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Pictures of Jap Girls in Synthesis 合成中的日本女孩的照片
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3329183
Eyal Gruss, Ayelet Sapirshtein, Vered Heruti
Pictures of Jap Girls in Synthesis, is a machine that creates live, visual poetry. The machine reads, or listens to poetry in a variety of languages. It synthesizes in real-time, visual images illustrating its understanding and interpretation of the text. As an interactive installation, poets can perform live poetry, with the machine simultaneously translating it into visual imagery, allowing a synesthetic and a more universal experience.
“合成日本女孩的照片”是一台创造生动的视觉诗歌的机器。这台机器可以阅读或聆听多种语言的诗歌。它综合实时的、视觉的图像来说明它对文本的理解和解释。作为一种互动装置,诗人可以表演现场诗歌,同时机器将其翻译成视觉图像,从而实现联觉和更普遍的体验。
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引用次数: 1
Is Deafness a Disability?: Designing Hearing Aids Beyond Functionality 耳聋是残疾吗?:设计超越功能的助听器
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325491
P. Marti, Annamaria Recupero
The question whether deafness is a disability causes controversial and emotionally charged debates. The experience of hearing loss is different from the experience of being born deaf, as well as the need and willingness of using hearing aids. Following a medical model of disability, deafness has been traditionally viewed as a physical impairment. This paper points out highly debated issues related to the design of assistive technologies for people with hearing impairment. It illustrates the design case of a suite of smart jewels designed to address their emotional and socio-cultural needs beyond the functional goal of supporting hearing. The design case calls for a shift in the attitude toward disability - from a medical model which sees impairment as a personal deficiency to be "normalized", to a socio-cultural model which views disability as a socially constructed concept defined by the obstacles of a hearing-oriented world.
耳聋是否是一种残疾的问题引发了充满争议和情感的辩论。听力损失的经历不同于天生耳聋的经历,也不同于使用助听器的需要和意愿。按照残疾的医学模式,耳聋传统上被视为一种身体缺陷。本文指出了与听力障碍人士辅助技术设计有关的高度争议的问题。它展示了一套智能珠宝的设计案例,旨在满足他们的情感和社会文化需求,而不仅仅是支持听力的功能目标。设计案例要求转变对残疾的态度——从将残疾视为个人缺陷的医学模式转变为将残疾视为社会构建的概念的社会文化模式,这种概念是由以听力为导向的世界的障碍所定义的。
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引用次数: 9
WanderGAN
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3329185
Eyal Gruss
A search journey in the imagined visions of a neural network. Given a photo, an artificial intelligence painter tries to recreate its likeness, and takes us through a visual journey in its search for the perfect reproduction. The spectator can intervene in the process, and focus on areas of her interest in the intermediate imagery. The painter will then shift its efforts to recreate the chosen impression. The emerging experience may resemble wandering within a vision or a dream.
在神经网络想象中的搜索之旅。给定一张照片,一个人工智能画家试图重现它的相似之处,并带我们经历一段寻找完美复制品的视觉之旅。观众可以介入这个过程,并专注于她对中间图像感兴趣的领域。然后,画家将转移其努力来重新创造所选择的印象。出现的体验可能类似于在一个幻象或梦中徘徊。
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引用次数: 0
Collaborative Design Curation: Supporting Creativity in Teams 协同设计策展:支持团队中的创造力
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326562
Nic Lupfer
This proposed research investigates new media and interaction techniques to address creativity challenges facing design teams. I propose role-based layers within zoomable spaces, as a novel technique for reducing collaborative fixation, while maintaining shared awareness and shared visual context. My research will enable design teams to create layered, multiscale design curation spaces which can modulate individual and collaborative creative processes.
本研究旨在探讨新媒体和互动技术,以解决设计团队面临的创意挑战。我在可缩放空间中提出基于角色的层,作为一种减少协作固定的新技术,同时保持共享意识和共享视觉环境。我的研究将使设计团队能够创建分层,多尺度的设计策展空间,可以调节个人和协作的创作过程。
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引用次数: 0
The Burden of Selfhood 《自我的负担
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3329171
A. Fox, Stefani Byrd, Sarah Ciston, F. Navarro, H. Kayser
The Burden of Selfhood is an interdisciplinary performance artwork exploring the intersection of feminism, identity and technology. By connecting methods from cognitive science, music, poetry, video and performance art, we investigate the experience of viewing and being viewed as a gendered body. Technology has accelerated the recursive gaze to the point that we continually perform and project back onto each other our internalized expectations for unattainable perfection. This poly-vocal performance uses large-scale data visualizations and live performers to make explicit both the collective gaze and the implicit impact of being seen. Select portions of the performance can be found at: https://www.youtube.com/watch?v=UPk2JSt-e9Q https://www.youtube.com/watch?v=j1DXmiBU_3w
《自我的负担》是一件跨学科的行为艺术作品,探索了女权主义、身份和技术的交集。通过结合认知科学、音乐、诗歌、录像和行为艺术的方法,我们研究了观看和被视为性别化身体的体验。科技加速了这种递归凝视,以至于我们不断地表现并将我们对无法达到的完美的内在期望投射到彼此身上。这种多声音表演使用大规模的数据可视化和现场表演者来明确集体凝视和被观看的隐性影响。可以在https://www.youtube.com/watch?v=UPk2JSt-e9Q https://www.youtube.com/watch?v=j1DXmiBU_3w上找到演出的部分内容
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引用次数: 0
Towards Eliciting Feedback for Artworks on Public Displays 关于公众展览艺术作品的反馈
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326583
J. Oppenlaender, S. Hosio
The internet and digital technologies have had a strong influence on how art is created, distributed and perceived. Museums and art galleries, however, are still predominantly places of passive consumption of art. In our project, we explore new forms of communication and feedback between artists and their audience, mediated by public displays. In this work-in-progress paper, we present a situated feedback system for giving feedback on artworks in a public setting. We present a preliminary evaluation of the system with artists and potential audience on their reactions to the system and eight different types of feedback.
