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Synthetic Books 合成的书
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483663
Varvara Guljajeva
The article explores new ways of written language aided by AI technologies, like GPT-2 and GPT-3. The question that is stated in the paper is not about whether these novel technologies will eventually replace authored books, but how to relate to and contextualize such publications and what kind of new tools, processes, and ideas are behind them. For that purpose, a new concept of synthetic books is introduced in the article. It stands for the publications created by deploying AI technology, more precisely autoregressive language models that are able to generate human-like text. Supported by the case studies, the value and reasoning of the synthetic books are discussed. The paper emphasizes that artistic quality is an issue when it comes to AI-generated content. The article introduces projects that demonstrate an interactive input by an artist and/or audience combined with the deep-learning-based language models. In the end, the paper focuses on understanding the neural aesthetics of written language in the art context.
本文探索了人工智能技术(如GPT-2和GPT-3)辅助书写语言的新方式。论文中提出的问题不是这些新技术是否最终会取代有作者的书籍,而是如何与这些出版物联系起来并将其置于环境中,以及它们背后是什么样的新工具、过程和思想。为此,本文提出了合成图书的新概念。它代表通过部署人工智能技术创建的出版物,更准确地说,是能够生成类似人类文本的自回归语言模型。结合案例分析,论述了综合图书的价值和合理性。这篇论文强调,当涉及到人工智能生成内容时,艺术质量是一个问题。本文介绍了一些项目,这些项目结合了基于深度学习的语言模型,展示了艺术家和/或观众的互动输入。最后,本文着重探讨了艺术语境下书面语的神经美学。
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引用次数: 3
STEAM for all: New Computational Thinking Curricula in Spanish Formal Secondary Education 面向所有人的STEAM:西班牙正规中等教育中的新计算思维课程
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483662
R. Robles, Santiago Fernández-Cabaleiro
In this article, the authors introduce the new educational curricula for Computing and Robotics in Andalusia [1], that will be offered as an optional subject for more than three hundred thousand students during 2021/2022 academic year and so on. This curriculum offers young students, aged 12-15 years old, with the opportunity to gain a better understanding on how our digital world works, as well as, developing a set of skills known as computational thinking. This term refers to a way of understanding and solving problems, in any discipline, with the help of computers.ç
在本文中,作者介绍了安达卢西亚计算机和机器人的新教育课程[1],该课程将在2021/2022学年期间为30多万名学生提供选修课程,等等。该课程为年龄在12-15岁之间的年轻学生提供了更好地了解我们的数字世界如何运作的机会,以及培养一套被称为计算思维的技能。这个术语指的是在computers.ç的帮助下,在任何学科中理解和解决问题的一种方式
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引用次数: 0
Immanent Curiosity/Creativity in Science, Art, and Politics 科学、艺术和政治中内在的好奇心/创造力
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483690
J. Ribeiro, H. Pereira, Leonel Moura
This paper aims to discuss extensively the system of relationships among several types of art and branches of science, under a political perspective discarding any theological/capitalist stance. Once established a quasi-equivalence between creativity and curiosity, a number of features of the creative process are examined, focused firstly on the mind of one individual, and lastly, on the web of interactions anchored in a group of people. Then, mainstream statistics – equated with some sort of commercial numerology – is criticized on the grounds of the unrealistic and unverifiable assumptions it relies upon. As opposed to this, Correspondence Analysis as a method for assumption-free data treatment is put forward, allowing to explore the qualitative variables that are dominant in the fuzzy areas of art and of science of complexity. Two examples of fresh artistic experiences are given, one in the realm of writing, the other, of painting, both demonstrating the concept of practical poetry. The first epitomizes the ways how self-imposed rules that preside over the creation of a literary text may be a source of joyful gratification, based on a cooperation involving the writer and reader. The second demonstrates