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Dissecting My Data Body 剖析我的数据主体
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533387
Marilene Oliver, Scott R. Smallwood, Stephan Moore, J. Carpenter, Jonathan Cohn
We are constantly being warned that our personal data is vulnerable, that it is being used and abused by artificial intelligence, giant tech corporations and controlling governments. But do we really understand what "our data" consists of and what can be done with and to it? Is it possible to unravel the complex entanglements of data gathering and processing technologies in order to see and understand our data in a meaningful way? My Data Body is a virtual reality (VR) artwork that brings together some of our most personal and sensitive data such as medical scans, social media, biometric and social security data in an attempt to make visible and manipulable our many intersecting data corpuses so that they can be held, inspected, dissected and played with as a way to start understanding and answering these questions. My Data Body has been created as part of the interdisciplinary project Know Thyself as a Virtual Reality (KTVR), a multi-faceted project that explores the ethics and aesthetics of the contemporary "data body". KTVR brings together researchers across the arts and sciences, to innovate new creatives methodologies, educational resources and ethical guidelines for working artistically with personal data.
我们不断被警告,我们的个人数据很脆弱,正被人工智能、大型科技公司和控制政府使用和滥用。但是,我们真的了解“我们的数据”是由什么组成的,以及可以用它做什么和对它做什么吗?有可能解开数据收集和处理技术的复杂纠缠,以便以有意义的方式查看和理解我们的数据吗?我的数据体是一件虚拟现实(VR)艺术品,它汇集了我们一些最私人和最敏感的数据,如医疗扫描、社交媒体、生物特征和社会安全数据,试图使我们的许多交叉数据体变得可见和可操作,以便它们可以被保存、检查、解剖和播放,以此开始理解和回答这些问题。My Data Body是跨学科项目Know Thysself as a Virtual Reality(KTVR)的一部分,该项目是一个探索当代“数据体”伦理和美学的多方面项目。KTVR汇集了艺术和科学领域的研究人员,创新新的创意方法、教育资源和个人数据艺术化工作的道德准则。
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引用次数: 0
In Search of the Plastic Image 寻找塑性图像
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3539218
Derek Holzer
Scan processing is an analog electronic image manipulation technology which emerged in the late 1960's, reached its apex during the 1970's, and was made obsolete by digital computing in the 1980's. During this period, scan processing instruments such as the Scanimate (1969) and the Rutt/Etra Video Synthesizer (1973) revolutionized commercial animation and inspired a generation of experimental video artists. This paper presents a media archaeological examination of scan processing which analyzes the history and functioning of the instruments used, what sorts of possibilities they afforded their users, and how those affordances were realized with technology of the era. The author proposes the reenactment of historical media technologies as an investigative methodology which helps us understand the relation of past and present, and details a reenactment of scan processing involving the display of digitally synthesized audio signals on an analog Cathode Ray Tube vector monitor.
扫描处理是一种模拟电子图像处理技术,出现于20世纪60年代末,在20世纪70年代达到顶峰,并在20世纪80年代被数字计算所淘汰。在此期间,扫描处理仪器,如Scanimate(1969年)和Rutt/Etra视频合成器(1973年),彻底改变了商业动画,激发了一代实验视频艺术家的灵感。本文对扫描处理进行了媒体考古研究,分析了所用仪器的历史和功能,它们为用户提供了什么样的可能性,以及这些可能性是如何用那个时代的技术实现的。作者提出了再现历史媒体技术作为一种研究方法,这有助于我们理解过去和现在的关系,并详细介绍了在模拟阴极射线管矢量监视器上显示数字合成音频信号的扫描处理的再现。
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引用次数: 0
A Tale of Two Productions 两部作品的故事
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533612
David Gochfeld, Alex Coulombe, Yu-Jun Yeh, Robert C. Lester, R. B. Fleming, Zachary Meicher-Buzzi, Ari Tarr
During the COVID-19 pandemic, many theatre companies began experimenting with new technologies and ways to bring their work to audiences. As theatres have resumed in-person performances, they are exploring how these new techniques can be incorporated into their productions. Recently one leading regional theatre company produced two versions of A Christmas Carol in parallel - one presented on stage, and the other entirely in virtual reality. They used virtual production tools including real-time motion capture, virtual humans, game engine rendering, and a new platform for multi-user VR experiences. We discuss the process, challenges, and creative decisions behind these shows, with an eye towards informing future theatrical productions.
