2026.04.01 林佩穎報告 – Embodied Ink: A Multisensory Reinterpretation of Chinese Calligraphy Through Digital Twins and Immersive Realities

Embodied Ink: A Multisensory Reinterpretation of Chinese Calligraphy Through Digital Twins and Immersive Realities

– ACM MM 2025

Anna Borou Yu / Jiajian Min

Embodied Ink: A Multisensory Reinterpretation of Chinese ...

For thousands of years, Chinese culture has regarded calligraphy as both a form of painting and a deeply physical, philosophical practice. While traditionally manifesting as a two-dimensional art form, Chinese calligraphy emerges from three-dimensional, embodied movements infused with breath, emotion, and intention. This demo/video paper introduces Embodied Ink, a multimedia interactive installation that reinterprets Chinese calligraphy through motion capture and generative AI. By translating the audience movements into real-time dynamic visuals and soundscapes, the project reveals the hidden kinetics and philosophical depth underlying calligraphy. Embodied Ink reimagines the static medium of calligraphy as a dynamic interplay of forces and particles, inviting viewers to experience calligraphy as a living, ever-changing art form.

Reference

https://dl.acm.org/doi/epdf/10.1145/3746027.3756139

https://www.mystudio.design/

Presentation

file

 

發表於 114下學期 | 在〈2026.04.01 林佩穎報告 – Embodied Ink: A Multisensory Reinterpretation of Chinese Calligraphy Through Digital Twins and Immersive Realities〉中留言功能已關閉

2026.04.01 王中佾 報告 – Transcendental Chakra: A Multi-Sensory Meditation Spiritual – Journey to Enhance Self-Awareness Based on VR

Transcendental Chakra: A Multi-Sensory Meditation Spiritual – Journey to Enhance Self-Awareness Based on VR

Abstract

Chakra, originating in Hinduism, is described as luminous wheels or auras representing different elements within the body that reflect a person’s self-awareness. Chrakra-based meditation techniques can support individual wellbeing, but the provision of Chakra feedback in a visual and tangible manner to facilitate mindfulness is largely unexplored. Transcendental Chakra is a virtual reality (VR) multi-sensory experience using guided audio, visual effects, and vibrotactile feedback to aid beginners in chakra meditation by visualizing their astral avatar. The goal of this work is to foster both spiritual and physical self-awareness.

Keywords

meditation, chakra, multi-sensory, virtual reality, haptic

原文

PPT

發表於 112下學期 | 在〈2026.04.01 王中佾 報告 – Transcendental Chakra: A Multi-Sensory Meditation Spiritual – Journey to Enhance Self-Awareness Based on VR〉中留言功能已關閉

2026.04.01 李鍵報告 – A Demonstration of YUBI: Your Universal Body Interface Using Finger Force to Full-Body Motion for Avatar Embodiment

A Demonstration of YUBI:  Your Universal Body Interface Using Finger Force to Full-Body Motion for Avatar Embodiment

SIGGRAPH ’25: Special Interest Group on Computer Graphics and Interactive Techniques Conference

Abstract

YUBI, a novel interface, translates nuanced finger force inputs into continuous, full-body avatar motion, fostering strong embodiment in virtual reality. It enables embodied interactions such as object manipulation and navigation using only finger force, overcoming physical constraints while delivering realistic haptic experiences. Crucially, YUBI renders reaction forces to the fingers, allowing users to perceive virtual object properties (e.g., weight and stiffness) through the effort of their input. By dynamically adapting the force-motion relationship based on object characteristics, YUBI provides intuitive haptic perception, significantly enhancing haptic realism and avatar embodiment.

ref.: https://dl.acm.org/doi/epdf/10.1145/3721257.3743094

報告PPT:https://docs.google.com/presentation/d/1xTXyvkN_Ry7A0rHUPuvE9fN5sI0-CvW7/edit?usp=sharing&ouid=104134464484600756439&rtpof=true&sd=true

發表於 114下學期 | 在〈2026.04.01 李鍵報告 – A Demonstration of YUBI: Your Universal Body Interface Using Finger Force to Full-Body Motion for Avatar Embodiment〉中留言功能已關閉

2026.04.01 凌采彣報告 – RoboSax Melody Slot Machine

RoboSax Melody Slot Machine

Masatoshi Hamanaka, Gou Koutaki

ACM MM 2025 Interactive Art

References:
paper
video

Presentation PPT

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2026.3.11 王中佾報告-SynCocreate:Fostering Interpersonal Connectedness via Brainwave-Driven Co-creation in VR