a process for visual artwork production drew on the collective labor of a set of robots, each one of which can only communicate with the others across the canvas where they evolve. Specific examples of the recombination of science, art, architecture, and urbanism are presented, under a radical perspective that rejects all forms of capitalist power, as it appears in current crisis. Table of Contents Introduction Biological, anthropological, and social features of the creative process Numerology vs. exploratory data analysis Writing under constraints Unmanned paintings Science, art, architecture, and urbanism Contemporary political/sanitary issues Conclusions
本文的目的是在抛弃任何神学/资本主义立场的政治视角下,广泛讨论几种艺术类型和科学分支之间的关系系统。一旦在创造力和好奇心之间建立了准对等关系,就会对创造性过程的许多特征进行检查,首先集中在一个人的思想上,最后集中在一群人的互动网络上。然后,主流统计——等同于某种商业命理学——因其所依赖的不现实和无法验证的假设而受到批评。与此相反,对应分析作为一种无假设的数据处理方法被提出,允许探索在艺术和复杂科学的模糊领域占主导地位的定性变量。文中列举了两种新鲜的艺术体验,一种是在写作领域,另一种是在绘画领域,两者都体现了实用诗歌的概念。第一个集中体现了在作者和读者合作的基础上,主导文学文本创作的自我强加规则如何成为快乐满足的来源。第二个展示了视觉艺术作品的生产过程,利用了一组机器人的集体劳动,每个机器人只能在画布上与其他机器人进行交流。在一种激进的观点下,科学、艺术、建筑和城市主义重新组合的具体例子被提出,这种观点拒绝了当前危机中出现的所有形式的资本主义权力。目录简介创作过程的生物学、人类学和社会特征数字命理学与探索性数据分析约束下的写作无人绘画科学、艺术、建筑与城市化当代政治/卫生问题结论
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引用次数: 0
Printing Art with plastic from plants: Printing Art with plastic from plants 用植物制成的塑料印刷艺术:用植物制成的塑料印刷艺术
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483772
Rosangella Leote
This is a proposal for an exhibition of an artistic work to be assembled in this edition of ARTECH (2021). The work is called “Lux Cortina”. It is an interactive sculpture. Some considerations are made about the technologies and materials used in the production of sculptures and installations by this author. They are notes of methods to printing in 3D, with a minimum of commitment to the environment. Also is demonstrating the difficulties of moving away from the use products critical for the nature, when is used computer technologies. However, some options for reducing the impact for the environment are presented. The focus is printing with PLA thermoplastic (Polylactic Acid), which is made from plants, is biodegradable and fully recyclable, being in the category of bioplastics. The second focus is the use of materials that have a certain scale of friendliness, in certain contexts, such as silicon. To contextualize, is pointed out some uses those artists are making of 3D printing technologies, trying to indicate potentialities that collaboration between artists, architects and engineers can have, in terms of social, ecological, and global benefits for humanity, both for life on earth, as well as on other planets, like Mars.
这是关于在本期ARTECH(2021)上集结的一件艺术作品展览的提案。这件作品被称为“Lux Cortina”。这是一个互动雕塑。作者对雕塑和装置作品中所使用的技术和材料进行了思考。它们是3D打印方法的注释,对环境的承诺最小。同时也证明了从使用产品中摆脱出来的困难对大自然至关重要,当使用计算机技术时。然而,提出了一些减少对环境影响的办法。重点是用PLA热塑性塑料(聚乳酸)打印,这种塑料由植物制成,可生物降解,完全可回收,属于生物塑料类别。第二个重点是在特定环境中使用具有一定友好度的材料,例如硅。他指出了艺术家们对3D打印技术的一些应用,试图表明艺术家、建筑师和工程师之间的合作在社会、生态和全球范围内对人类的好处,无论是对地球上的生命,还是对其他星球上的生命,比如火星上的生命,都有潜在的好处。
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引用次数: 0
Videogames as a tool for energetic and environmental awareness: state of the art and possible strategies 电子游戏作为能量和环境意识的工具:技术现状和可能的策略
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483657
Daniel Prieto, Sérgio Nesteriuk
This paper proposes itself to investigate the sustainable environmental and energetic development and, with the aid of game design strategies, search for effective ways to communicate this knowledge. Trough game studies, the importance of the matters addressed in the text is revealed. It is investigated how the relation between the game itself and the player can generate positive actions in the real world. There is variety of titles que propose themselves to approach sustainable energetic production, education, and environmental awareness available in the market today. Trough the analysis of said products I aim to better understand success and failures elements of the pieces.
