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Communing with Creative AI 与创意AI交流
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597633
R. Twomey
Drawing on historical and contemporary examples, this paper discusses relationships between humans and machines in creative co-production with generative AI. It distinguishes between generative systems as augmenting tools and autonomous collaborators, and adopts the term communion to describe the close degree of exchange that is possible when working with these systems. It draws on historical examples of surrealist and AI artworks, and more recent examples made with Large Language Models and GAN-based generation. It concludes with a discussion of the primacy of text as an entry point to the possibilities of creative AI.
借鉴历史和当代的例子,本文讨论了人类和机器在与生成人工智能的创造性合作生产中的关系。它区分了作为增强工具的生成系统和自主协作者,并采用“交流”一词来描述与这些系统合作时可能产生的密切程度的交换。它借鉴了超现实主义和人工智能艺术作品的历史例子,以及最近使用大型语言模型和基于gan的生成制作的例子。文章最后讨论了文本作为创造性AI可能性的切入点的重要性。
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引用次数: 0
Immersive experience of Chinese poems and paintings 沉浸式中国诗词绘画体验
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597621
Chong Cao, Lingfei Yang, Xukun Shen
Chinese painting incorporated with poems is famous for its distinct characteristics and unspeakable moods. Ink lines are used to depict scenes in paintings while concise words are used to describe scenes and events in poems, making for a beautiful yet enigmatic art style. Such an art style requires viewers to patiently examine the details and attempt to understand the meaning, which creates a barrier for a wide audience to relish and disseminate it. The condition can be effectively improved with immersive and interactive animation techniques. In this paper, we present the design and production of an interactive 3D animation entitled "Illustrating Ten Poems" based on the famous Chinese painting with the same name. Compared with viewing the original painting, the animation provides immersive scene reconstruction in Chinese painting style, interactive characters and visual-audio experience. Rather than complete three-dimensional reconstruction, we attempted some innovative methods which proved to be effective and efficient in Chinese painting style artwork production.
中国画与诗的结合以其鲜明的特色和难以言喻的意境而著称。绘画用水墨线条描绘场景,诗歌用简洁的文字描述场景和事件,形成了一种美丽而神秘的艺术风格。这种艺术风格需要观众耐心地审视细节,试图理解其中的含义,这就为广大观众的欣赏和传播制造了障碍。这种情况可以通过沉浸式和交互式动画技术有效地改善。本文以中国名画《画十诗》为素材,设计制作了一部名为《画十诗》的交互式3D动画。与观看原画相比,动画提供了沉浸式的中国画风场景重建、互动人物和视听体验。我们尝试了一些创新的方法,而不是完全的三维重建,这些方法在中国画风格艺术品的制作中被证明是有效和高效的。
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引用次数: 0
Movement Quality Visualization for Wheelchair Dance 轮椅舞蹈的运动质量可视化
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597628
Yurui Xie, G. Barbareschi, Ayesha Nabila, K. Kunze, M. Inakage
Wheelchair dance is an important form of disability art that is still subject to significant levels of ableism and art exclusion. Wheelchair dancers face challenges finding teachers and choreographers who can accommodate their needs, documenting and sharing choreographies that suit their body shapes and their assistive technologies. In turn, this hinders their ability to share creative expressions. Accessible resources and communication tools could help address these challenges. The goal of this research is the development of a visualization system grounded on Laban Movement Analysis (LMA) that notates movement quality while opening new horizons on perceptions of disabled bodies and the artistic legitimacy of wheelchair dance. The system uses video to identify the body landmarks of the dancer and wheelchair and extracts key features to create visualizations of expressive qualities from LMA basic effort. The current evaluation includes a pilot study with the general public and an online questionnaire targeting professionals to gain feedback supporting practical implementation and real-world deployment. Results from the general public evaluation showed that the visualization was effective in conveying basic effort movement qualities even to a novice audience. Expert consulted via questionnaire stated that the tool could be employed for reflective evaluation, as well as performance augmentation. The LMA visualization tool can support the artistic legitimization of wheelchair dancing through education, communication, performance, and documentation.
轮椅舞是残疾艺术的一种重要形式,但仍受到残疾主义和艺术排斥的严重影响。轮椅舞者面临着寻找能够满足他们需求的老师和编舞家的挑战,记录和分享适合他们体型和辅助技术的编舞作品。反过来,这阻碍了他们分享创造性表达的能力。可获得的资源和沟通工具可以帮助解决这些挑战。本研究的目标是开发一个基于拉班动作分析(LMA)的可视化系统,该系统记录动作质量,同时为残疾人身体的感知和轮椅舞蹈的艺术合法性开辟新的视野。该系统使用视频来识别舞者和轮椅的身体标志,并提取关键特征,从LMA的基本努力中创建表达品质的可视化。目前的评估包括一项针对公众的试点研究和一份针对专业人员的在线问卷,以获得支持实际实施和现实部署的反馈。一般公众评价的结果表明,即使是新手观众,这种可视化也能有效地传达基本的努力动作品质。通过问卷咨询的专家表示,该工具可用于反思性评估以及绩效提升。LMA可视化工具可以通过教育、交流、表演和文件来支持轮椅舞蹈的艺术合法化。
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引用次数: 0
Sonification of a juggling performance using spatial audio 使用空间音频的杂耍表演的声音化
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597619
Vojtěch Leischner, Pavel Husa
We developed a new musical instrument by equipping juggling balls with accelerometers, gyroscopes, and WiFi sensors. The system measures acceleration and rotation, allowing us to distinguish between ball movement and static states. We can determine the direction of each throw based on the acceleration data. A movement-driven instrument animates the virtual audio source position based on the throw direction. A different synthesizer is assigned to each ball, resulting in a synesthetic experience. The system integrates the juggling patterns simulator with OSC and MIDI API, allowing real-time rhythm generation and composition.