-2024 Siggraph Asia Art Gallery / 2024 CHI EA

ABSTRACT

Collaborative art and co-creation enhance social wellbeing and connectivity. However, the combination of art creation through mutual brainwave interaction with the prosocial potential of EEG biosignals reveal an untapped opportunity. SynCocreate presents the design and prototype of a VR-based interpersonal electroencephalography(EEG) neurofeedback co-creation platform. This generative VR platform enables paired individuals to interact via brainwaves in a 3D virtual canvas, painted and animated collaboratively through their real-time brainwave data. The platform employs synchronized visual cues, aligned with the real-time brainwaves of paired users, to investigate the potential of collaborative neurofeedback in enhancing co-creativity and emotional connection. It also explores the use of Virtual Reality (VR) in fostering creativity and togetherness through immersive, collective visualizations of brainwaves.

KEYWORDS: Generative VR, Interpersonal social connectedness, Co-creation, EEG

Paper

PPT

 

發表於 112下學期 | 在〈2026.3.11 王中佾報告-SynCocreate:Fostering Interpersonal Connectedness via Brainwave-Driven Co-creation in VR〉中留言功能已關閉

2026.03.11 林佩穎報告 – The Oracle: Ritual for the Future

The Oracle: Ritual for the Future

– Ars Electronica 2025 

Victorine van Alphen / Brave New Human (NL), IDlab (NL)

未提供相片說明。

The Oracle is a futuristic immersive performance-ritual that explores the deep  entanglement between human beings, technology, and (AI-generated) image culture. It invites and encloses eight participants into an intimate 360-degree screen environment.
The screens function as agents and mirrors-reflecting and reshaping our perceptions of self, body, and an elusive “humanness.” Participants are guided by a live droid performer and a drone companion through a symbolic, interactive journey that blends ritual, performance, confrontation, and immersive installation into a single living system.
Participants shift between moral choice and passive absorption, navigating a choreography that is as much social as it is audiovisual.
They must negotiate moments of peer censorship, physical ritual, and shared decision-making, positioning themselves within the unfolding nar-rative. While technology takes a central role, the experience remains deeply personal, confront-ing visitors with moments of vulnerability, intimacy, and catharsis.
At its heart, The Oracle is not a spectacle of technology, but a reflection on it. Drawing from Buddhist and Indige-nous Latin American philos-ophies, it questions the Western ideal of the auton-omous human, proposing instead a view of the self as fluid, formed and reformed through systems larger than us. Not “another AI show,” but a ritual of collective experiencing: confronting danger, while seducing with the non-human. Symbolic, embodied, and emotionally resonant.

Reference

https://ars.electronica.art/panic/en/view/the-oracle-ritual-for-the-future-23038ddb450c81348779c8071d6269d2/

https://victorinevanalphen.nl/the-oracle-ritual-for-the-future-for-humans-and-non-humans/

https://see-nl.com/artikel/20251103-the-oracle-ritual-for-the-future-for-humans-and-non-

Presentation

file

 

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2026.03.11 李鍵報告 – Abstract Language Model

Abstract Language Model /Andreas Lutz (DE)

New Animation Art + ARS ELECTRONICA HONORARY MENTION 2025

Abstract Language Model

Artist : Andreas Lutz (DE)

For Abstract Language Model, an artificial neural network was trained with the entire character sets represented in the Unicode Standard (over 65,000 characters in the basic multilingual plane system). The resulting complex data models contain the translation of all available human sign systems as equally representable, machine-created states including latent points, where the most accurate representation of the characters is achieved.

However, between these points interpolation becomes possible, which means that among two previously distinct characters now infinite characters come into existence, which can be seen as the origin of a purely machine created semiotic system. The revealing of these “obscured variants” between the known characters leads to the idea of a transitionless or non-binary universal language, which could be expressed by a self-conscious machine to its human counterpart and vice versa.

The visualizations of these processes are displayed in the 4-channel video installation Abstract Language Model (Sync). Consisting of four synchronized visualizations with seven different states (Extraction, Analysis, Rearrange, Process, Transformation, Learning, and Language), the audio-visual sequence is based on a real-time interpolation through the trained models and depicts the transformation into a trans-human / trans-machine language.

