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Oasiscreen 绿洲屏
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483787
Jieyuan Huang
Oasiscreen is the artist’s extended conception of the mobility and sustainability of images under the concept of Image Field. Based on the operation and experimentation of images, the artist expands the scope of thinking to the sustainability and foundation of the existence of digital images in the real environment, and thus leads to the concept of "non-fixed and sustainable image installation".
“绿洲”是艺术家在“图像场”(Image Field)概念下对图像的移动性和可持续性的延伸。艺术家在对图像的操作和实验的基础上,将思考的范围扩展到数字图像在现实环境中存在的可持续性和基础,从而产生了“非固定和可持续的图像装置”的概念。
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引用次数: 0
The Birth of Machine Sex: The Pornographic Phenakistiscope Disks of the 1840s 机器性爱的诞生:19世纪40年代的色情光盘
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483654
R. Bantjes
The phenakisistcope was the first device to invoke phantom machine motion in repetitive-loop animations. Almost as soon as it was invented, Alfonse Giroux produced for the phenakistiscope a set of pornographic animations of delirious inventiveness. As though an early 19th-century Donna Haraway, he imagines transgressions of the boundaries between human and animal, human and machine, male and female (a continuous-loop gender reassignment) as well as between pleasure and pain. I explore the origins and implications of this inventiveness, so much in advance of the mid-19th-century crystallization of categories of sexual transgression. Giroux's celebration of female desire and volition suggests an inspiration from Fourier's mechanics of passional attraction rather than de Sade. More intriguing is the inspiration from the machinic medium itself. The phenaskistiscope was understood as a machine that represented non-mimetically in a way that seems to have released the imagination. Many of the early images for it were pure machinic abstractions. Giroux's images were largely masturbatory. Pistons relentlessly thrusting, gears endlessly meshing in pointless circular motion seemed to invoke an auto-erotic machine self-referentiality. The first human actions to be represented were those of labouring bodies already reduced to their machine-like components and semi-automated. Women performed repetitive tasks of domestic labour, including spanking, unendingly. The eroticism of machine discipline and power also animates Giroux's imagination. The construction of phenakistiscope motion involves analysis and reassembly. It allows for the virtual simplification and rationalization of work and working bodies as well as sex and sexual embodiments. These affordances allowed for the release of an inventiveness concerning the possibilities of human desire and the plasticity of the desiring body. Giroux creates for it perhaps the first techno-dream of endless erotic abundance and the escape of the limitations of one's sexual embodiment.
phenakisistcope是第一个在重复循环动画中调用幻像机器运动的设备。几乎在它刚被发明出来的时候,阿方斯·吉鲁(Alfonse Giroux)就为phenakistiscope制作了一套创意疯狂的色情动画。就像19世纪早期的唐娜·哈拉威(Donna Haraway)一样,他想象着人类与动物、人类与机器、男性与女性(一种连续循环的性别重新分配)以及快乐与痛苦之间的界限的突破。我探索了这种创造性的起源和含义,远远早于19世纪中期性侵犯类别的结晶。吉鲁对女性欲望和意志的赞美暗示了来自傅立叶的激情吸引机制的灵感,而不是萨德的。更有趣的是来自机械媒介本身的灵感。phenaskistiscope被理解为一种机器,它以一种似乎释放了想象力的方式,以非模仿的方式呈现。它的许多早期图像都是纯粹的机械抽象。吉鲁的照片主要是手淫的。活塞无情地推进,齿轮无休止地啮合在无意义的圆周运动中,似乎唤起了一种自恋的机器自我参照。第一个被描述的人类行为是那些已经被简化为机器一样的组成部分和半自动化的劳动身体。妇女无休止地从事重复性的家务劳动,包括打屁股。机器纪律和权力的情色也激发了吉鲁的想象力。phenakistiscope运动的构建包括分析和重组。它允许工作和工作机构以及性和性体现的实际简化和合理化。这些启示允许释放关于人类欲望的可能性和欲望身体的可塑性的创造性。吉鲁为它创造了也许是第一个科技梦想——无尽的情欲丰裕和一个人的性化身的限制的逃脱。
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引用次数: 0
Human-Robot-Robot Interaction: Botorikko Machine Created State 人机交互:Botorikko机器创造状态
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483749
Predrag K. Nikolić, Mohd Razali Md Tomari, M. Jovanović
Creativity and creating art are the most significant challenges the new generation of artificial intelligence models are exposed to. Nevertheless, by creating AI agents to achieve and exceed the performances of humans, we need to accept the evolution of their creativity. Hence, there are two possible directions toward the future development of robots' creativity: replicating the mental processes characteristic for humans or liberating machine creativity and leaving them to evolve their creative practices. In the artistic origination of the artwork "Botorikko, Machine Created State", the appearance and generated dialogues between Machiavelli and Sun Tzu artificial intelligence clones resembles Aristotle's Mimesis as human's natural love of imitation and the pleasure in recognizing likenesses and Dadaistic ideas linked to solid social criticism against anti-progressive thinking. We are trying to shift AI as a creative medium beyond traditional artistic approaches and interpretations and possibly accept it as co-creative rather than only assistive.