我们开发了一种新的乐器,为杂耍球配备了加速度计、陀螺仪和WiFi传感器。该系统测量加速度和旋转,使我们能够区分球的运动和静止状态。我们可以根据加速度数据来确定每次投掷的方向。运动驱动的乐器基于投掷方向为虚拟音频源位置设置动画。每个球都分配了不同的合成器,产生了一种通感体验。该系统将杂耍模式模拟器与OSC和MIDI API集成在一起,实现了实时节奏生成和合成。
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引用次数: 1
Using Experimental Filmmaking to Create an Engaging Brain-Computer Interface 利用实验电影制作创造一个引人入胜的脑机界面
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597624
Claudia Krogmeier, E. Bravo, Christos Mousas
Inspired by storytelling ideas in surrealist creative productions and experimental films, we created a brain-computer interface (BCI) designed to offer users an exercise of the imagination. While many previous BCIs have used simple visual interfaces, we wanted to understand if an open-ended, story-based BCI experience could be helpful for allowing users to effectively interact with the story using their brain activity. We employed experimental storytelling techniques to prompt users to explore new thought patterns and ideas for changing brain activity. In our BCI, users were able to change the color of the main character in the story using their thoughts. We found that many users were able to change brain activity and enjoyed the BCI experience, while others were primarily frustrated. Based on our results, we offer ideas for future contributions to the development of engaging, story-based BCI applications.
受超现实主义创意作品和实验电影中讲故事的想法的启发,我们创建了一个脑机接口(BCI),旨在为用户提供想象力的锻炼。虽然以前的许多脑机接口都使用了简单的视觉界面,但我们想了解开放式、基于故事的脑机接口体验是否有助于用户通过大脑活动与故事进行有效互动。我们采用了实验性的讲故事技术,促使用户探索改变大脑活动的新思维模式和想法。在我们的脑机接口中,用户可以使用他们的想法改变故事中主角的颜色。我们发现,许多用户能够改变大脑活动并享受脑机接口体验,而其他用户则主要感到沮丧。基于我们的研究结果,我们为未来开发引人入胜的、基于故事的脑机接口应用程序提供了想法。
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引用次数: 0
Beauty
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597626
J. DiBlasi, Carlos Castellanos, Bello Bello
We discuss Beauty, a machine-microbial artwork, currently in development by Phylum, an experimental research collective specializing in cultural production informed by the intersections of science, technology and the arts (and of which the authors are founding members). The work is based upon an artificial intelligence agent that uses deep reinforcement learning to interact with and alter cultures of pattern-forming social bacteria in order to make them more aesthetically pleasing.
我们将讨论“美”(Beauty),这是一件机器微生物艺术品,目前正在由专门从事科学、技术和艺术交叉的文化生产的实验研究集体Phylum(作者是创始成员)开发。这项工作是基于一种人工智能代理,它使用深度强化学习来与形成模式的社会细菌的文化进行互动和改变,以使它们更美观。
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引用次数: 0
Aquaterrestrial Recolonization Aquaterrestrial开拓殖民地
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597630
Predrag K. Nikolić, Giacomo Bertin, Kishan Munroe
In this paper, we introduce the interactive installation Aquaterrestrial Recolonization as an artistic response to rising climate change concerns and trigger the audience's thoughts and discussions. In the project, we are recording and archiving the current state of the dead coral reefs and feeding artificial intelligence with that data to be able to visualize the virtual 3D dimensional recolonized coral reefs, relieved from human devastation and behaviour from the past and conduct changes in the future. We aim to preserve the current state of the Bahamian coral reefs and use artificial intelligence to return to the planet parts mankind has destroyed and affected the future with necessary human behavioural changes. Our AI Environmentalist is designed to be a chronologist, provocateur, and uncompromised planet Earth's protector.
