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“Don’t Worry, Be Happy”: Resisting an AI Emotion Recognition System With a Smile “别担心,开心点”:用微笑抵制人工智能情绪识别系统
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483725
Avital Meshi, A. Forbes
Don’t Worry, Be Happy is an art performance which demonstrates the problematic nature of AI recognition algorithms when used as instruments of the law. The performance associates the use of AI recognition algorithms with the use of the notorious electric chair. Both technological tools were integrated into juridical systems before being fully understood and both mediate a direct contact between the body and the law. While AI based recognition and classification of faces can be used for the common good, they can also be dangerous when used to control and criminalize people. The artwork emphasizes the entanglement between the body and the machine and illustrates how a performative engagement facilitates a sense of agency when we are confronted with recognition algorithms.
《别担心,快乐》是一场艺术表演,展示了人工智能识别算法在被用作法律工具时的问题本质。表演将人工智能识别算法的使用与臭名昭著的电椅的使用联系起来。这两种技术工具在被充分理解之前就被纳入司法系统,两者都调解了身体与法律之间的直接联系。虽然基于人工智能的人脸识别和分类可以用于公共利益,但当用于控制和定罪人时,它们也可能是危险的。这幅作品强调了身体和机器之间的纠缠,并说明了当我们面对识别算法时,一种表演性的参与是如何促进代理感的。
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引用次数: 1
Nina-nina-não ou Menina-banana / Nina-Nina-No or Banana-girl: Existência à altura da fragilidade das gaivotas empalhadas, em cinco modos menores de atuar Nina-nina -No或girl -banana / Nina-nina -No或Banana-girl:以五种较小的动作模式,与被刺穿的海鸥的脆弱相匹配
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483718
S. Reis
Teatro-Menor, scenic installation, is part of a Post-Doctoral research, at the Department of Communication and Art, University of Aveiro, under the supervision of Prof. Dr. Paulo Bernardino Bastos. Tragedy is in the air we breathe, we've been in confinement for over a year and the inevitable theater of the real runs through scenes from the five peep shows of Teatro-Minor. The tragic is an affirmation of becoming, here and now. The five boxes to the taste of strong winds and storms are five uncontrollable experiences in their bizarre nomadism. Five small tenebrous strays, in spectral bodies traversed by a computational transmutation. Five hybrid forms of life and death, and in complicity with a theater of horrors, designing other ways of becoming a tragicomic actress, reinventing corporeality and variants of Nina from Anton Chekhov's The Seagull, and Nina or the Fragility of Stuffed Seagulls, of Matei Visniec. Throughout technological combat, confinement, affection, and the unknowable: dice games and laughter are inevitable. The Theater Minor actress doesn't act, she says yes to everything problematic and terrible, she's Dionysian. It is the comic dance of the spirit that advances with the theater between its teeth. The minor actor is another desperate person who has just thrown himself into a tiny scene. Resumo. Teatro-Menor, instalação cênica, é parte de pesquisa de Pós-doutoramento, no Departamento de Comunicação e Arte, da Universidade de Aveiro, sob orientação do Prof. Dr. Paulo Bernardino Bastos. A tragédia está no ar que respiramos, estamos em confinamento há mais de um ano e o teatro inevitável do real atravessa cenas dos cinco peep shows de Teatro-Menor. O trágico é afirmação do devir, aqui e agora. As cinco caixas ao sabor dos ventos fortes e das tempestades são cinco experiências enfreáveis em seus nomadismos bizarros. Cinco pequenas vagabundagens tenebrosas, em corpos espectrais atravessados por uma transmutação computacional. Cinco formas hibridas de vida e de morte, e em cumplicidade com um teatro de horrores, desenhando outras maneiras de um devir atriz tragicômica, reinventando corporeidades e variantes de Nina de A Gaivota de Anton Tchekhov, e de Nina ou da Fragilidade das Gaivotas empalhadas, de Matei Visniec. Ao longo dos combates tecnológicos, dos confinamentos, dos afetos e do incognoscível: jogo de dados e gargalhadas são inevitáveis. A atriz de Teatro-Menor não representa, ela diz sim a tudo o que problemático e terrível, ela é dionisíaca. É a dança cômica do espírito que avança com o teatro entre os dentes. O ator menor é mais um desesperado que acaba de se jogar em uma cena minúscula.