创造力和艺术创作是新一代人工智能模型面临的最大挑战。然而,通过创造人工智能代理来实现和超越人类的表现,我们需要接受他们创造力的进化。因此,机器人创造力的未来发展有两个可能的方向:复制人类特有的心理过程,或者解放机器的创造力,让它们发展自己的创造性实践。在艺术作品“Botorikko, Machine Created State”的艺术起源中,马基雅维利和孙子的人工智能克隆的出现和产生的对话类似于亚里士多德的Mimesis,即人类对模仿的自然热爱,以及识别相似性和达达主义思想的乐趣,这些思想与反对反进步思想的社会批判相联系。我们正试图将AI转变为一种创造性媒介,超越传统的艺术方法和解释,并可能接受它作为共同创造而不仅仅是辅助。
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引用次数: 0
Contemporary art as a factor for knowledge generation from video: A arte contemporânea como fator de geração de conhecimento a partir do vídeo 当代艺术作为视频知识生成的因素:当代艺术作为视频知识生成的因素
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483684
H. Urrutia, P. Pérez, A. Marcos
In this article, we reflect on the role of contemporary art when used as a topic for the generation of new knowledge, intervention, and creation of thought, based on video, as a means of diffusion and artistic instantiation. Video, in its different forms of projection and diffusion, has been a resource for expression and artistic intervention around digital media art, fully inserted in the field of contemporary aesthetics. An aesthetic that has evolved to embrace digital technologies as an integral part of its forms of expression, establishing new languages and paradigms of knowledge and enjoyment, as wide and varied, as cultural globalization, today a synonymous of our contemporary times. Resumo. Neste artigo refletimos acerca do papel da arte contemporânea quando usada ela própria como tópico para a geração de novo conhecimento, intervenção e criação de pensamento, a partir do vídeo, como meio de difusão e de instanciação artística. O vídeo nas suas diferentes formas de projeção e difusão tem sido um recurso de expressão e intervenção artística na área da média-arte digital, plenamente inserido no campo da estética contemporânea. Uma estética que tem evoluído para abarcar as tecnologias digitais como parte integrante das suas formas de expressão, estabelecendo novas linguagens e paradigmas de conhecimento e fruição, tão amplos e variados, como a globalização cultural, hoje sinónimo da própria contemporaneidade.
在本文中,我们反思当代艺术作为一个主题,以视频为基础,作为一种传播和艺术实例化的手段,产生新知识、干预和思想创造。视频,以其不同形式的投影和传播,已成为数字媒体艺术表达和艺术干预的资源,完全插入当代美学领域。一种美学已经发展起来,将数字技术作为其表达形式的组成部分,建立新的语言和知识与享受的范式,作为广泛和多样的文化全球化,今天是我们当代时代的同义词。总结。在这篇文章中,我们反思了当代艺术的作用,当它本身作为一个主题产生新知识,干预和思想创造,从视频作为一种传播和艺术实例化的手段。视频以其不同的投影和传播形式,已成为数字媒体艺术领域的一种表达和艺术干预资源,完全插入当代美学领域。这种美学已经发展到包括数字技术作为其表达形式的组成部分,建立新的语言和知识和成果的范式,就像文化全球化一样广泛和多样,今天是当代本身的同义词。
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引用次数: 0
Convolution Neural Networks: Intersection of Deep Learning and Image Processing in Computational Art 卷积神经网络:计算艺术中深度学习和图像处理的交集
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483533
Aya Shabbar
Deep Learning and Image Processing is a key concept in today's world of computational art, where artists employed AI algorithms to generate visuals. This paper explores AI-generated images, using Convolutional Neural Networks software as a paradigm of symbolic AI creative systems, and contextualizes the use of modern image processing technologies to create visual artworks. It discusses the methodologies and strategies used to make art using AI algorithms, manipulating them with Processing software tool. The discussion focuses on CNN (Convolutional Neural Network) and Processing software (Java) as the main technologies used in distinct fields to generate images. My conception of technical images provides a conceptual framework for examining the qualities and attributes of AI-generated images.
