2025.10.15 林佩穎報告 She Works, He Works

She Works, He Works: Critical Explorations of Gender in AI-Generated Representations

– ISEA 2025 Long Paper

Author: Amalia Foka

Muddied Grit -created with DALL-E.

Abstract

She Works, He Works is an interdisciplinary project that combines feminist visual theory, AI critique, and artistic practice to examine gender representation in AI-generated imagery. By juxtaposing text-to-image outputs of male and female construction workers, it reveals how societal biases manifest in generative AI systems. The study employs critically crafted prompts that blend traditionally gendered traits with unconventional contexts, exposing disparities in representation emphasizing aesthetics and agility for women versus authority and professionalism for men. Grounded in Griselda Pollock’s feminist insights on visual culture, the project positions AI as both a technological and cultural actor, capable of perpetuating stereotypes and enabling critique. As both a study and an artwork, the project underscores the transformative potential of AI to reimagine gender norms and inspire equitable narratives. It highlights the ethical implications of AI in creative industries, calling for transparent practices, diverse datasets, and reflexive engagement with AI’s cultural impact. Through its integration of critical analysis and artistic exploration, She Works, He Works contributes to broader discussions on inclusive AI development and the role of art in fostering societal change. This dual approach showcases the power of AI as a medium for critique and a tool for envisioning more just and inclusive futures.

Keywords

Gender representation, text-to-image models, critical prompt engineering, AI-generated art, bias in AI, feminist visual theory, cultural representation, ethical AI development, societal stereotypes

Reference

“She Works, He Works: Critical Explorations of Gender in AI-Generated Representations” presented by Foka

Amalia Foka, Computer Science Applications for the Arts, University of Ioannina

Presentation

File

發表於 114上學期 | 在〈2025.10.15 林佩穎報告 She Works, He Works〉中留言功能已關閉

2025.10.15 王中佾 報告 Being in Virtual Worlds: How Interaction, Environment, and Touch Shape Embodiment in Immersive Experiences

Being in Virtual Worlds: How Interaction, Environment, and Touch Shape Embodiment in Immersive Experiences

– CHI 2025, ACM SIGCHI Conference on Human Factors in Computing Systems 

Keywords – embodiment, presence, interaction, touch, virtual reality

Summary

This paper reconceptualizes embodiment in virtual reality by arguing that traditional approaches (focusing mainly on body ownership via visual-tactile synchronization) are too narrow. Instead, the authors propose that VR embodiment emerges through the dynamic interplay of interaction, environment, and touch. They build an Interactional Framework of Virtual Embodiment, integrating perspectives from philosophy, psychology, HCI, and VR. Through case comparisons (such as pseudo-haptics, shared avatars, and creative VR installations) and reflective design practice, they derive 12 VR design principles aimed at enhancing presence and meaningful embodied experience in virtual worlds.

Class Presentation

Full Paper

發表於 112下學期 | 在〈2025.10.15 王中佾 報告 Being in Virtual Worlds: How Interaction, Environment, and Touch Shape Embodiment in Immersive Experiences〉中留言功能已關閉

2025.10.15 李鍵報告 – Algorithmic Miner

Algorithmic Miner: Humanity in Service – An AI-Driven VR Journey into Machine Logic

–Proceedings of the ACM on Computer Graphics and Interactive Techniques, Volume 8, Issue 3

Keywords – AI-Driven Creativity, Algorithmic Control, Virtual Reality Interaction, Machine Logic Dominance, Immersive Environments, Technological Authority

Summary –

The installation aims to symbolically reconstruct the monotonous nature of data‑annotation tasks, inviting participants to engage in repetitive image and text annotation tasks, mirroring the tedious and dehumanizing aspects of real-world data labeling. The object recognition component introduces a “reverse scenario” where human agency is subordinated to AI logic, compelling participants to alter their virtual environment according to machine instructions. As participants complete these tasks, their efforts become golden jellyfish, ascending to a virtual utopia composed of gleaming steel and lush natural landscapes. This transformation symbolizes the abstraction and exploitation of human creativity within AI-driven systems.

Algorithmic Miner envisions a future where machine logic dominates discourse, dictating human creativity and redefining reality, resonating with Baudrillard’s notion of the “hyperreal simulacrum.” By exposing the hidden labor and ethical implications inherent in the tech industry, the installation urges audiences to reconsider the complex interplay between society, the environment, and technology. It invites reflection on the human costs associated with technological advancement, highlighting the need for a more equitable and conscious integration of human labor within AI systems.