Teatro-Menor,风景装置,是阿威罗大学传播与艺术系博士后研究的一部分,由Paulo Bernardino Bastos教授指导。悲剧就在我们呼吸的空气中,我们已经被囚禁了一年多,现实的戏剧不可避免地贯穿于小剧院五场偷窥秀的场景中。悲剧是对此时此地成为的肯定。这五个盒子里的狂风暴雨,是他们奇异游牧生活中无法控制的五种体验。五只小的黑质流浪动物,在由计算嬗变穿越的光谱体中。五种生命和死亡的混合形式,与恐怖剧院串谋,设计了成为悲喜剧演员的其他方式,重塑了肉体和安东·契诃夫的《海鸥》中的尼娜的变体,以及马泰·维斯涅克的《尼娜或脆弱的海鸥》。在整个技术战斗中,禁闭、感情和不可知:骰子游戏和笑声是不可避免的。小剧场女演员不演戏,她对所有有问题和可怕的事情都说“是”,她是酒神。这是一种精神的喜剧舞蹈,它与戏剧一起前进。小演员是另一个绝望的人,他刚刚投入到一个小场景中。Resumo。大剧院、装置 pesquisa de Pós-doutoramento、通信 艺术学院、阿威罗大学、 东方学院、保罗·贝纳迪诺·巴斯托斯博士教授。A tragacimdia estestno ar que。O trágico afirma O do devier, aqui e agora。正如cinco caixas“没有工作,没有企业家”一样,cinco experiências enfreáveis似乎是最奇怪的游牧民族。中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中文:中国的形式是关于恐怖主义的,我们是关于恐怖主义的,我们是关于恐怖主义的,我们是关于恐怖主义的,我们是关于恐怖主义的,我们是关于恐怖主义的,我们是关于恐怖主义的,我们是关于契诃夫的,我们是关于恐怖主义的,我们是关于恐怖主义的。Ao longo dos combates tecnológicos, dos confinamentos, dos afettos e do incognoscível: jogo de dados e gargalhadas s o inevitáveis。A atriz de Teatro-Menor n代表,ela diz sim A tudo o que problemático e terrível, ela dionisíaca。É a dana cômica do espírito que avana com o teatro entre OS dentes。我的导师是谁?我的导师是谁?我的导师是谁?
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引用次数: 0
Metaphysics of The Machines 《机器的形而上学
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483730
Predrag K. Nikolić, Ruiyang Liu, Shengcheng Luo
In the artwork Syntropic Counterpoints: Metaphysics of The Machines, we explore the phenomena of AI aesthetic and challenge machine abstraction with the eternal question about philosophical topics such as moral, ethics, human existence, God, evil, war. We are making Philosophers AI Clones and giving them words and grammar as a creative tool to make worlds “beyond” the world, existing and non-existing realities, like humans, do. In our conceptual approach, we are led by Nietzsche claim that grammar is the “Metaphysics of the People”. Accordingly, grammar, content, and vision generated during the philosophical discussion between our AI clones are "Metaphysics of Machines". As a result, we can experience machine realities and absurdity and start to question our own.
在作品《共向对位:机器的形而上学》中,我们探索人工智能的美学现象,并以道德、伦理、人类存在、上帝、邪恶、战争等哲学主题的永恒问题挑战机器抽象。我们正在制作哲学家AI克隆体,并赋予他们单词和语法作为创造性工具,以创造“超越”世界,存在和不存在的现实,就像人类一样。在我们的概念方法中,我们以尼采的主张为主导,认为语法是“人民的形而上学”。因此,在我们的人工智能克隆之间的哲学讨论中产生的语法、内容和视觉是“机器的形而上学”。因此,我们可以体验机器的现实和荒谬,并开始质疑我们自己。
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引用次数: 0
Sociological (Re)search Games: Play and transfer cultural knowledge among social sciences, museum staff and publics 社会学(再)搜索游戏:在社会科学、博物馆工作人员和公众之间玩和传递文化知识
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483660
Pedro Andrade
Why do we possibly need Sociological (Re)search Games? EU Horizon 2020-27 is a new European program for research funding [1]. It establishes, as one of its core strategic ideas, the investment on projects about digital media, articulated with other areas’ instruments and resources, to develop innovative methods for knowledge production and transfer. At present, games are the faster growing segment of digital industry and services. And serious games constitute an efficient way of sharing knowledge, as a genre that teach or allow training various activities or skills, within a critical posture [2]. E.g., health skills; marketing or political campaigns; and cultural heritage qualifications for both professionals and publics at an art museum or gallery. This project's initial big idea is to demonstrate that digital games, and specifically serious games, can be used as one of the most operational research methodological tools, within any kind of knowledge, be it scientific, technical, artistic or other. As we will argue below, there is a lack of literature and game development on this behalf, in particular within Social Sciences. Therefore, our main purpose is to develop both (a) a Sociological reflection on serious games and (b) serious games’ practical tools, e.g. Sociological (re)search games for education and training on social and cultural processes. In particular, targets include universities and corporations that maintain partnership relations with cultural institutions as a museum or gallery, in order to develop knowledge transfer and sharing among them, and among them and other social actors, such as cultural publics.
