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Testing the Capability of AI Art Tools for Urban Design. 测试人工智能艺术工具在城市设计方面的能力。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 Epub Date: 2024-03-25 DOI: 10.1109/MCG.2024.3356169
Connor Phillips, Junfeng Jiao, Emmalee Clubb

This study aimed to evaluate the performance of three artificial intelligence (AI) image synthesis models, Dall-E 2, Stable Diffusion, and Midjourney, in generating urban design imagery based on scene descriptions. A total of 240 images were generated and evaluated by two independent professional evaluators using an adapted sensibleness and specificity average metric. The results showed significant differences between the three AI models, as well as differing scores across urban scenes, suggesting that some projects and design elements may be more challenging for AI art generators to represent visually. Analysis of individual design elements showed high accuracy in common features like skyscrapers and lawns, but less frequency in depicting unique elements such as sculptures and transit stops. AI-generated urban designs have potential applications in the early stages of exploration when rapid ideation and visual brainstorming are key. Future research could broaden the style range and include more diverse evaluative metrics. The study aims to guide the development of AI models for more nuanced and inclusive urban design applications, enhancing tools for architects and urban planners.

本研究旨在评估三种人工智能(AI)图像合成模型 Dall-E 2、Stable Diffusion 和 Midjourney 在根据场景描述生成城市设计图像方面的性能。共生成了 240 幅图像,并由两名独立的专业评估人员使用经调整的 "感性和特异性平均值"(SSA)指标进行评估。结果显示,三种人工智能模型之间存在明显差异,不同城市场景的得分也不尽相同,这表明人工智能艺术生成器在视觉表现某些项目和设计元素时可能更具挑战性。对单个设计元素的分析表明,对摩天大楼和草坪等常见特征的准确度较高,但对雕塑和公交站点等独特元素的描绘频率较低。在探索的早期阶段,快速构思和视觉头脑风暴是关键,因此人工智能生成的城市设计具有潜在的应用价值。未来的研究可以拓宽风格范围,并纳入更多样化的评价指标。这项研究旨在指导人工智能模型的开发,以实现更细致入微、更具包容性的城市设计应用,增强建筑师和城市规划师的工具。
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引用次数: 0
NeRF-In: Free-Form Inpainting for Pretrained NeRF With RGB-D Priors. NeRF- in:自由形式的绘画与RGB-D先验的预训练NeRF。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 Epub Date: 2024-03-25 DOI: 10.1109/MCG.2023.3336224
I-Chao Shen, Hao-Kang Liu, Bing-Yu Chen

Neural radiance field (NeRF) has emerged as a versatile scene representation. However, it is still unintuitive to edit a pretrained NeRF because the network parameters and the scene appearance are often not explicitly associated. In this article, we introduce the first framework that enables users to retouch undesired regions in a pretrained NeRF scene without accessing any training data and category-specific data prior. The user first draws a free-form mask to specify a region containing the unwanted objects over an arbitrary rendered view from the pretrained NeRF. Our framework transfers the user-drawn mask to other rendered views and estimates guiding color and depth images within transferred masked regions. Next, we formulate an optimization problem that jointly inpaints the image content in all masked regions by updating NeRF's parameters. We demonstrate our framework on diverse scenes and show it obtained visually plausible and structurally consistent results using less user manual efforts.

神经辐射场(Neural Radiance Field, NeRF)是一种通用的场景表示方法。然而,编辑预训练的NeRF仍然不直观,因为网络参数和场景外观通常没有显式关联。在本文中,我们介绍了第一个框架,使用户能够在预先训练的NeRF场景中修饰不需要的区域,而无需事先访问任何训练数据和特定类别的数据。用户首先绘制一个自由格式的遮罩来指定一个区域,该区域包含来自预训练NeRF的任意渲染视图上不需要的对象。我们的框架将用户绘制的蒙版传输到其他渲染视图,并在传输的蒙版区域内估计引导颜色和深度图像。接下来,我们制定了一个优化问题,通过更新NeRF的参数来共同绘制所有被遮挡区域的图像内容。我们在不同的场景中展示了我们的框架,并表明它使用较少的用户手动工作获得了视觉上合理和结构上一致的结果。
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引用次数: 0
How Text-to-Image Generative AI Is Transforming Mediated Action. 从文本到图像的生成式人工智能如何改变媒介行动》(How Text-to-Image Generative AI is Transforming Mediated Action.
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 Epub Date: 2024-03-25 DOI: 10.1109/MCG.2024.3355808
Henriikka Vartiainen, Matti Tedre