互联网和数字技术对艺术的创作、传播和感知方式产生了巨大影响。然而,博物馆和艺术画廊仍然是被动消费艺术的主要场所。在我们的项目中,我们探索艺术家和他们的观众之间的沟通和反馈的新形式,通过公共展览来调解。在这篇正在进行的论文中,我们提出了一个在公共环境中对艺术品进行反馈的位置反馈系统。我们对艺术家和潜在观众对该系统的反应和八种不同类型的反馈进行了初步评估。
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引用次数: 6
Strategies in Creative Professionals' Use of Digital Tools Across Domains 创意专业人士跨领域使用数字工具的策略
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325494
J. Frich, M. M. Biskjaer, Lindsay MacDonald Vermeulen, Christian Remy, P. Dalsgaard
On the basis of a qualitative study of five domains of creative work, this paper analyzes two recurring strategies in the use of digital tools, 'margins' and 'view-shifts'. These strategies are commonly employed by creative professionals across five different domains. Based on video from observational studies of music producers, video production, industrial design, graphic design, and service design, we conduct a thematic analysis to arrive at the two strategies. We furthermore examine the two strategies in relation to existing research into creativity and cognition, and discuss how this can inform future studies of the use of digital tools in creative work.
在对创造性工作的五个领域进行定性研究的基础上,本文分析了在使用数字工具时两种反复出现的策略,“边际”和“视角转移”。这些策略通常被五个不同领域的创意专业人士所采用。基于对音乐制作人、视频制作、工业设计、平面设计和服务设计的观察研究,我们进行了专题分析,得出了这两种策略。我们进一步研究了这两种策略与现有的创造力和认知研究的关系,并讨论了这如何为未来在创造性工作中使用数字工具的研究提供信息。
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引用次数: 8
The Origin of Anti-Hispanic Rhetoric - The Spanish Black Legend 反西班牙语修辞的起源——西班牙黑人传奇
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326550
Nicole Arteaga, Glenda Drew
This demonstration is meant to educate the community about a topic called The Spanish Black Legend. The demonstration will feature interactive components meant to engage the general public and pique their interest in learning more about the source and history of Anti-Hispanic Rhetoric. The demonstration will include interactive features through a timeline-based strategy where the user will visualize the events of the Spanish Black Legend as they move through their story. The timeline-based strategy will be used to clearly demonstrate the history of Anti-Hispanicism as it began and has manifested into the way society presently speaks about and treats Chicanx and Latinx peoples. This demonstration will be displayed on a tablet with the hopes that conference attendees interact with the story from beginning to end and walk away with a deeper understanding of a topic that is very pertinent in today's political climate. The goal of this platform is to educate about this topic while providing an opportunity for users to share their thoughts and experiences with each other both during and after the demonstration.
这次示威是为了教育社区关于西班牙黑人传奇的话题。该演示将以互动组件为特色,旨在吸引公众,激发他们对更多地了解反西班牙语修辞的来源和历史的兴趣。演示将包括交互式功能,通过一个基于时间轴的策略,用户将在他们的故事中可视化西班牙黑色传说的事件。基于时间轴的策略将被用来清楚地展示反西班牙主义的历史,因为它开始并表现为社会目前谈论和对待墨西哥人和拉丁人的方式。这个演示将被展示在平板电脑上,希望与会者能够从头到尾与这个故事互动,并对这个与当今政治气候非常相关的话题有更深的理解。这个平台的目标是教育这个主题,同时为用户提供一个机会,在演示期间和之后相互分享他们的想法和经验。
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引用次数: 0
The Effect of Spatial Ability on Immersive 3D Drawing 空间能力对沉浸式三维绘图的影响
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325489
Mayra Donaji Barrera Machuca, W. Stuerzlinger, P. Asente
Virtual Reality (VR) headsets have made immersive 3D drawing available to the general public. However, compared to 2D drawing, the presence of an additional dimension makes sketching in VR challenging, since creating precise strokes that are positioned as intended in all three dimensions imposes higher demands on the users' perception, motor and spatial skills. Another challenge users face is creating accurate shapes in which strokes are positioned correctly relative to previous ones, as they may need to use different views to plan their next hand movement. In this paper, we analyze the behaviours of users with different spatial abilities while drawing in VR. Our results indicate that there are different types of behaviours that affect different aspects of the sketches. We also found that the user's spatial ability affects the shape of the drawing, but not the line precision. Finally, we give recommendations for designing 3D drawing interfaces.
虚拟现实(VR)头戴式耳机使大众可以沉浸式3D绘图。然而,与2D绘图相比,额外维度的存在使得VR中的素描具有挑战性,因为在所有三个维度中创建精确的笔画,对用户的感知、运动和空间技能提出了更高的要求。用户面临的另一个挑战是创建准确的形状,其中笔画相对于之前的笔画定位正确,因为他们可能需要使用不同的视角来计划下一步的手部运动。在本文中,我们分析了不同空间能力的用户在VR中绘画时的行为。我们的研究结果表明,不同类型的行为会影响草图的不同方面。我们还发现,用户的空间能力会影响绘图的形状,但不会影响线条的精度。最后,对三维绘图界面的设计提出了建议。
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引用次数: 37
Session details: Session 2: Crowds + Collaboration 会议详情:第二部分:人群+协作
Pub Date : 2019-06-13 DOI: 10.1145/3340694
M. Maher
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引用次数: 0
期刊
Proceedings of the 2019 Conference on Creativity and Cognition
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