为什么我们需要社会学(Re)搜索游戏?欧盟地平线2020-27是一项新的欧洲研究资助计划[1]。作为其核心战略理念之一,它建立了对数字媒体项目的投资,与其他领域的工具和资源相结合,以开发知识生产和转移的创新方法。目前,游戏是数字产业和服务中增长最快的部分。严肃游戏是一种有效的知识分享方式,作为一种能够教授或训练各种活动或技能的类型[2]。例如,保健技能;营销或政治运动;以及艺术博物馆或画廊的专业人员和公众的文化遗产资格。这个项目最初的想法是证明数字游戏,特别是严肃游戏,可以作为最具操作性的研究方法工具之一,在任何类型的知识中,无论是科学,技术,艺术还是其他。正如我们将在下文所述,这方面的文献和游戏开发缺乏,特别是在社会科学领域。因此,我们的主要目的是开发(a)对严肃游戏的社会学反思和(b)严肃游戏的实用工具,例如社会学(重新)搜索游戏对社会和文化过程的教育和培训。具体而言,目标包括与博物馆或画廊等文化机构保持伙伴关系的大学和公司,以便在它们之间以及它们与文化公众等其他社会行动者之间发展知识转移和分享。
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引用次数: 0
Enhancing Science Communication through AR Driven Visual Storytelling: Suggested Approach and Study 通过AR驱动的视觉叙事增强科学传播:建议的方法和研究
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483727
A. Tyurina
This paper suggests that integration of Augmented Reality (AR) with Visual Storytelling in non-scientific professional contexts is needed to improve communication of scientific research. The use of AR technology in Visual Storytelling for communication of scientific research enables science communicators to better communicate, and non-scientific audiences to experience and therefore better understand scientific data and its relevance to society. The paper urges the development of new principles and methods of Visual Storytelling with AR for effective communication of scientific research and findings that can also be translated into Design practice.
本文认为,在非科学专业背景下,需要将增强现实与视觉叙事相结合,以改善科学研究的交流。在科学研究的视觉叙事传播中使用AR技术使科学传播者能够更好地传播,使非科学受众能够体验并因此更好地理解科学数据及其与社会的相关性。本文敦促利用AR开发新的视觉叙事原则和方法,以便有效地交流科学研究和发现,这些研究和发现也可以转化为设计实践。
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引用次数: 2
Inside the embroidery. The rematerialization of traditional embroidery in a post-digital approach: No interior do bordado. A rematerialização do bordado numa vertente pós-digital 里面的刺绣。后数字方法中传统刺绣的再物质化:刺绣内部。后数字时代刺绣的再物质化
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483766
Selma Pereira, A. Marcos
The installation takes Castelo Branco Embroidery and the textile technology involved as a starting point, materializes the design motifs, and deconstructs the fabric as if the fabric that was being embroidered exploded., expanding through the exhibition space. The Embroidery of Castelo Branco is traditional from the Beira Baixa region, in the interior of Portugal, and is considered the result of the meeting of cultures between West and East, with a strong European influence. The motifs of this Embroidery design result from the convergence of the design and engravings made in Europe in the 17th and 18th centuries, in Portuguese tiles, in Indian textiles, and in Chinese porcelain. Resumo. A instalação artística toma como ponto de partida o Bordado de Castelo Branco e a tecnologia têxtil envolvida, materializamos os motivos do desenho e desconstruímos o tecido como se o tecido que estava a ser bordado explodisse da tela, expandindo-se pelo espaço expositivo. O Bordado de Castelo Branco é tradicional da região da Beira Baixa, no interior de Portugal, e considera-se que seja fruto do encontro das culturas entre o Ocidente e o Oriente, com forte influência europeia. Os motivos do desenho deste Bordado resultam da convergência do desenho e das gravuras que se faziam na Europa nos séculos XVII e XVIII, na azulejaria portuguesa, nos têxteis indianos e na porcelana chinesa.