Abstract Language Model (Live) is the audio-visual live performance pendant of the installation. The 45 minutes long performance is presented as a one-channel version with real-time generated visuals and stereo sound.

Having employed also in previous works the conceptual idea of an assumed language model for self-conscious machines and their possible expressions, Abstract Language Model now serves as the semiotic system for current versions of these sculptures and installations.

ref.:

https://archive.aec.at/prix/302810/

https://andreaslutz.com/abstract-language-model-sync/http://ayoungkim.com/wp/3col/delivery-dancers-sphere-2022

報告PPT:https://docs.google.com/presentation/d/1KmdUnATHBwyxdmBJYJDqOXgwX6X1vJN9/edit?usp=sharing&ouid=104134464484600756439&rtpof=true&sd=true

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2026.3.11 凌采彣報告 – Guanaquerx

Guanaquerx

Paula Gaetano Adi

ARS Electronica 2025 Prix

References:
artwork website: Guanaquerx
see the artwork statement here: Ars Electronica Archive
author: Paula Gaetano-Adi | RISD

Presentation PPT

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2025.12.10 陳昱璋報告—物識流:未來物件糸統的數據流設計

摘要

本研究提出「物識流」(AoT)願景,主張物件間的資料分享應具語意性、選擇性,並重視使用者隱私,超越現行 IoT 僅強調連線的限制。研究以「研究作為設計」方法,透過多項原型(含 Peekaboo Camera 與設計工具)探索物件如何蒐集、傳遞與詮釋情境資料。最終提出 AoT 設計框架,協助設計師從單一物件擴展到多物件協作資料流,建立更有意義且隱私友善的智慧物件系統。

Keywords:Awareness of Things (AoT), Data-enabled Objects, Privacy-aware Design, Constellation Design, Semantic & Episodic Speculation

論文網址:https://etheses.lib.ntust.edu.tw/thesis/detail/4e354c43f7acb5d39c0d2577bfb0c90f/

科技藝術書報討論1210_陳昱璋

 

發表於 114上學期 | 在〈2025.12.10 陳昱璋報告—物識流:未來物件糸統的數據流設計〉中留言功能已關閉

2025.12.10 林佩穎報告 – 後跨域創作:分裂連續體

後跨域創作:分裂連續體

作者:陳宜惠

摘要

隨著科技發展,人類不斷地探索宇宙並擴展各種領域,卻因一種理所當然的態度,而造就了單一數位化的外在環境與二元內在精神世界,雖然學術跨域早已方興未艾,但對於創作如何克服領域框架的層層限制仍須深入研究。筆者從當今跨域創作的處境中切入,研究近半世紀許多仍未能全盤被解讀或被觀者所接受的作品,發現其除了具備前瞻思考,更還有深層訊息的揭露。而這些訊息正是從各種現象中輻射出的連續、非連續,甚至是一閃即過的訊號,故筆者認為跨域創作除需要分裂所有已知訊息外,更需具備各種覺察能力,才能處理一切無領域的訊號。亦即讓跨域創作能擁有一個充滿各種訊號的龐大基底,其中包含數位、類比、數位類比混合,以及更多無法以一般感官或科學方法處理的訊號。
在此脈絡下,本論文將探討「後跨域創作」的特質,以及「後跨域創作」如何能既向外不受壓迫地進行創作,也能向內創生,讓基底能量不斷集結與流變。本論文目的即在於論證從跨域到後跨域創作的演化,除了發現問題或表達訊息,也透過層層分裂使更隱晦複雜的混沌宇宙訊號能夠自動湧現。 如此,希冀後跨域創作不只是處在創作的最前線,也是創作最深遠處,與所有領域共振,不斷相連凝聚,是領域與理論的解放。同時,藉由真實潛在訊號的揭發生成,於被傳收與轉化之際,讓任何因後跨域創作所差異衍生的意義都能獲得重視。為了追隨在身邊未曾間斷出現的訊號,此極度耗時的研究不僅需具多學科背景,更需探究微分裂差異,因此,筆者在德勒茲(Gilles Deleuze, 1925-1995)的哲學思想中,擷取其差異重複的微/區分概念作為研究方法,以理論研究與跨域實踐的脈絡,逐步建構跨域創作與各種訊號之間的多重關係。
論文於第一章導論之後直到第六章,即開始綜合分析各種不同但能夠被分裂思考的跨域作品,而無論作品的類別,可以是科技互動、社會實踐、觀念與行動、影音、複合媒體、策展創作等,可謂是一種大型理論策展的架構。從數位訊號穿透到人類感知所能接收的類比訊號,以及類比數位混合訊號,並從中再分裂,來激發與現實化後跨域創作所具備的潛能,以致感通,以及回應更細微的混沌宇宙訊號。本論文研究最終提出後跨域創作可以使用各種創作手法探索訊號,無論極簡或極致,都會是肉身臨界的感官與行動覺察,並合成獨有的訊息與意義,調和因對立所引發的分裂,以深入的關係鏈結代替可能的衝突與困境。也因為後跨域創作能在時空中不斷差異重複,並能以更開放的態度去與遭逢所有未知,在各領域間相互侵越,鬆動固著僵化的知識。更重要的是,後跨域創作讓分裂不會造成對立,而是更多從辯證關係中相互否定進入到微分關係中共同肯定的雙主體,讓分裂的巨大漸變到必須覺察的細微差異,而成就出與時空積分整合的分裂連續體。