This article examines the intricate relationship between humans and text-to-image generative models (generative artificial intelligence/genAI) in the realm of art. The article frames that relationship in the theory of mediated action-a well-established theory that conceptualizes how tools shape human thoughts and actions. The article describes genAI systems as learning, cocreating, and communicating, multimodally capable hybrid systems that distill and rely on the wisdom and creativity of massive crowds of people and can sometimes surpass them. Those systems elude the theoretical description of the role of tools and locus of control in mediated action. The article asks how well the theory can accommodate both the transformative potential of genAI tools in creative fields and art, and the ethics of the emergent social dynamics it generates. The article concludes by discussing the fundamental changes and broader implications that genAI brings to the realm of mediated action and, ultimately, to the very fabric of our daily lives.

本文探讨了艺术领域中人类与文本到图像生成模型(生成式人工智能/genAI)之间错综复杂的关系。文章以 "中介行动 "理论为框架来阐述这种关系--这一理论已得到广泛认可,它将工具如何塑造人类的思想和行动概念化。文章将 genAI 系统描述为具有学习、共同创造和交流能力的多模态混合系统,这些系统提炼并依赖于大量人群的智慧和创造力,有时甚至可以超越他们。这些系统无法从理论上描述工具和控制点在中介行动中的作用。文章提出的问题是,该理论能在多大程度上适应 genAI 工具在创造性领域和艺术中的变革潜力,以及它所产生的新兴社会动态的伦理。文章最后讨论了 genAI 为媒介行动领域带来的根本性变化和更广泛的影响,以及最终对我们日常生活结构的影响。
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引用次数: 0
Databiting: Lightweight, Transient, and Insight Rich Exploration of Personal Data. 数据化:对个人数据进行轻量级、瞬时和富于洞察力的探索。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 DOI: 10.1109/MCG.2024.3353888
Bradley Rey, Bongshin Lee, Eun Kyoung Choe, Pourang Irani, Theresa-Marie Rhyne

As mobile and wearable devices are becoming increasingly powerful, access to personal data is within reach anytime and anywhere. Currently, methods of data exploration while on-the-go and in-situ are, however, often limited to glanceable and micro visualizations, which provide narrow insight. In this article, we introduce the notion of databiting, the act of interacting with personal data to obtain richer insight through lightweight and transient exploration. We focus our discussion on conceptualizing databiting and arguing its potential values. We then discuss five research considerations that we deem important for enabling databiting: contextual factors, interaction modalities, the relationship between databiting and other forms of exploration, personalization, and evaluation challenges. We envision this line of work in databiting could enable people to easily gain meaningful personal insight from their data anytime and anywhere.

随着移动和可穿戴设备的功能日益强大,人们随时随地都能获取个人数据。然而,目前在移动和现场探索数据的方法往往局限于一目了然的微观可视化,只能提供狭隘的洞察力。在本文中,我们将介绍 "数据化"(databiting)的概念,即与个人数据交互,通过轻量级和短暂的探索获得更丰富的洞察力。我们将重点讨论数据化的概念并论证其潜在价值。然后,我们讨论了我们认为对实现数据化非常重要的五个研究考虑因素:上下文因素、交互模式、数据化与其他探索形式之间的关系、个性化以及评估挑战。我们设想,数据挖掘的这一工作方向可以让人们随时随地轻松地从数据中获得有意义的个人见解。
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引用次数: 0
Integrated Augmented and Virtual Reality Technologies for Realistic Fire Drill Training. 用于真实消防演习培训的增强现实和虚拟现实集成技术。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 Epub Date: 2024-03-25 DOI: 10.1109/MCG.2023.3303028
Hosan Kang, Jinseong Yang, Beom-Seok Ko, Bo-Seong Kim, Oh-Young Song, Soo-Mi Choi

In this article, we propose a novel fire drill training system designed specifically to integrate augmented reality (AR) and virtual reality (VR) technologies into a single head-mounted display device to provide realistic as well as safe and diverse experiences. Applying hybrid AR/VR technologies in fire drill training may be beneficial because they can overcome limitations such as space-time constraints, risk factors, training costs, and difficulties in real environments. The proposed system can improve training effectiveness by transforming arbitrary real spaces into real-time, realistic virtual fire situations, and by interacting with tangible training props. Moreover, the system can create intelligent and realistic fire effects in AR by estimating not only the object type but also its physical properties. Our user studies demonstrated the potential of integrated AR/VR for improving training and education.