深度学习和图像处理是当今计算艺术世界的一个关键概念,艺术家们使用人工智能算法来生成视觉效果。本文探讨了人工智能生成的图像,使用卷积神经网络软件作为符号人工智能创作系统的范例,并将现代图像处理技术的使用语境化为视觉艺术品的创作。它讨论了使用人工智能算法制作艺术的方法和策略,并使用Processing软件工具操纵它们。讨论的重点是CNN(卷积神经网络)和处理软件(Java)作为不同领域用于生成图像的主要技术。我对技术图像的概念为研究人工智能生成的图像的质量和属性提供了一个概念框架。
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引用次数: 0
Emotional resonance at art interactive installations: Social reconnection among individuals through identity legacy elements uncover 艺术互动装置中的情感共鸣:通过身份遗产元素揭示个体之间的社会重新连接
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483710
J. F. Castro, Paulo Bernardino Bastos, H. Alvelos
The current constant of the virtual factor causes the expression "in person" to decrease at its frequency of effective embodiment. It is now being relegated to special situations, with extraordinarily formatted outlines, even assuming the value of a rarity to be avoided. In this way, the importance of the act of "being with" or "being in front of" increases as the time, in which the exception is suitable, must be taken for precious. The distance increase between people, and the emotional detachment from their living place, grounds for actions that promote the human desire to live collectively, share places, objects and experiences. The present research has the concern of developing and supporting, in a project approach, the life quality of people groups at urban areas, anchoring actions in specific characteristics of their identity legacy. Is intended to contribute to healthier social relationships establishment with the adequacy of social action methodologies sustained in artistic intervention as cultural space mediator. Throughout the works, was intended to demonstrate that participatory environments contribute to generate emotional ties. At interaction, meaning formation is benefited by the perception of specific cultural elements, rooted in memory, which people feel greater affinity, and can be integrated into content of the interactive installations production. These matters queries for what would be an appropriated procedure to discover local identity elements to be included in content production. According to this research, and in an attempt to adopt a methodology, was endeavored to structure a procedure for emerging social problems, to listen citizens and collect credible data that will serve to select contents that enhance well-being. Therefore, an iterative procedure has been produced, derived from Delphi method, from the area of Social Diagnosis, using anonymous consultation questionnaires at sample groups of individuals from a territory. It was established that in this procedure the discussion and validation of collected data will be done through a focus group formed by specialists. This innovative procedure is a starting point in the gathering of identity elements at groups of individuals, for the creation of multimedia installations in city spaces, with interactive sensory stimuli in the fields of vision, hearing, touch and proprioception, fostering the expansion of links between individuals, and of these with their place.