Full Paper : https://dl.acm.org/doi/10.1145/3736784

Presentation PPT

發表於 114上學期 | 在〈2025.10.15 李鍵報告 – Algorithmic Miner〉中留言功能已關閉

2025.10.15 陳昱璋報告 – Strategy and Skill Learning for Physics-based Table Tennis Animation

Strategy and Skill Learning for Physics-based Table Tennis Animation

SIGGRAPH Conference Papers ’24

Keywords

Character Animation, Physics-based Characters, Deep Reinforcement Learning, Multicharacter Interaction, Virtual Reality, Table Tennis

ABSTRACT

Recent advancements in physics-based character animation leverage deep learning to generate agile and natural motion, enabling characters to execute movements such as backflips, boxing, and tennis. However, reproducing the selection and use of diverse motor skills in dynamic environments to solve complex tasks, as humans do, still remains a challenge. We present a strategy and skill learning approach for physics-based table tennis animation. Our method addresses the issue of mode collapse, where the characters do not fully utilize the motor skills they need to perform to execute complex tasks. More specifically, we demonstrate a hierarchical control system for diversified skill learning and a strategy learning framework for effective decision-making. We showcase the efficacy of our method through comparative analysis with state-of-the-art methods, demonstrating its capabilities in executing various skills for table tennis. Our strategy learning framework is validated through both agent-agent interaction and human-agent interaction in Virtual Reality, handling both competitive and cooperative tasks.

Paper

科技藝術書報討論1015_陳昱璋

發表於 114上學期 | 在〈2025.10.15 陳昱璋報告 – Strategy and Skill Learning for Physics-based Table Tennis Animation〉中留言功能已關閉

2025.10.15 凌采彣報告 – AI Nüshu

AI Nüshu: An Exploration of Language Emergence in Sisterhood Through the Lens of Computational Linguistics

Yuqian Sun, Yuying Tang, Ze Gao, Zhijun Pan, Chuyan Xu, Yurou Chen, Kejiang Qian, Zhigang Wang, Tristan Braud, Chang Hee Lee, Ali Asadipour

SIGGRAPH Asia 2023 Art Long Papers

References:
AI Nüshu: An Exploration of Language Emergence in Sisterhood Through the Lens of Computational Linguistics | SIGGRAPH Asia 2023 Art Papers
AI Nüshu Video

Presentation PPT

發表於 114上學期 | 在〈2025.10.15 凌采彣報告 – AI Nüshu〉中留言功能已關閉

2025.10.15 陳麗宇報告 – From Virtual to Physical

From Virtual to Physical: Investigating the Carryover Effects of Avatar-Mediated Communication in Intergenerational Contexts

Kensuke Nomura(JP) , Yuji Hatada(JP),Takuji Narumi (JP), Hideaki Kuzuoka (JP)

 – ACM Symposium on Applied Perception 2025, Avatars & Entertainment

 

 

 

 

 

Keywords – avatar, interpersonal impression, intergenerational communication, virtual reality

Summary – Previous studies show that avatars hiding personal traits can reduce psychological barriers and increase closeness in virtual settings, but it is unclear if this effect lasts offline. This study examined how avatar-based communication influences impressions and later face-to-face interactions between young adults (20–39) and older adults (40–59). Results showed that avatars initially reduced social distance online, but the effect did not continue offline. Participants judged partners mainly by voice and conversation, not avatar appearance. The findings suggest that avatars have limited short-term impact unless users strongly identify with them.

→ Class Presentation

Full Paper

發表於 114上學期 | 在〈2025.10.15 陳麗宇報告 – From Virtual to Physical〉中留言功能已關閉

2025.10.1 王中佾報告 – DazzleVR

DazzleVR: Enhancement of Brightness by Presenting Afterimage and Pseudo Dazzle Reflex Sensation in Virtual Reality
Juro Hosoi (JP), Takahiro Ito (JP), Yuki Ban (JP), Shin’ichi Warisawa (JP)
SIGGRAPH Asia 2023, Emerging Technologies

Key words – afterimage, dazzle reflex, visuo-haptic feedback, pseudo-haptics, VR perceptio

Summary
DazzleVR is a VR system designed to induce the sensation of dazzle (intense brightness) by combining visual and tactile cues. It utilizes afterimages by rendering supplemental residual images at the user’s gaze point and implements a pseudo dazzle reflex by temporarily darkening the display (simulating eye closure) and applying subtle vibration to the eyelid area. Together, these mechanisms aim to evoke an authentic dazzling experience in VR without needing excessively bright displays. Users feel both a lingering brightness and a reflexive “blink-like” effect, enhancing immersion and perceived realism

Image Description
The visual shows a VR scene with a strong light source (e.g. a spotlight or flare), while a faint complementary afterimage overlays the user’s gaze direction. The vignette may include labels such as “DazzleVR” or “Afterimage + Reflex,” reinforcing that it’s a perceptual interaction demo.