在新冠肺炎大流行期间,许多剧院公司开始试验新技术和方法,将他们的作品带给观众。随着剧院恢复了现场表演,他们正在探索如何将这些新技术融入他们的制作中。最近,一家领先的地区剧院公司同时制作了两个版本的《圣诞颂歌》——一个在舞台上呈现,另一个完全在虚拟现实中呈现。他们使用了虚拟制作工具,包括实时动作捕捉、虚拟人、游戏引擎渲染和一个新的多用户VR体验平台。我们讨论这些节目背后的过程、挑战和创意决策,以期为未来的戏剧制作提供信息。
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引用次数: 1
Traditional African Dances Preservation Using Deep Learning Techniques 利用深度学习技术保护非洲传统舞蹈
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533608
A. E. Odefunso, E. Bravo, Victor Y. Chen
Human action recognition continues to evolve and improve through deep learning techniques. There have been studies with some success in the field of action recognition, but only a few of them have focused on traditional dance. This is because dance actions, especially in traditional African dance, are long and involve fast movements. This research proposes a novel framework that applies data science algorithms to the field of cultural preservation by applying various deep learning techniques to identify, classify, and model traditional African dances from videos. Traditional dances are an important part of African culture and heritage. Digital preservation of these dances in their multitude and form is a challenging problem. The dance dataset was constituted from freely available YouTube videos. Four traditional African dances were used for the dance classification process: Adowa, Swange, Bata, and Sinte dance. Five Convolutional Neural Network (CNN) models were used for the classification and achieved an accuracy between 93% and 98%. Additionally, human pose estimation algorithms were applied to Sinte dance. A model of Sinte dance that can be exported to other environments was obtained.
人类行为识别通过深度学习技术不断发展和改进。在动作识别领域已有一些成功的研究,但针对传统舞蹈的研究较少。这是因为舞蹈动作,特别是在传统的非洲舞蹈中,都是长而快速的动作。本研究提出了一个新的框架,通过应用各种深度学习技术来识别、分类和模拟视频中的传统非洲舞蹈,将数据科学算法应用于文化保护领域。传统舞蹈是非洲文化遗产的重要组成部分。数字保存这些舞蹈的数量和形式是一个具有挑战性的问题。舞蹈数据集是由免费的YouTube视频组成的。四种传统的非洲舞蹈被用于舞蹈分类过程:Adowa, Swange, Bata和Sinte舞蹈。使用5种卷积神经网络(CNN)模型进行分类,准确率在93% ~ 98%之间。此外,将人体姿态估计算法应用于Sinte舞蹈。获得了一个可以导出到其他环境的Sinte舞蹈模型。
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引用次数: 2
An Aquarium of Machines 机器水族馆
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533388
Nathan S. Lachenmyer, Sadiya Akasha
This paper describes the public art installation In Love With The World by artist Anicka Yi, which embodies a complex virtual ecosystem of autonomous agents in a physical space. The agents, called Aerobes, are inspired by the lifecycle of the Aurelia sp. jellyfish, and use artificial life techniques designed by the authors to simulate the behavior of two distinct phenotypes. These agents are embodied in the Tate Modern's Turbine Hall using lighter-than-air soft robotics utilizing helium that can respond to museum visitors through sensors embedded in the space. By creating organic-looking fully autonomous agents that are capable of real-time interaction, we hope to create an experience that causes viewers to question what living with machines might feel like in a speculative far-future, and to imagine an alternative form of artificial intelligence that is neither threatening to humanity nor subservient to it, but exists in an altogether parallel track as a new form of life.