在本文中,我们以互动装置《水陆再殖民》作为对日益升温的气候变化关注的艺术回应,引发观众的思考和讨论。在这个项目中,我们正在记录和存档死亡珊瑚礁的现状,并将这些数据提供给人工智能,以便能够可视化虚拟的3D维度重新定居的珊瑚礁,从过去的人类破坏和行为中解脱出来,并在未来进行改变。我们的目标是保护巴哈马珊瑚礁的现状,并利用人工智能,通过必要的人类行为改变,重返被人类破坏和影响未来的地球部分。我们的人工智能环保主义者被设计成一个年表学家、挑衅者和不妥协的地球保护者。
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引用次数: 0
The Kestrel Drone 红隼无人机
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597629
J. Oh
Artificial intelligence (AI) is redefining roads and skyways with advanced mobility technologies such as autonomous driving and Urban Air Mobility (UAM), suggesting a new paradigm for human mobility. This project sheds new light on drone mobility technology in terms of environmental aesthetics, focusing on global ecological issues. The Kestrel Drone is proposed based on a speculative scenario where "birds" become front-line users of drone technology and share their air routes with drones. At the exhibition hall, five Kestrel Drones were equipped with bird-mimicking wings and an AI tracker. The drones simulated a guiding bird for resident birds in a city. This project aims to evolve AI into a technology that has various parallel values that can coexist with non-human values, thus expanding the possibilities of technology.
人工智能(AI)正在用自动驾驶和城市空中交通(UAM)等先进的交通技术重新定义道路和空中通道,为人类出行提供了一种新的模式。该项目从环境美学的角度为无人机移动技术提供了新的视角,重点关注全球生态问题。Kestrel无人机是基于一种推测场景提出的,在这种场景中,“鸟类”成为无人机技术的一线用户,并与无人机共享航线。在展厅里,五架Kestrel无人机配备了模仿鸟类的翅膀和人工智能跟踪器。无人机模拟了一只城市中常驻鸟类的向导鸟。该项目旨在将人工智能进化为一种具有各种平行价值观的技术,可以与非人类价值观共存,从而扩大技术的可能性。
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引用次数: 0
Bodylab Bodylab
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597631
Daniel Zeidler, M. Mcginity
Bodylab is a virtual reality system for creating full-body virtual reality avatars. It provides anatomically realistic mannequins as canvases, which can be painted and textured, sculpted and deformed, adorned with objects and animated with particle effects. The artist can work from a first or third person perspective, and variety of interaction modalities are made available. To assess the system, we invite costume designers and theatrical artists to provide expert reviews. We also describe the use of Bodylab in a live dance performance. We believe Bodylab to be the first virtual reality tool for in virtuo painting and sculpting of full-body avatars.
Bodylab是一个用于创建全身虚拟现实化身的虚拟现实系统。它提供了解剖逼真的人体模型作为画布,可以绘制和纹理,雕刻和变形,用物体装饰,并用粒子效果制作动画。艺术家可以从第一人称或第三人称的角度工作,并提供各种互动模式。为了评估该系统,我们邀请服装设计师和戏剧艺术家提供专家评审。我们还描述了Bodylab在现场舞蹈表演中的使用。我们相信Bodylab是第一个虚拟现实工具,用于虚拟绘画和雕刻全身化身。
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引用次数: 0
Fine Motor Skills 运动技巧
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597627
S. Elran, Y. Harel, Amit R. Zoran
Our concept of a digital spirit refers to the agency of technology in the creative process and the potential to use it as an autonomous agent that both influences and participates in the artistic process. By attributing a digital spirit, we are able to have a more collaborative and interactive relationship with technology, where the role of the artist is to guide and direct the design rather than fully control it. In this work, we extend the autonomy of this spirit to allow the machine and the material to interact freely and generate forms independently from our will. In this new approach to digital fabrication, we transform a deterministic mechanical procedure into a creative exploration. Rather than designing traditional machine operations, we propose machine-material operations tailored for a specific material context. As a test case, we show a digital agent that manipulates clay while allowing the material's internal dynamics to play a dominant role in the finalization of the design. Through this machine-material interaction, we are able to generate an abundance of forms and complexity that would be impossible to create by hand or through traditional programming. It exposes an untapped expressive potential of digital tools that is made possible by operating digital machines outside the paradigm of tight control.
我们对数字精神的概念是指技术在创作过程中的能动性,以及将其用作影响和参与艺术过程的自主能动性的潜力。通过赋予数字精神,我们能够与技术建立更为协作和互动的关系,艺术家的角色是指导和指导设计,而不是完全控制设计。在这件作品中,我们扩展了这种精神的自主权,允许机器和材料自由互动,并独立于我们的意愿生成形式。在这种数字制造的新方法中,我们将确定性的机械过程转化为创造性的探索。与设计传统的机器操作不同,我们提出了针对特定材料环境量身定制的机器材料操作。作为一个测试案例,我们展示了一个数字代理,它可以操纵粘土,同时允许材料的内部动力学在设计的最终确定中发挥主导作用。通过这种机器与材料的交互,我们能够生成大量的形式和复杂性,而这些形式和复杂性是手工或传统编程无法创建的。它揭示了数字工具尚未开发的表达潜力,而在严格控制的范式之外操作数字机器使其成为可能。
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引用次数: 0
期刊
Proceedings of the ACM on computer graphics and interactive techniques
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