在本文中,我们提出了一种新型消防演习培训系统,该系统专门设计用于将增强现实(AR)和虚拟现实(VR)技术集成到单一头戴式显示设备中,以提供逼真、安全和多样化的体验。将 AR/VR 混合技术应用于消防演习培训可能是有益的,因为它们可以克服时空限制、风险因素、培训成本和真实环境中的困难等限制。拟议的系统可将任意的真实空间转化为实时、逼真的虚拟火灾情境,并与有形的培训道具进行互动,从而提高培训效果。此外,该系统不仅能估计物体的类型,还能估计其物理属性,从而在 AR 中创建智能、逼真的火灾效果。我们的用户研究表明,AR/VR 集成系统在改进培训和教育方面具有巨大潜力。
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引用次数: 0
Jon McCormack: Art Infused With [Artificial] Intelligence. 乔恩-麦科马克:注入 [人工] 智能的艺术。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 DOI: 10.1109/MCG.2023.3348588
Jon McCormack, Francesca Samsel, Bruce D Campbell, Francesca Samsel

We requested an interview with Jon McCormack after we encountered his work when looking for artists doing compelling work at the intersection of art and artificial intelligence (AI).

我们在寻找在艺术与人工智能(AI)交叉领域从事引人注目的工作的艺术家时,发现了乔恩-麦科马克(Jon McCormack)的作品,于是我们要求对他进行一次采访。
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引用次数: 0
Generative AI for Visualization: Opportunities and Challenges. 用于可视化的生成式人工智能:机遇与挑战。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 DOI: 10.1109/MCG.2024.3362168
Rahul C Basole, Timothy Major, Rahul C Basole, Francesco Ferrise

Recent developments in artificial intelligence (AI) and machine learning (ML) have led to the creation of powerful generative AI methods and tools capable of producing text, code, images, and other media in response to user prompts. Significant interest in the technology has led to speculation about what fields, including visualization, can be augmented or replaced by such approaches. However, there remains a lack of understanding about which visualization activities may be particularly suitable for the application of generative AI. Drawing on examples from the field, we map current and emerging capabilities of generative AI across the different phases of the visualization lifecycle and describe salient opportunities and challenges.

人工智能(AI)和机器学习(ML)领域的最新发展催生了强大的人工智能生成方法和工具,它们能够根据用户提示生成文本、代码、图像和其他媒体。人们对这项技术的浓厚兴趣引发了对包括可视化在内的哪些领域可以用这种方法来增强或替代的猜测。然而,人们对哪些可视化活动特别适合应用生成式人工智能仍缺乏了解。借鉴该领域的实例,我们绘制了生成式人工智能在可视化生命周期不同阶段的现有能力和新兴能力,并描述了突出的机遇和挑战。
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引用次数: 0
Virtual Access to STEM Careers: In the Field Experiments. STEM 职业虚拟通道:实地实验。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 DOI: 10.1109/MCG.2024.3361002
David C Hollock, Nicholas J Brunsink, Austin B Whittaker, Andrew Lawson, Toni B Pence, Brittany Morago, Elham Ebrahimi, James Stocker, Amelia Moody, Amy Taylor, Beatriz Sousa Santos, Alejandra J Magana

The Virtual Access to STEM Careers (VASC) project is an intertwined classroom and virtual reality (VR) curricular program for third through fourth graders. Elementary school students learn about and take on the roles and responsibilities of STEM occupations through authentic, problem-based tasks with physical kits and immersive VR environments. This article reports on a round of curriculum and virtual environment development and in-classroom experimentation that was guided by preliminary results gathered from our initial VASC prototyping and testing. This specific iteration focuses on curriculum for learning about sea turtles and tasks regularly completed by park rangers and marine biologists who work with these creatures and a new backend data collection component to analyze participant behavior. Our results showed that educators were able to setup and integrate VASC into their classrooms with relative ease. Elementary school students were able to learn how to interface with our system quickly and enjoyed being in the environment, making a positive link to STEM education.

