Pub Date : 2018-11-01DOI: 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.
{"title":"The Art of Digital Scent - People, Space and Time","authors":"Mei-Kei Lai","doi":"10.7559/CITARJ.V10I1.501","DOIUrl":"https://doi.org/10.7559/CITARJ.V10I1.501","url":null,"abstract":"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.","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":" ","pages":""},"PeriodicalIF":0.2,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45088930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-08-02DOI: 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.
{"title":"King's Speech: Pronounce a Foreign Language with Style","authors":"Georgios Athanasopoulos, Celine Lucas, Alessandro Cierro, Robin Guerit, K. Hagihara, Julie Chatelain, S. Lugan, B. Macq","doi":"10.7559/CITARJ.V10I2.414","DOIUrl":"https://doi.org/10.7559/CITARJ.V10I2.414","url":null,"abstract":"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.","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":" ","pages":""},"PeriodicalIF":0.2,"publicationDate":"2018-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48347843","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-11DOI: 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.
{"title":"User-Centred Design Actions for Lightweight Evaluation of an Interactive Machine Learning Toolkit","authors":"Francisco Bernardo, M. Grierson, R. Fiebrink","doi":"10.7559/CITARJ.V10I2.509","DOIUrl":"https://doi.org/10.7559/CITARJ.V10I2.509","url":null,"abstract":"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.","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":" ","pages":""},"PeriodicalIF":0.2,"publicationDate":"2018-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46714149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-04DOI: 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.
{"title":"On the Use of Natural User Interfaces in Physical Rehabilitation: A Web-based Application for Patients with Hip Prosthesis","authors":"Y. Rybarczyk, Clément Cointe, Tiago Gonçalves, Vitor Minhoto, Jan Kleine Deters, Santiago Villarreal, Arián Aladro Gonzalo, Jonathan Baldeon, Danilo Esparza","doi":"10.7559/CITARJ.V10I2.402","DOIUrl":"https://doi.org/10.7559/CITARJ.V10I2.402","url":null,"abstract":"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.","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":" ","pages":""},"PeriodicalIF":0.2,"publicationDate":"2018-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48723062","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-06-30DOI: 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.
{"title":"Real Time Web-based Toolbox for Computer Vision","authors":"S. Mahmoudi, Mohammed Amin Belarbi, M. Adoui, Mohammed Amine Larhmam, Fabian Lecron","doi":"10.7559/CITARJ.V10I2.494","DOIUrl":"https://doi.org/10.7559/CITARJ.V10I2.494","url":null,"abstract":"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.","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":" ","pages":""},"PeriodicalIF":0.2,"publicationDate":"2018-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47777657","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-06-04DOI: 10.7559/CITARJ.V10I1.497
Kendra Chilson, M. Szabó
{"title":"Review of \"Thinking Machines: Art and Design in the Computer Age, 1959-1989. Museum of Modern Art.","authors":"Kendra Chilson, M. Szabó","doi":"10.7559/CITARJ.V10I1.497","DOIUrl":"https://doi.org/10.7559/CITARJ.V10I1.497","url":null,"abstract":"","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":"1 1","pages":""},"PeriodicalIF":0.2,"publicationDate":"2018-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43050863","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-04-03DOI: 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.
{"title":"Drawing Equirectangular VR Panoramas with Ruler, Compass, and Protractor","authors":"A. Araújo","doi":"10.7559/CITARJ.V10I1.471","DOIUrl":"https://doi.org/10.7559/CITARJ.V10I1.471","url":null,"abstract":"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.","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":"10 1","pages":"15-27"},"PeriodicalIF":0.2,"publicationDate":"2018-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47728752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-04-03DOI: 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.
{"title":"What Can and Cannot Be Felt: The Paradox of Affectivity in Post-Internet Art","authors":"Rita Monteiro, H. Barranha","doi":"10.7559/CITARJ.V10I1.380","DOIUrl":"https://doi.org/10.7559/CITARJ.V10I1.380","url":null,"abstract":"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.","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":"10 1","pages":"3-14"},"PeriodicalIF":0.2,"publicationDate":"2018-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44112015","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Practicable. From Participation to Interaction in Contemporary Art","authors":"L. Castro","doi":"10.7559/CITARJ.V9I1.456","DOIUrl":"https://doi.org/10.7559/CITARJ.V9I1.456","url":null,"abstract":"","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":"9 1","pages":"73-75"},"PeriodicalIF":0.2,"publicationDate":"2017-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45282618","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Attempting to Resurrect the Author through Neuropsychoanalysis","authors":"Fátima Chinita","doi":"10.7559/citarj.v9i1.468","DOIUrl":"https://doi.org/10.7559/citarj.v9i1.468","url":null,"abstract":"","PeriodicalId":41151,"journal":{"name":"Journal of Science and Technology of the Arts","volume":"9 1","pages":"77-81"},"PeriodicalIF":0.2,"publicationDate":"2017-12-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49478108","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}