虚拟因子的电流常数使“在人”的表达在其有效体现的频率处减小。现在,它被降级到特殊情况下使用,具有特殊格式的大纲,甚至假设它的稀有价值是可以避免的。这样,“在一起”或“在前面”的行为的重要性随着时间的增加而增加,例外是合适的,必须被视为宝贵的时间。人与人之间的距离增加,以及对生活场所的情感疏离,是促进人类集体生活、分享场所、物品和经历的欲望的行为基础。本研究关注以项目方式发展和支持城市地区人群的生活质量,将行动锚定在其身份遗产的具体特征上。旨在促进建立更健康的社会关系,并充分利用作为文化空间中介的艺术干预所维持的社会行动方法。在整个作品中,旨在证明参与性环境有助于产生情感联系。在互动中,意义的形成得益于对特定文化元素的感知,根植于记忆,使人产生更大的亲和力,并能融入到互动装置生产的内容中。这些问题询问什么是合适的过程来发现要包含在内容生产中的本地身份元素。根据这项研究,并试图采用一种方法,努力构建一个程序,以新出现的社会问题,听取公民和收集可信的数据,将有助于选择内容,提高福祉。因此,从社会诊断领域的德尔菲法衍生出了一个迭代程序,在一个地区的样本群体中使用匿名咨询问卷。已确定,在这一程序中,将通过由专家组成的焦点小组来讨论和验证收集到的数据。这个创新的过程是在个人群体中收集身份元素的起点,在城市空间中创建多媒体装置,在视觉、听觉、触觉和本体感受领域中进行互动感官刺激,促进个人之间联系的扩展,以及这些联系与他们的位置。
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引用次数: 1
Debris: The detritus of digital media technologies 碎片:数字媒体技术的碎片
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483737
P. Ferreira
This paper describes the artwork Debris (2021) and examines the impact of consumer electronics and digital media as electronic waste (e-waste) in environmental pollution. E-waste is in part motivated by planned obsolescence, a model for designing consumer electronics and digital media technologies to shorten their functional time period. The materiality of digital media as e-waste is explored in the installation Debris by repurposing found e-waste in an assemblage of broken hardware together with sound and a browser-based game. The assemblage becomes an autonomous device that reacts to the environment's light intensity to generate noise. As part of the assemblage, the game visualises the exponential growth of e-waste where the player has to survive planned obsolescence. Debris aims to raise awareness of the aggravating effects of e-waste on the environment.
本文描述了艺术品碎片(2021),并研究了消费电子产品和数字媒体作为电子废物(电子废物)在环境污染中的影响。电子垃圾在一定程度上是由“计划淘汰”(planned obsolescence)造成的,这是一种设计消费电子产品和数字媒体技术以缩短其功能周期的模式。数字媒体作为电子垃圾的物质性在装置碎片中被探索,通过将发现的电子垃圾重新利用在破碎的硬件组合中,连同声音和基于浏览器的游戏。该组合成为一个自主装置,对环境的光强度做出反应,产生噪音。作为组合的一部分,游戏将电子垃圾的指数增长可视化,玩家必须在计划淘汰中生存。“碎片”旨在提高人们对电子垃圾对环境的严重影响的认识。
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引用次数: 0
Aesthetic Nostalgia Mediated Design for Long Distance Relationship 审美怀旧介导的异地恋设计
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483745
Xu Yu, M. Inakage, Atsuro Ueki
New technology and media platforms are emerging to support communications between Long Distance Relationships (LDRs). But few of them are aiming at a specific emotional expression such as nostalgic feelings. As Svetlana Boym says, nostalgic love can only survive in a Long-Distance Relationship [1]. Nostalgia is a common emotion we feel towards people we loved but living in distance. It has been shown to have benefits for relationship bonding and human well-being [2]. While most nostalgia designs are emphasized on retro style and memory-related uses, nostalgia's aesthetic meanings and reflective attributes are being ignored and lack theoretical exploration. Missing someone who is absent is just like J. D. Salinger's description about love: "a touch and yet not a touch" [3]. The multi-layered emotion is hard to describe and harder to express over distance. Since nostalgic emotion is a perfect bridge for shortening psychological distance and establishing a real lasting, organic relationship bonding, we believe it is timely to create a new language to deliver this subtle emotion. In this paper, we propose an LDR mediated design concept based on nostalgia theory, followed by two design cases: NostosMoon and NostosLamp. Those design cases feature three factors: metaphorical nature-related content, slow and reserved way of interaction, and realized tangible output. We would like to open discussions on how factors that are seemly opposite with closeness actually enhance intimacy and strengthen bonding between LDR groups, thus influence the nostalgia mediated design.