虚拟通向 STEM 职业(VASC)项目是一项针对三至四年级学生的课堂与虚拟现实(VR)相结合的课程计划。小学生通过真实的、基于问题的任务,利用实物工具包和身临其境的虚拟现实环境,了解并承担 STEM 职业的角色和责任。本文报告了一轮课程和虚拟环境开发以及课堂实验的情况,这些实验以我们从最初的 VASC 原型开发和测试中收集到的初步结果为指导。这次迭代的重点是学习有关海龟的课程,以及公园管理员和海洋生物学家与这些生物打交道时经常要完成的任务,还有分析参与者行为的新的后台数据收集组件。我们的研究结果表明,教育工作者能够比较轻松地设置并将 VASC 集成到他们的课堂中。小学生能够很快学会如何与我们的系统对接,并喜欢置身于环境中,这与 STEM 教育有着积极的联系。
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引用次数: 0
Lightweight 3-D Convolutional Occupancy Networks for Virtual Object Reconstruction. 用于虚拟物体重构的轻量级三维卷积占位网络
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 Epub Date: 2024-03-25 DOI: 10.1109/MCG.2024.3359822
Claudia Melis Tonti, Lorenzo Papa, Irene Amerini

The increasing demand for edge devices causes the necessity for recent technologies to be adaptable to nonspecialized hardware. In particular, in the context of augmented, virtual reality, and computer graphics, the 3-D object reconstruction task from a sparse point cloud is highly computationally demanding and for this reason, it is difficult to accomplish on embedded devices. In addition, the majority of earlier works have focused on mesh quality at the expense of speeding up the creation process. In order to find the best balance between time for mesh generation and mesh quality, we aim to tackle the object reconstruction process by developing a lightweight implicit representation. To achieve this goal, we leverage the use of convolutional occupancy networks. We show the effectiveness of the proposed approach through extensive experiments on the ShapeNet dataset using systems with different resources such as GPU, CPU, and an embedded device.

由于对边缘设备的需求日益增长,最近的技术必须能够适应非专用硬件。特别是在增强现实、虚拟现实和计算机制图领域,从稀疏点云重建三维物体的任务对计算要求很高,因此很难在嵌入式设备上完成。此外,早期的大部分工作都侧重于网格质量,而忽略了加快创建过程。为了在网格生成时间和网格质量之间找到最佳平衡点,我们的目标是通过开发轻量级隐式表示来解决对象重构过程。为了实现这一目标,我们利用了卷积占位网络。我们通过在 ShapeNet 数据集上使用不同资源(如 GPU、CPU 和嵌入式设备)的系统进行大量实验,展示了所提议方法的有效性。
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引用次数: 0
Sitting or Standing in VR: About Comfort, Conflicts, and Hazards. 虚拟现实中的坐姿或站姿:关于舒适、冲突和危险。
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-01 DOI: 10.1109/MCG.2024.3352349
Daniel Zielasko, Bernhard E Riecke, Mark Billinghurst, Michele Fiorentino, Kyle Johnsen

This article examines the choices between sitting and standing in virtual reality (VR) experiences, addressing conflicts, challenges, and opportunities. It explores issues such as the risk of motion sickness in stationary users and virtual rotations, the formation of mental models, consistent authoring, affordances, and the integration of embodied interfaces for enhanced interactions. Furthermore, it delves into the significance of multisensory integration and the impact of postural mismatches on immersion and acceptance in VR. Ultimately, the article underscores the importance of aligning postural choices and embodied interfaces with the goals of VR applications, be it for entertainment or simulation, to enhance user experiences.

这篇文章探讨了在虚拟现实(VR)体验中坐着和站着之间的选择,探讨了冲突、挑战和机遇。文章探讨了一些问题,如静止用户的晕动病风险和虚拟旋转、心理模型的形成、连贯的创作、承受能力,以及为增强交互而整合体现式界面。此外,文章还深入探讨了多感官整合的重要性以及姿势不匹配对虚拟现实沉浸感和接受度的影响。最后,文章强调了根据 VR 应用(无论是娱乐还是模拟)的目标调整姿势选择和具身界面以增强用户体验的重要性。
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引用次数: 0
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IEEE Computer Graphics and Applications
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