本文描述了艺术家Anicka Yi的公共艺术装置In Love With the World,它体现了物理空间中由自主主体组成的复杂虚拟生态系统。这种被称为“需氧菌”的生物受到水母生命周期的启发,并使用作者设计的人工生命技术来模拟两种不同表型的行为。这些代理人在泰特现代美术馆的涡轮大厅中使用比空气轻的软体机器人,利用氦气,可以通过嵌入空间的传感器对博物馆游客做出反应。通过创造能够实时交互的有机外观的完全自主代理,我们希望创造一种体验,让观众质疑在遥远的未来与机器生活在一起会是什么感觉,并想象一种替代形式的人工智能,它既不会威胁到人类,也不会屈从于人类,而是作为一种新的生命形式存在于完全平行的轨道上。
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引用次数: 1
KineCAM KineCAM
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533613
Ticha Sethapakdi, Mackenzie Leake, Catalina Monsalve Rodriguez, Miranda J. Cai, Stefanie Mueller
The kinegram is a classic animation technique that involves sliding a striped overlay across an interlaced image to create the effect of frame-by-frame motion. While there are known tools for generating kinegrams from preexisting videos and images, there exists no system for capturing and fabricating kinegrams in situ. To bridge this gap, we created KineCAM, an open source1 instant camera that captures and prints animated photographs in the form of kinegrams. We present our experience using KineCAM to create a portrait series, and discuss how this type of customizable instant camera platform can create new opportunities for experimental and social photography.
动态图是一种经典的动画技术,它涉及在隔行图像上滑动条纹叠加,以创建逐帧运动的效果。虽然有已知的工具可以从先前存在的视频和图像中生成动态图,但没有系统可以在原位捕获和制造动态图。为了弥补这一差距,我们创造了KineCAM,这是一种开源的即时相机,可以捕捉和打印动画照片。我们提出我们的经验,使用KineCAM创建一个肖像系列,并讨论如何这种类型的可定制的即时相机平台可以为实验和社会摄影创造新的机会。
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引用次数: 1
High-Performance Polynomial Root Finding for Graphics 图形的高性能多项式根查找
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-07-25 DOI: 10.1145/3543865
Cem Yuksel
We present a computationally-efficient and numerically-robust algorithm for finding real roots of polynomials. It begins with determining the intervals where the given polynomial is monotonic. Then, it performs a robust variant of Newton iterations to find the real root within each interval, providing fast and guaranteed convergence and satisfying the given error bound, as permitted by the numerical precision used. For cubic polynomials, the algorithm is more accurate and faster than both the analytical solution and directly applying Newton iterations. It trivially extends to polynomials with arbitrary degrees, but it is limited to finding the real roots only and has quadratic worst-case complexity in terms of the polynomial's degree. We show that our method outperforms alternative polynomial solutions we tested up to degree 20. We also present an example rendering application with a known efficient numerical solution and show that our method provides faster, more accurate, and more robust solutions by solving polynomials of degree 10.
我们提出了一种计算高效且数值稳健的多项式实根算法。它从确定给定多项式是单调的区间开始。然后,它执行牛顿迭代的稳健变体,以在每个区间内找到实根,提供快速且有保证的收敛性,并满足给定的误差范围,这是所使用的数值精度所允许的。对于三次多项式,该算法比解析解和直接应用牛顿迭代更准确、更快。它平凡地扩展到具有任意次数的多项式,但它仅限于找到实根,并且根据多项式的次数具有二次最坏情况复杂度。我们证明,我们的方法优于我们测试的20次替代多项式解。我们还提供了一个具有已知有效数值解的示例渲染应用程序,并表明我们的方法通过求解10次多项式提供了更快、更准确和更稳健的解。
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引用次数: 2
Temporally Stable Real-Time Joint Neural Denoising and Supersampling 时间稳定的实时联合神经去噪和超采样
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-07-25 DOI: 10.1145/3543870
M. M. Thomas, Gabor Liktor, Christoph Peters, Sung-ye Kim, K. Vaidyanathan, A. Forbes
Recent advances in ray tracing hardware bring real-time path tracing into reach, and ray traced soft shadows, glossy reflections, and diffuse global illumination are now common features in games. Nonetheless, ray budgets are still limited. This results in undersampling, which manifests as aliasing and noise. Prior work addresses these issues separately. While temporal supersampling methods based on neural networks have gained a wide use in modern games due to their better robustness, neural denoising remains challenging because of its higher computational cost. We introduce a novel neural network architecture for real-time rendering that combines supersampling and denoising, thus lowering the cost compared to two separate networks. This is achieved by sharing a single low-precision feature extractor with multiple higher-precision filter stages. To reduce cost further, our network takes low-resolution inputs and reconstructs a high-resolution denoised supersampled output. Our technique produces temporally stable high-fidelity results that significantly outperform state-of-the-art real-time statistical or analytical denoisers combined with TAA or neural upsampling to the target resolution.