Class Presentation
Full Paper
SIGGRAPH Asia Emerging Technologies Program Page

發表於 114上學期 | 在〈2025.10.1 王中佾報告 – DazzleVR〉中留言功能已關閉

2025.10.1 李鍵報告 – Spread Your Wings

Spread Your Wings: Soft Floating Robotic Avatar with Flapping Wings for Physical Interactions

ACM SIGGRAPH 2025 Emerging Technologies

ABSTRACT

We demonstrate a new robotic avatar concept in which pilots can embody a fish-like form, “swimming” through indoor spaces to interact, play, and accompany others remotely. Our soft flapping-wing floating avatar offers three merits: (1) The soft body and blade-free design enable safe, close-proximity flight around people; (2) The wings not only provide propulsion but also serve as a medium for physical interaction, allowing affective gestures such as hugs, shoulder pats, and high-fives; and (3) The bioinspired design provides a more organic and lifelike movement compared to propeller-based avatars, potentially enhancing the sense of presence and evoking a feeling of interacting with a living creature. Furthermore, by mimicking the flapping flight of birds, pilots can control the avatar through body movements, while engaging in interactions with others through the avatar’s soft body and wings. This work opens new possibilities for telepresence and introduces a wing-based approach to remote physical interactions.

Keywords: 

Affectionate behavior, Positive affection, Close-proximity interaction, Soft floating robot, Flapping-wing robot

Reference :

https://dl.acm.org/doi/abs/10.1145/3721257.3734034

Presentation PDF

發表於 114上學期 | 在〈2025.10.1 李鍵報告 – Spread Your Wings〉中留言功能已關閉

2025.10.01 林佩穎報告 Parasitic Finger: Coexistence with Artificial Organism

Parasitic Finger: Coexistence with Artificial Organism

– ACM SIGGRAPH 2025, Emerging Technologies

Authors: Akira Nakayasu, Saki Sakaguchi, Mina Shibasaki

Abstract

The Parasitic Finger project explores how humans coexist with uncontrollable finger augmentation with an SMA actuator. What would happen if our fingers, which we use freely in daily life, could move in unrealistic ways, independent of our will? The finger actuator unit weighs just 5 grams and is lightweight, making it comfortable to wear on the fingertips. By regulating the heat of the SMA wires, the SMA actuator can bend in four directions. Unlike human finger joints, they move like tentacles, performing actions such as waving, touching objects, or grasping items. We designed the finger movements so that participants would feel a sense of biological agency or animacy.

Keywords

Human Augmentation, Cyborgs, Digital Cyborgs, Human-machine Integration, Soft Actuator, Shape-Memory Alloy

Reference

https://dl.acm.org/doi/10.1145/3721257.3734023

https://nakayasu.com/parasitic-finger

https://www.toki.co.jp/biometal/products/WhtsBM.php

https://old2-lecture.nakayasu.com/index_p=2896.html

Presentation

file

發表於 114上學期 | 在〈2025.10.01 林佩穎報告 Parasitic Finger: Coexistence with Artificial Organism〉中留言功能已關閉

2025.10.1 凌采彣報告 – Public Hand

Public Hand: Proximity-Aware Manipulation of Robotic Hand Shared with Multi-User in Robotic Room

Masahiro Ohta、Takatoshi Yoshida、Tomoya Sasaki、Kouta Minamizawa

ACM Siggraph 2025 Emerging Technologies

References:
Presentation – SIGGRAPH 2025 Conference Schedule
Public Hand: Proximity-Aware Manipulation of Robotic Hand Shared with Multi-User in Robotic Room | ACM SIGGRAPH 2025 Emerging Technologies

Presentation PPT

發表於 114上學期 | 在〈2025.10.1 凌采彣報告 – Public Hand〉中留言功能已關閉

2025.10.01 陳昱璋報告 Blooming Resonant Tea: A Multisensory Dining Experience with Dynamic Visuals and Music

Blooming Resonant Tea: A Multisensory Dining Experience with Dynamic Visuals and Music