装置以Castelo Branco Embroidery和所涉及的纺织技术为出发点,将设计主题物质化,并解构织物,就像正在刺绣的织物爆炸一样。,通过展览空间进行扩展。布兰科城堡(Castelo Branco)的刺绣是葡萄牙内陆贝拉拜萨(Beira Baixa)地区的传统刺绣,被认为是东西方文化交汇的结果,受到了强烈的欧洲影响。这种刺绣图案的图案源于17世纪和18世纪欧洲的图案和雕刻,葡萄牙瓷砖,印度纺织品和中国瓷器。Resumo。一个安装 系统系统(artística),一个技术(têxtil envolvida),一个技术(têxtil envolvida),一个材料(materiizamos),一个动机(动机),一个技术(desconstruímos),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(爆炸),一个扩展(扩展),一个技术(技术),一个空间(扩展),一个空间(空间)。O O Bordado de Castelo Branco O传统文化中心O O da Beira Baixa,没有葡萄牙的内部,我们考虑到seja fruto do encontrol作为西方和东方的文化中心,以及influência欧洲的文化中心。我们的动机是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?
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引用次数: 0
ANTIGENOUS 2.021 - CURRENT RESISTANCES 抗生2.021 -电流电阻
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483773
P. C. Teles, Juliano Prado, Guilherme Z. L. Avila, Klebert Pallucci Cardoso, Rosana Campinas
The present manuscript presents, describes and analyzes the work "Antigenous 2.021 - Currency Resistances", an interactive sculpture that sets, guides and induces its audience to act and contemplate of a poetic diversity composed of sound expressions, ranging from synthetic textures to understandable noises and sounds, and colorful luminous animations (pulsating and flowing) on pictures in classic frames with organic expressions in high relief, whose holes at the top of their reliefs emanate spot lights (in laser). The installation brings in its poetics the purpose of evoking intimate memories, concerns and feelings about invasions (ours and others) and resistances suffered, committed and expressed, based on the protagonism established by the audience through the linear approach of people in front of pieces on display. Resumo: O presente manuscrito apresenta, descreve e analisa a obra "Antigenous 2.021 - Current Resistances", uma escultura interativa que ambienta, conduz e induz a sua audiência à realização e à contemplação de uma diversidade poética composta de expressões sonoras, que variam de texturas sintéticas à ruídos e sonoridades compreensíveis, e animações luminosas coloridas (pulsantes e em fluxo) sobre quadros em molduras clássicas com expressões orgânicas em alto-relevo, cujos orifícios no topo de seus relevos emanam luzes pontuais (em laser). A instalação traz em sua poética o propósito de evocar íntimas lembranças, inquietações e sensações acerca de invasões (nossas e alheias) e resistências a elas sofridas, cometidas e externadas, a partir do protagonismo estabelecido pela audiência por meio da aproximação linear das pessoas diante das peças em exibição.
本稿件介绍、描述和分析了作品“Antigenous 2.021 - Currency resistance”,这是一个互动雕塑,它设置、引导和诱导观众行动和思考由声音表情组成的诗意多样性,从合成的纹理到可理解的噪音和声音,以及经典框架中具有高浮雕有机表情的图片上的彩色发光动画(脉动和流动)。浮雕顶部的孔洞发出聚光灯(激光)。该装置以诗意为目的,唤起对入侵(我们的和他人的)的亲密记忆、关注和感受,以及对遭受、承诺和表达的抵抗,以观众通过人们在展品前的线性方式建立的主角为基础。Resumo:提交了一份报告,描述了一种分析方法,一种“Antigenous 2.021 - Current resistance”,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境audiência,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化。Cujos orifícios no topo de seus relevos emanam luzes pontuais (em laser)。1 . A install -。
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引用次数: 0
Enacted Scene: Virtual World Built Upon Experimental Cognitive Intervention 制定的场景:虚拟世界建立在实验认知干预
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483777
Sunsook Nam
Our mind constantly interacts with our environments. We cognize the world and transform it on the basis of multifarious experiences we continue to have. Enacted Scene intervenes in this cognitive process of building memories and mediates the disparity between disinterested digital images and unstable yet rich, affective memories of the same experience. In this project, the artist carefully opens and explores the underlying interaction between a mind and a world by digitally recreating the experienced world – the city of Spokane. The artist's daily exploration of the city was influenced by their actions in the process – observation, photographing, and 3D modeling, and in this way, they intervened in underlying cognitive activities. To represent this process that a nonconscious mind emerges as a recognizable cognition, it is first presented as a scattered image and invites the audience to approach closely and engage in enacting the image of their memories.