本文旨在研究可持续的环境和能源发展,并借助游戏设计策略寻找有效的方法来传达这些知识。通过博弈研究,揭示了本文所讨论问题的重要性。它调查了游戏本身和玩家之间的关系如何在现实世界中产生积极的行动。有各种各样的标题提出自己接近可持续能源生产,教育和环境意识在今天的市场。通过对这些产品的分析,我的目的是更好地理解这些产品的成功和失败因素。
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引用次数: 0
Orbital Eccentricity. Sound performance, using commercial and military satellites with real time tracking data 轨道偏心率。性能良好,使用商业和军用卫星实时跟踪数据
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483748
H. Paquete, Paulo Bernardino Bastos, A. Marcos
This music performance starts with an inquiring about the possibility to generate sound and music elements using commercial and military satellites, established in a process of acquirement and conversion of satellite movement data sonified in real time, merged to midi-data language. Used to control hardware and software musical instruments. It`s importance, reflects on the autonomy of the satellites as objectual performers, actants that generate sonic content in an ecology of casual movements and programmed computational music rules. The routes and trajectories are mediated elements to think about composition in a performative dynamic environmental system, manipulated in real time by the performer in direct dialog with the external technological body. The satellite as an actant suspended in the edge of the human perceptive border that articulate a direct relation with the planet Earth as a place with external telematic objects. It represents the human activity in the boundaries of the universe limits. This performance starts with the production of hardware and software that captures the movement of public and military satellites. In technical collaboration and partnership with Christopher Zlaket (1992) from the Arizona State University who specializes in interface design and David Stingley (1993) of MIT who specializes in computer science. The sonic qualities are dependent of improvisational approaches developed in real time, pointing to aesthetic elements about dynamics, granulation, noise, and drone. Pointing to post-digital and micro sound aesthetics traditions and proposing ruptures.
本次音乐表演从探索利用商用和军用卫星产生声音和音乐元素的可能性开始,在获取和转换实时声音的卫星运动数据的过程中,将其合并为中数据语言。用于控制硬件和软件乐器。它的重要性,反映了卫星作为客观表演者的自主性,在随意运动和程序化计算音乐规则的生态中产生声音内容的演员。路线和轨迹是在表演动态环境系统中思考构成的中介元素,由表演者在与外部技术体的直接对话中实时操纵。卫星作为悬浮在人类感知边界边缘的一个行动者,与地球行星作为一个与外部远程通信对象的地方有直接的关系。它代表了人类在宇宙极限范围内的活动。这种性能从捕捉公共和军事卫星运动的硬件和软件的生产开始。在与亚利桑那州立大学专攻界面设计的Christopher Zlaket(1992)和麻省理工学院专攻计算机科学的David Stingley(1993)的技术合作和伙伴关系中。音质依赖于实时开发的即兴方法,指向有关动态,颗粒,噪音和无人机的美学元素。指向后数字和微声音美学传统,提出断裂。
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引用次数: 0
Unreachable: The physical impossibility of digital displays 不可及的:数字显示在物理上是不可能的
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483759
Bruna Sousa, Nuno Coelho, Penousal Machado
"Unreachable" is an artwork that explores the feelings caused by the absence of human closeness and social gathering, and the forced distancing imposed by the spread of the highly contagious virus COVID-19. Digital technologies allowed the continuity of some activities adapted to this new reality. Nevertheless, although we can see and hear through them, they do not fulfill the human need for touch nor replace the sensations of being physically close to other people and of live cultural and leisure moments. Through the display of images and videos that avoid the participants when they cross the minimum safety distance, this artwork addresses the feelings of the impossibility of physically reaching something important and meaningful through digital devices, even though these may simulate a sense of closeness.
《遥不可及》是一件探索人与人之间缺乏亲密和社交聚会,以及因高传染性病毒COVID-19的传播而被迫保持距离所带来的感受的艺术品。数字技术使适应这种新现实的一些活动得以延续。然而,尽管我们可以通过它们看到和听到,它们并不能满足人类对触摸的需求,也不能取代身体上与他人亲近的感觉,也不能取代生活在文化和休闲时刻的感觉。通过展示在参与者穿过最小安全距离时避开他们的图像和视频,这件作品表达了一种感觉,即通过数字设备无法通过物理方式达到重要和有意义的东西,即使这些设备可能会模拟一种亲密感。
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引用次数: 0
Make me up!: Uma proposta de artefacto digital performativo em tempos de ressignificação da arte urbana pós-pandemia 让我起来!:大流行后城市艺术重新定义时代的表演数字人工制品的建议
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483767
Juliana Wexel, Selma Pereira
The brief article contemplates the conceptualization, conception and execution of the computer art project entitled “Make me up!”, a proposal for a self-expression experience of the digital genre make that unites facial recognition technology, urban art and activism, fashion as an expression of identity, performativity and (eco) feminism. Through the idea of the all-screen and the transmedia language, the SPARK AR application is used for modeling digital masks, based on graffiti images and paste up up by artivists feminists from Brazil, Portugal and Italy. Through the experience of creating the artifact based on a research project in artistic practice and digital culture, it is intended to contribute to the discussion on the convergence relations between aesthetics, digital technology, augmented reality and urban art in dialogue with the instagranism culture in a post-digital and post-pandemic context. The realization of the Make me up! is a proposal for collaboration by the authors and is limited to the objective of number five of the UN 2030 Agenda, to promote gender equity in the world, and in particular, to the indicator that aims to amplify the use of basic technologies, information and communication to promote women's empowerment.