支持异地恋(ldr)之间通信的新技术和媒体平台正在兴起。但它们中很少针对特定的情感表达,比如怀旧情绪。正如Svetlana Boym所说,怀旧的爱情只有在异地恋中才能存在[1]。乡愁是一种常见的情感,我们会对住在远方的爱人产生思念之情。它已被证明对人际关系和人类福祉有好处[2]。大多数怀旧设计强调复古风格和记忆相关的用途,忽视了怀旧的美学意义和反思属性,缺乏理论探索。思念一个不在身边的人,就像塞林格对爱情的描述:“触碰而非触碰”[3]。这种多层次的情感很难描述,距离越远越难以表达。由于怀旧情绪是缩短心理距离、建立真正持久、有机关系纽带的完美桥梁,我们认为创造一种新的语言来传递这种微妙的情感是及时的。本文提出了基于怀旧理论的LDR中介设计概念,并结合两个设计案例:NostosMoon和NostosLamp。这些设计案例有三个特点:与自然相关的隐喻性内容、缓慢而含蓄的交互方式、实现的有形输出。我们想要讨论的是,那些看似与亲密度相反的因素实际上是如何增强LDR群体之间的亲密度和联系,从而影响怀旧介导的设计。
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引用次数: 1
Planetary Crop Rotation: A Space Permaculture? A Cosmic Decompiculture? 行星轮作:太空永续栽培?宇宙分解栽培?
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483765
Emma Conley
Planetary Crop Rotation is an artwork that attempts to reimagine humanity as a responsible spacefaring civilization by considering the application of practices from regenerative agriculture and rewilding to space exploration. What if leaving Earth was a step in the cycle of planetary (crop) rotation rather than an emergency evacuation from Landfill Earth? "The Rotation Effect" describes benefits to agricultural production due to the rotation of crops and/or the resting of lands between growing seasons. This project uses “The Rotation Effect” and other principles from regenerative agriculture and rewilding work to reflect on the (im)possibility of responsible multiplanetary living and encourage a debate that brings care and maintenance to the forefront of space exploration. Using inexpensive publicly available software and services, audio extracts from regenerative agriculture and rewilding Creative Commons videos were transcribed, edited, and then re-read using deepfake voice elements from private space exploration company founders. Creative Commons imagery about privatized space exploration, regenerative farming, and rewilding illustrate the audio piece.
《行星作物轮作》是一件艺术品,它试图通过考虑将可再生农业和野生动物回归到太空探索等实践的应用,将人类重新想象为一个负责任的太空文明。如果离开地球是行星(作物)轮作周期的一个步骤,而不是从垃圾填埋场紧急撤离呢?“轮作效应”描述了由于作物轮作和/或在生长季节之间的土地休息而给农业生产带来的好处。这个项目利用“循环效应”和其他再生农业和野生动物重建工作的原则来反思负责任的多行星生活的可能性,并鼓励一场辩论,将关怀和维护带到太空探索的前沿。利用廉价的公开软件和服务,从再生农业和重新野生化的知识共享视频中提取的音频片段被转录、编辑,然后使用私人太空探索公司创始人的深度假语音元素重新阅读。关于私有化太空探索、再生农业和野生动物回归的知识共享图像说明了音频部分。
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引用次数: 0
On the Electrodynamics of Working Bodies: Sobre a eletrodinâmica dos corpos de trabalho 关于工作体的电动力学:Sobre a eletrodinalica do corpos de trabalho
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483780
Jeffrey Morris
Inspired by Einstein’s special theory of relativity, Sobre a eletrodinâmica dos corpos de trabalho (On the Electrodynamics of Working Bodies) is a stereophonic, fixed-media video artwork presenting a temporally and spatially distorted perspective on a factory set in natural surroundings. It portrays the work of the facility as it echoes off the landscape in compressed time, frozen time, and smeared timelines by modeling sonic mirrors moving at relativistic speeds. It is a reflection on the efforts of man-made forces, the persistence of natural forces over time, and the interfaces between them.
受爱因斯坦狭义相对论的启发,《关于工作物体的电动力学》(Sobre a eletrodin mica dos corpos de trabalho)是一件立体声、固定媒体的视频艺术作品,以一种时空扭曲的视角呈现了一个自然环境中的工厂。它通过模拟以相对论速度运动的声波镜,描绘了该设施在压缩时间、冻结时间和模糊时间线中与景观相呼应的工作。它反映了人为力量的努力,自然力量随着时间的推移而持续存在,以及它们之间的接口。
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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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