關鍵字

後跨域創作、分裂連續體、差異重複、微分關係、混沌宇宙訊號、肉身臨界

Full Paper

https://hdl.handle.net/11296/2edyz2

Presentation

File

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2025.12.10 陳麗宇報告 – Alter Nature: Exploring Life in Computational Art

Alter Nature: Exploring Life in Computational Art改變中的自然:在計算藝術中探索生命

Author – Wu, Ziwei (吳子薇), PhD in Academy of Interdisciplinary Studies, Hong Kong University of Science and Technology

AbstractEmerging in the late 1980s amid explorations of computing, robotics, and synthetic biology, Artificial Life (ALife) investigates the two conceptions of life and their natural processes—“life-as-we-know-it” and “life-as-it-might-be”—through generative systems that mimic biological phenomena. These conceptions provides the aspects of life to understand the altered and altering nature. While traditional ALife approaches—such as genetic algorithms and agent-based systems—reconstruct life within computational media, contemporary data-driven AI further extends this paradigm. The proliferation of AI-generated content and algorithmic creatures redefines life through data inputs, intensifying the interplay between technology and biology. This convergence necessitates a critical examination of Alter Nature: how human interventions—from artificial ecosystems to bio-digital hybrids—reshape natural processes. To address the two conceptions, this thesis proposes theoretical frameworks to investigate these processes in the artistic context: 1. Bio as Concept: Constructing computational artificial systems with the aim of altering nature. 2. Bio as Data: Visualizing and interpreting biological data through AI and generative tools, examining how human activities have altered nature. Through research and artistic practice, this thesis documents the theoretical frameworks for Alter Nature in computational art.

→ Class Presentation

Full Paper

Exhibition

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2025.12.10 李鍵報告 – 分神—接枝:以資本主義與技術論析虛擬實境藝術的延異空間

分神接枝:以資本主義與技術論析虛擬實境藝術的延異空間

Divergence – Grafting: An Analysis of the Space of Difference in Virtual Reality Art via Capitalism and Technics

摘要:隨著虛擬技術的迅速發展,資本的大規模投入與應用層面的爆發式增長,正推動藝術創作能量的空前躍升。面對新型態的虛擬空間, 現有的資本空間理論是否仍足以加以概括?抑或如當年 David Harvey 在探討「歸零地」時所發現的,既有的空間理論已無法全面涵蓋當前的現象,因此需要重新反思與建構新的空間詮釋框架?基於此,本文試圖開闢一條異於既有論述的思考路徑,在現有空間概念的基礎上推動另一種「空間轉向」。以「混實展演」為研究核心,本文將結合 David Harvey 的資本空間理論與Bernard Stiegler 的技術哲學,深入探討「資本—技術—時空」之間的辯證關係,進一步論析虛擬空間如何在當代重塑空間的生成邏輯與體驗方式。 透過個體對虛擬空間的沉浸式期待與慾望流動,探討「分神」所帶來的斷流狀態。個體遊移於展演空間與虛擬空間的混沌交界,觸發空間自我調適與維穩的機制,進而「接枝」出一個差異性、富含潛能的空間場域。這一連串的分神操演與接枝自癒,轉換推導出另一種感知切換模式:「分神—接枝」共感偏移,進而褶曲生成「延異空間」。由此,「展演空間」、「虛擬空間」與「延異空間」生成共在性,形構出空間的複層性關係。此結構反轉「空間的時間性」與「時間的空間性」之間的關聯,鬆動既有的空間概念,使其如對流生態般持續變異,開啟當代空間的再詮釋性與嶄新轉向。