– ACM SIGGRAPH 2025, Emerging Technologies

Abstract This study introduces the Blooming Resonant Tea system, a drink- ing system that integrates taste, visual, and auditory stimuli to enhance the flavor of herbal tea and ingredient immersion. Studies show that cymatics (the use of vibrational frequencies to create dynamic liquid patterns) and music can amplify existing flavors, while dynamic projections can enhance food perception. To aug- ment flavor, the system employs two methods: generating cymatics patterns through a VP2 vibrator embedded in the cup and using flavor-associated music. For ingredient immersion, blooming projections are used to visually transform the tea from a bud to full bloom. This system offers a customizable multi-sensory drinking experience, allowing users to select different herbal teas with matching projections, cymatics patterns, and music, creating a tri-sensory tea-drinking ritual for the future.

Keywords:

Human-Food Interaction, Food design, Gastrophysics, Crossmodal, Cymatics

Conclusion and Future Work

The Blooming Resonant Tea system has two potential applications: enhancing multisensory cocktails in bars for entertainment, and improving the experience of those who limit highly !avored beverages for well-being.

科技藝術書報討論1001_陳昱璋

Paper1  Paper2

發表於 114上學期 | 在〈2025.10.01 陳昱璋報告 Blooming Resonant Tea: A Multisensory Dining Experience with Dynamic Visuals and Music〉中留言功能已關閉

2025.10.1 陳麗宇報告 – Interactive Impossible Objects

Interactive Impossible Objects: Designing Physical Interaction with Impossible Objects Using Binocular Disparity Adjustment and Redirection

Sotaro Yokoi(JP) , Tsubasa Yoshida (JP), Keigo Matsumoto (JP), Takuji Narumi (JP)

Keywords – impossible object, binocular-disparity adjustment, redirection techniques, multimodal interaction

Summary – Interactive Impossible Objects is a VR system that turns classic impossible objects into walkable, touchable experiences. By rendering different 3D models for each eye and using redirection techniques, it preserves the illusion while mapping real objects onto impossible virtual shapes. Users can seamlessly climb an “endless” staircase and interact with impossible objects in VR alongside their physical counterparts.

– ACM SIGGRAPH 2025, Emerging Technologies

The image features a 3D rendering of an impossible object resembling an Escher-inspired architectural structure, with staircases and walkways defying gravity, set on a building rooftop. A person is seen walking on the structure, blending reality with surreal design. The inset shows a smaller, similar view in black and white, emphasizing the impossible geometry. Text overlays read "Interactive Impossible Objects" and "Designing Physical Interaction with Impossible Objects Using Binocular Disparity Adjustment and Redirection," indicating a VR interaction demo at SIGGRAPH. The post by Ran / Sotaro Yokoi (@Rander_S) describes stepping into an Escher painting via VR, with no platform watermarks visible.

→ Class Presentation

→ Full Paper

Cyber Interface Lab Website

發表於 114上學期 | 在〈2025.10.1 陳麗宇報告 – Interactive Impossible Objects〉中留言功能已關閉

2025.9.17 王中佾報告-XXX machina

XXX Machina

Erin Robinson (GB), Anthony Frisby (GB)
AWARD OF DISTINCTION in ARS 2025

Keywords:immersive installation, AI, erotic desire, identity, intimacy, deepfake imagery, bodily distortion

Abstract

XXX Machina is an immersive computational installation examining how artificial intelligence destabilizes erotic desire, identity, and intimacy. Operating as an “autonomous desire machine,” it generates a recursive stream of deepfake imagery, videos, stills, and 3D renderings of the artist, via diffusion models trained on a custom dataset scraped from AI porn generation platforms. As it tracks and reprocesses recurring themes across prompts, XXX Machina injects traces of previous bodies into its own generative logic, forming unstable visual lineages. What initially resembles conventional pornography begins to fracture on closer inspection: bodies glitch, fragment, and recombine, detaching from coherent corporeal referents and becoming increasingly uncanny.

Philosophically, XXX Machina explores the tension between symbolic lack and algorithmic saturation. Lacan’s model of desire, grounded in absence, is destabilized by AI’s potential for frictionless gratification –pornography without search, without delay. Yet AI, lacking subjective interiority, offers not desire but its disarticulated residue: warped anatomies, symbolic breakdowns, fragments without bodies. Through this collapse, the work probes whether desire itself is being reshaped by machinic fantasy.