这篇简短的文章思考了计算机艺术项目“Make me up!”的构思、构思和执行。,这是一个关于数字类型的自我表达体验的提议,它将面部识别技术、城市艺术和行动主义、作为身份表达的时尚、表演和(生态)女权主义结合起来。通过全屏和跨媒体语言的理念,SPARK AR应用程序基于巴西、葡萄牙和意大利的艺术家女权主义者的涂鸦图像和粘贴,用于建模数字面具。通过基于艺术实践和数字文化研究项目的创作经验,旨在与后数字和后流行病背景下的instagranism文化对话,探讨美学、数字技术、增强现实和城市艺术之间的融合关系。实现了《Make me up!》是由作者提出的合作建议,仅限于联合国2030年议程的第五个目标,即促进世界性别平等,特别是旨在扩大使用基本技术、信息和通信以促进妇女赋权的指标。
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引用次数: 0
Boidance Boidance
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483736
Clément Caporal, Cecília de Lima, Michele Luceac, Rui Filipe Antunes
This demo combines performance, virtual reality, swarm simulation and genetic algorithms. The dance performers are in presence and move within swarms of virtual geometric shapes. They perform in a virtual reality environment populated by a swarm of pyramid-shaped elements that behave in the same way as a flock of birds, a school of fish or a swarm of insects. Developed as a collaboration with dancers, choreographers and computer scientists, the software developed creates new possibilities of expression by generating a non-static swarm movement that is simultaneously independent and influenced by the dancer. Performances can be recorded or watched live via virtual cameras on stage. The software tool can be configured through two interfaces: in VR and on the desktop, additionally it allows viewers to explore a dance scene using configurable virtual cameras.
这个演示结合了性能、虚拟现实、群体模拟和遗传算法。舞蹈表演者在场,并在虚拟几何形状的群体中移动。他们在一个由一群金字塔形元素组成的虚拟现实环境中表演,这些元素的行为方式与一群鸟、一群鱼或一群昆虫相同。这款软件是由舞者、编舞和计算机科学家合作开发的,它通过产生一种非静态的群体运动来创造新的表达可能性,这种运动既独立又受舞者的影响。可以通过舞台上的虚拟摄像机记录或观看现场表演。该软件工具可以通过两个界面进行配置:在虚拟现实和桌面,此外,它允许观众使用可配置的虚拟相机探索舞蹈场景。
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引用次数: 0
A Walk Alone: A Virtual Reality Simulation about the Dangers Women Face When Walking Alone at Night 独自行走:关于女性在夜间独自行走时所面临的危险的虚拟现实模拟
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483733
Eman Al-Zubeidi, J. Seo, Julia DeLaney, Dominic Nguyen, Jonathan Konderla, Jaime Díaz
A Walk Alone is a virtual reality experience that simulates what it feels like to walk alone at night as a woman. The concept is inspired by recent events regarding the kidnapping and murder of Sarah Everard, a 33-year-old woman who went missing during her walk home from her friend's apartment in South London. It is one thing to discuss this universal issue and highlight the precautions women take when walking alone, but it is another thing to experience it. A Walk Alone focuses on displaying the vulnerability of the user by triggering multiple senses in the virtual reality environment. The experience is centered around a linear story involving (1) one night-city environment, (2) the user in first person point-of-view, (3) eerie sound design, and (4) dim street lighting.
“独自行走”是一种虚拟现实体验,它模拟了女性在夜间独自行走的感觉。这个概念的灵感来自于最近发生的关于Sarah Everard被绑架和谋杀的事件,这名33岁的女子在从伦敦南部朋友家回家的路上失踪了。讨论这个普遍的问题并强调女性在独自行走时采取的预防措施是一回事,但体验它是另一回事。A Walk Alone侧重于在虚拟现实环境中通过触发多种感官来展示用户的脆弱性。游戏体验围绕线性故事展开,包括(1)夜城环境,(2)用户第一人称视角,(3)怪异的音效设计,(4)昏暗的街灯。
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引用次数: 0
期刊
10th International Conference on Digital and Interactive Arts
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