开发和共享他们的应用程序。
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引用次数: 6
Review of "Thinking Machines: Art and Design in the Computer Age, 1959-1989. Museum of Modern Art. 《思考机器:计算机时代的艺术与设计,1959-1989》现代艺术博物馆。
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-06-04 DOI: 10.7559/CITARJ.V10I1.497
Kendra Chilson, M. Szabó
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引用次数: 0
Drawing Equirectangular VR Panoramas with Ruler, Compass, and Protractor 用标尺、指南针和量角器绘制等矩形VR全景
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-04-03 DOI: 10.7559/CITARJ.V10I1.471
A. Araújo
This work presents a method for drawing Virtual Reality panoramas by ruler and compass operations. VR panoramas are immersive anamorphoses rendered from equirectangular spherical perspective data. This data is usually photographic, but some artists are creating hand-drawn equirectangular perspectives to be visualized in VR. This practice, that lies interestingly at the interface between analog and digital drawing, is hindered by a lack of method, as these drawings are usually done by trial-and-error, with ad-hoc measurements and interpolation of pre-computed grids, a process with considerable artistic limitations. I develop here the analytic tools for plotting all great circles, line images and their vanishing points, and then show how to achieve these constructions through descriptive geometry diagrams that can be executed using only ruler, compass, and protractor. Approximations of line images by circular arcs and sinusoids are shown to have acceptable errors for low values of angular elevation. The symmetries of the perspective are studied and their uses for improving gridding methods are discussed.
本文提出了一种通过标尺和指南针操作绘制虚拟现实全景图的方法。VR全景是根据等矩形球形透视数据渲染的沉浸式变形。这些数据通常是摄影的,但一些艺术家正在创建手绘的等矩形透视图,以便在VR中可视化。有趣的是,这种做法位于模拟和数字绘图之间的界面,由于缺乏方法而受到阻碍,因为这些绘图通常是通过反复试验、特别测量和预计算网格的插值来完成的,这一过程具有相当大的艺术局限性。我在这里开发了绘制所有大圆、线图像及其消失点的分析工具,然后展示了如何通过仅使用标尺、指南针和量角器即可执行的描述性几何图来实现这些构造。通过圆弧和正弦曲线对线图像的近似被证明对于低的角仰角值具有可接受的误差。研究了透视图的对称性,并讨论了它们在改进网格方法中的应用。
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引用次数: 26
What Can and Cannot Be Felt: The Paradox of Affectivity in Post-Internet Art 什么能被感知,什么不能被感知:后网络艺术中的情感悖论
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-04-03 DOI: 10.7559/CITARJ.V10I1.380
Rita Monteiro, H. Barranha
Focusing on the paradox of embodiment/ disembodiment in virtual space, and on the recent history of Net Art, this article proposes to go back to Roy Ascott’s metaphor of the ‘telematic embrace’ in order to examine different artistic and theoretical approaches to online affectivity. While the first generation of artists who founded the net.art movement was openly fascinated by the novelty of cyberspace as a medium, currently artists are adopting online tools to produce also offline works, revealing the presence of Internet culture in contemporary society instead of focusing on the nature of the medium in itself. In this scenario, marked by the current Post-Internet discourse, real and virtual worlds overlap, and hybrid artistic forms emerge. But are Net artists still reinterpreting the idea of virtual embrace? Or have they moved away from a romantic stance, highlighting the perils of the digital revolution in the so-called Post-Digital age? Adopting a phenomenological perspective, this essay aims to address these questions, exploring the paradox of affectivity in contemporary networked cultures through the analysis of emblematic artworks.
本文着眼于虚拟空间中的具体化/去具体化的悖论,以及网络艺术的近代史,建议回到罗伊·阿斯科特对“远程信息拥抱”的隐喻,以考察不同的艺术和理论方法来表达网络情感。虽然创立网络艺术运动的第一代艺术家公开着迷于网络空间作为一种媒介的新颖性,但目前艺术家们正在采用在线工具制作线下作品,揭示了网络文化在当代社会中的存在,而不是关注媒介本身的本质。在这种情况下,以当前的后互联网话语为标志,真实世界和虚拟世界重叠,混合艺术形式出现。但网络艺术家们还在重新诠释虚拟拥抱的概念吗?还是他们已经放弃了浪漫的立场,强调了所谓后数字时代数字革命的危险?本文运用现象学的视角,通过对象征性艺术品的分析,探讨当代网络文化中情感的悖论。
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引用次数: 0
Practicable. From Participation to Interaction in Contemporary Art 可行的当代艺术从参与到互动
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-27 DOI: 10.7559/CITARJ.V9I1.456
L. Castro
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引用次数: 17
Attempting to Resurrect the Author through Neuropsychoanalysis 试图通过神经心理学分析复活作者
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-27 DOI: 10.7559/citarj.v9i1.468
Fátima Chinita
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引用次数: 0
期刊
Journal of Science and Technology of the Arts
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