光线跟踪硬件的最新进展使实时路径跟踪成为可能,光线跟踪的柔和阴影、光泽反射和漫反射全局照明现在是游戏中的常见功能。尽管如此,射线预算仍然有限。这会导致采样不足,表现为混叠和噪声。先前的工作分别解决了这些问题。虽然基于神经网络的时间超采样方法由于其更好的鲁棒性而在现代游戏中得到了广泛的应用,但神经去噪由于其较高的计算成本而仍然具有挑战性。我们介绍了一种用于实时渲染的新型神经网络架构,该架构结合了超采样和去噪,从而与两个独立的网络相比降低了成本。这是通过将单个低精度特征提取器与多个高精度滤波器级共享来实现的。为了进一步降低成本,我们的网络采用低分辨率输入,并重建高分辨率去噪超采样输出。我们的技术产生了时间稳定的高保真度结果,显著优于最先进的实时统计或分析去噪器,结合TAA或神经上采样达到目标分辨率。
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引用次数: 7
Ray/Ribbon Intersections 雷/带十字路口
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-07-25 DOI: 10.1145/3543862
A. Reshetov
We present a new ray tracing primitive---a curved ribbon, which is embedded inside a ruled surface. We describe two such surfaces. Ribbons inside doubly ruled bilinear patches can be intersected by solving a quadratic equation. We also consider a singly ruled surface with a directrix defined by a quadratic Bézier curve and a generator---by two linearly interpolated bitangent vectors. Intersecting such a surface requires solving a cubic equation, but it provides more fine-tuned control of the ribbon shape. These two primitives are smooth, composable, and allow fast non-iterative intersections. These are the first primitives that possess all such properties simultaneously.
我们提出了一个新的光线跟踪基元——一个弯曲的带状物,它嵌入在一个规则曲面中。我们描述了两个这样的表面。双规则双线性片中的带状可以通过求解二次方程来相交。我们还考虑了一个具有由二次Bézier曲线定义的准线和由两个线性插值的双切向量定义的生成器的单规则曲面。与这样的曲面相交需要求解三次方程,但它提供了对带状形状的更精细的控制。这两个基元是平滑的、可组合的,并且允许快速的非迭代交集。这些是第一批同时拥有所有这些性质的基元。
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引用次数: 2
Data Parallel Path Tracing with Object Hierarchies 基于对象层次结构的数据并行路径跟踪
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-07-25 DOI: 10.1145/3543861
I. Wald, S. Parker
We propose a new approach to rendering production-style content with full path tracing in a data-distributed fashion---that is, with multiple collaborating nodes and/or GPUs that each store only part of the model. In particular, we propose a new approach to ray-forwarding based data-parallel ray tracing that improves over traditional spatial partitioning, that can support both object-hierarchy and spatial partitioning (or any combination thereof), and that employs multiple techniques for reducing the number of rays sent across the network. We show that this approach can simultaneously achieve higher flexibility in model partitioning, lower memory per node, lower bandwidth during rendering, and higher performance; and that it can ultimately achieve interactive rendering performance for non-trivial models with full path tracing even on quite moderate hardware resources with relatively low-end interconnect.
我们提出了一种新的方法,以数据分布式的方式用完整的路径跟踪来呈现生产风格的内容——也就是说,使用多个协作节点和/或gpu,每个节点和/或gpu只存储模型的一部分。特别是,我们提出了一种基于射线转发的数据并行射线跟踪的新方法,该方法改进了传统的空间分区,可以支持对象层次结构和空间分区(或其任何组合),并采用多种技术来减少通过网络发送的射线数量。我们表明,这种方法可以同时实现更高的模型划分灵活性、更低的每个节点内存、更低的渲染带宽和更高的性能;它最终可以实现具有完整路径跟踪的非平凡模型的交互渲染性能,即使在相当中等的硬件资源和相对低端的互连上也是如此。
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引用次数: 2
期刊
Proceedings of the ACM on computer graphics and interactive techniques
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