關鍵字:展演空間、虛擬空間、延異空間、分神接枝、混實展演、資本空間理論、技術哲學

Full Paper : https://hdl.handle.net/11296/9rz87v

Presentation: PPT

發表於 114上學期 | 在〈2025.12.10 李鍵報告 – 分神—接枝:以資本主義與技術論析虛擬實境藝術的延異空間〉中留言功能已關閉

2025.12.10 凌采彣報告—策展典範的轉移?文化平權趨勢下當代藝術的策展思維與實踐

策展典範的轉移?文化平權趨勢下當代藝術的策展思維與實踐
Paradigm Shift of Curatorship? Curatorial Ideas and Practice of Contemporary Art under the Trends of Social Inclusion

國立臺灣藝術大學 藝術管理與文化政策研究所 博士學位論文
指導教授:蔡幸芝 博士
研究生:詹話字
日期:2022/1

論文網址:https://hdl.handle.net/11296/a9377a

報告簡報(上課用簡報,以圖片呈現為主)
書面資料整理(建議大家自行下載搭配閱讀)

發表於 114上學期 | 在〈2025.12.10 凌采彣報告—策展典範的轉移?文化平權趨勢下當代藝術的策展思維與實踐〉中留言功能已關閉

2025.12.10 王中佾報告—感同「身受」: 虛擬實境體現他人經驗對同理心與助人意願的強化效果

Abstract:
本研究探討虛擬實境(Virtual Reality, VR)如何透過「體現他人經驗」影響同理心與助人意願。研究分為兩項實驗,比較不同沉浸層級(頭戴式顯示器 vs. 桌上型電腦)及虛擬身體呈現(可見 vs. 不可見)對使用者心理歷程的影響。研究檢驗了「合理性錯覺(plausibility illusion, Psi)」與「情緒價性(emotional valence)」在沉浸體驗與同理心反應之間的中介作用。結果顯示,VR 雖未直接提升情感或認知同理心,但能透過增強合理性錯覺間接促進情感同理與助人意願;情緒價性愈負面者亦呈現較高同理反應。虛擬身體操弄影響了參與者的情緒與合理性錯覺,部分條件下形成「虛擬身體 → 負面情緒 → 情感同理 → 助人意願」的連續中介效果。研究結果揭示,VR 引發同理心的關鍵不在沉浸度本身,而在於使用者對情境真實性與自我代入的心理機制。

Keywords: 合理性錯覺、助人意願、情感同理、虛擬實境、虛擬體現、認知同理

Reference:
吳岱芸(2022)。《感同「身受」:虛擬實境體現他人經驗對同理心與助人意願的強化效果》。國立政治大學傳播學院碩士論文。
指導教授:林日璇。
DOI / https://hdl.handle.net/11296/9qdwht

Presentation:
PPT

發表於 112下學期 | 在〈2025.12.10 王中佾報告—感同「身受」: 虛擬實境體現他人經驗對同理心與助人意願的強化效果〉中留言功能已關閉

2025.10.29 林佩穎報告 – reconFIGURE: Confronting Audiences with Digital Doppelgängers

reconFIGURE: Confronting Audiences with Digital Doppelgängers

– SIGGRAPH 2024

Author: Florian Christoph Bruggisser, Chris Elvis Leisi, Pascal Lund-Jensen, Martin Fröhlich and Christopher Lloyd Salter

Abstract

This paper describes the artistic context, technical implementation, user study, evaluation and future work around reconFIGURE, a participatory installation exploring the transformation of human bodies through computational systems. The installation involves capturing visitors’ images, transforming these into animated 3D doppelgängers, and projecting them on a large-screen. Unique in its rapid transformation from 2D to 3D, reconFIGURE highlights the aesthetic-social repercussions of transforming whole human body images using machine learning.

Keywords

computation, algorithmic, generative, human interaction, interface,
installation, interaction, machine learning, perception, interaction, body

Reference

https://dl.acm.org/doi/10.1145/3664208

https://blog.zhdk.ch/immersivearts/reconfigure/

Presentation

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