我们的思维不断与环境互动。我们认识世界,并在我们不断拥有的各种经验的基础上改造它。制定的场景干预了这种建立记忆的认知过程,并调解了不感兴趣的数字图像与不稳定但丰富的情感记忆之间的差异。在这个项目中,艺术家通过数字再现体验世界——斯波坎市,仔细地打开并探索了思想与世界之间的潜在互动。艺术家对城市的日常探索受到他们在这个过程中的行为——观察、拍摄、3D建模——的影响,以这种方式介入了潜在的认知活动。为了表现无意识思维作为可识别的认知出现的过程,它首先以分散的图像呈现,并邀请观众接近并参与他们记忆中的图像。
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引用次数: 0
I'm watching you/me: Live drawing and VR visualization of spherical perspectives using Touch Designer 我在看你/我:使用触摸设计师的球形透视图的实时绘图和VR可视化
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483778
Lucas Fabián Olivero, A. Araújo
There are currently very few options for executing live spherical drawings for an audience. This work presents an artefact which demonstrates one possible way to achieve such drawings in a performative setting with concurrent interactive live feed of the spherical drawing's VR visualization. The authors aim at stimulating the under-explored form of expression that spherical perspectives represent by facilitating, demonstrating, opening, and extending their use both with general applications and in particular with digital art live presentations. To highlight the artefact's utility, we consider the state of art of drawing techniques for different spherical perspectives (equirectangular, azimuthal equidistant, cubical) and the software available for their practice. The artefact processes various inputs into one mixed output. The inputs are a drawing generated either with traditional or digital techniques, and OSC data taken from an external device. The output is a classical perspective projected onto a screen (optionally also on a mobile device). The software has been made with node-based programming: the free non-commercial version of TouchDesigner, which allowed us to evaluate the workflow with great versatility and a good integration with Python before entering a coding stage. The artefact is tested within the exhibition “I'm watching you/me” (IMWYM), which is part of Lufo Art project. The live presentation explores and explodes Hybrid Immersive Models (HIMs) within digital art and uses the artefact as a way of expanding spherical perspectives’ applications.
目前,为观众执行现场球形绘图的选项很少。这项工作提出了一个人工制品,它展示了一种可能的方法来实现这样的图纸在一个表演性的设置与并发的交互式实时馈送球形图纸的VR可视化。作者旨在通过促进,演示,开放和扩展其在一般应用程序,特别是数字艺术现场演示中的使用,来刺激球形视角所代表的未被探索的表达形式。为了突出人工制品的实用性,我们考虑了不同球面透视图(等矩形、等距方位角、立方体)的绘画技术的现状以及可用于其实践的软件。工件将各种输入处理成一个混合输出。输入是用传统或数字技术生成的图纸,以及从外部设备获取的OSC数据。输出是投影到屏幕上的经典透视图(也可选择在移动设备上)。该软件是基于节点的编程:免费的非商业版本的TouchDesigner,它允许我们在进入编码阶段之前评估工作流的多功能性和与Python的良好集成。这件艺术品在“我在看你/我”(IMWYM)展览中进行了测试,这是卢福艺术项目的一部分。现场演示探索并引爆了数字艺术中的混合沉浸式模型(HIMs),并使用人工制品作为扩展球形视角应用的一种方式。
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引用次数: 3
Escrita onírica digital: e as imagens de sonhos 数字梦写作:和梦的图像
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483764
Andréa Catrópa
Oneirografia é uma obra de literatura digital que permite ao seu usuário recriar sonhos, ou criar novos, e guardá-los ou compartilhá-los. Baseada em uma reflexão sobre o papel dos sonhos na vida humana, e em uma experiência onírica pessoal que ocorreu no início da pandemia de Covid-19, o trabalho utiliza ambientes imersivos 3D para alcançar seus objetivos. Esses objetivos são a possibilidade de rememorarmos nossos sonhos e darmos eco a eles, utilizando-os para nos conectarmos conosco e com o mundo a nossa volta.
oneirography是一种数字文学作品,它允许用户重新创造梦想,或创造新的梦想,并保存或分享它们。基于对梦在人类生活中的作用的反思,以及Covid-19大流行开始时发生的个人梦体验,该作品使用3D沉浸式环境来实现其目标。这些目标是回忆我们的梦想并呼应它们的可能性,利用它们与我们自己和我们周围的世界联系起来。
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引用次数: 0
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10th International Conference on Digital and Interactive Arts
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