Through a Baudrillardian lens, the installation examines how synthetic imagery precedes and redefines erotic experience, recursively producing desire instead of just mirroring it. In this hyperreal terrain, the erotic is unmoored from flesh and reassembled as an endlessly customizable, algorithmically amplified spectacle. XXX Machina asks what becomes of longing in a system where the Other has already been simulated and made obsolete.

Jury Statements

The second Award of Distinction goes to XXX Machina by Erin Robinson and Anthony Frisby, a bold exploration of our erotic desires as they are increasingly shaped by AI technologies. Functioning as an ‘autonomous desiring machine’, the piece generates an endless stream of pornographic images, which in turn are fed back into the machine, creating a body of distorted and unreal properties. While current debates about AI porn and deep fakes usually revolve around faces, most of which are used illegally, Robinson draws our attention to the statistically calculated bodies themselves. By literally giving them a facein this case the artist’s ownRobinson critically engages with a machine-driven fantasy that draws on vast databases of disenfranchised sexual imagery. Reminiscent of early body art, it is a practice that does not speak from the outside, but from the inside of our sexual drives and desires. The jury spent many hours discussing this work and we would like to acknowledge the impact it had on us. 

Reference

Byung-Chul Han. The Agony of Eros. Translated by Erik Butler. Cambridge, MA: MIT Press, 2017.

Robinson, Erin, and Anthony Frisby. XXX Machina. Ars Electronica Festival 2025: Prix Ars Electronica Exhibition. “Immersive computational multimedia installation exploring how AI disrupts and reshapes erotic desire, identity, and intimacy.” Ars Electronica.

PDF

XXX machina 作品網站

發表於 114上學期 | 在〈2025.9.17 王中佾報告-XXX machina〉中留言功能已關閉

2025.9.17 陳麗宇報告 – Unerasable Characters Series

Unerasable Characters Series

 – Ars Electronica 2023, Artificial Intelligence & Life Art, Golden Nica

→ Class Presentation

Winnie Soon Website

 

Keywords – Social Media, unreadable/unerasable, censorship

Summary – The Unerasable Series consists of three works, each exploring the silenced voices under digital censorship through different modes of presentation. The first part is based on input data processed with machine learning and results in an unreadable 6,000-page physical book, challenging the conventional use of machine learning for precision and efficient production. The second part is a custom software that scrapes censored posts in real time, decomposing each post into individual characters, with the duration of each character’s display corresponding to the post’s actual visibility on the platform. The third part presents censored posts in a content-obscured format, preserving punctuation, emojis, and special characters, thus conveying the rhythm of silence and disappearance.

發表於 114上學期 | 在〈2025.9.17 陳麗宇報告 – Unerasable Characters Series〉中留言功能已關閉

2025.09.17 林佩穎報告 – #SOPHYGRAY

#SOPHYGRAY/Nadja Verena Marcin (DE)

Feminist Audio Bot & Multimedia Project — Honorary Mention, Ars Electronica Citizen Science Prize 2023

Abstract

#SOPHYGRAY is a multimedia project by German artist Nadja Verena Marcin, developed between 2021 and 2024 as an installation, performance, and mobile application. At its core is a feminist audio bot that engages audiences in humorous and philosophical dialogues, challenging the gendered and submissive roles assigned to virtual assistants such as Siri or Alexa. Drawing from intersectional feminist theory and collective workshops, the bot’s knowledge base is constantly expanded by participants who act simultaneously as users and co-developers. The project manifests across multiple formats: as an immersive installation with dual projections referencing Metropolis (1927), as a live performance combining dance and spoken word, and as a mobile app that extends feminist AI narratives into everyday life. Conceived during an EMAP residency at Onassis Stegi, the work has since toured internationally, including exhibitions at IMPAKT Media Art Center, La MaMa Galleria, and transmediale. By foregrounding how technologies reproduce cultural biases, #SOPHYGRAY proposes counter-narratives that reimagine the relationship between artificial intelligence and feminist subjectivity in contemporary art.

Jury Statement

It’s long been known that our technologies are not neutral. The fact that they encode their developer’s world views, politics and prejudices is nowhere more apparent than with AI. With the #SOPHYGRAY audiobot, artist Nadja Verena Marcin forefronts the impact of human values by inviting participants to contribute to the bot’s development based on their interaction with its intersectional feminist canon.

Reference

https://ars.electronica.art/citizenscience/de/sophygray/

https://nadjamarcin.com/work/sophygray/

https://www.sophygray.com/

Presentation

file

發表於 114上學期 | 在〈2025.09.17 林佩穎報告 – #SOPHYGRAY〉中留言功能已關閉