2020.06.09 李擇華報告


文獻題目:An Analysis of How Interactive Technology Supports the Appreciation of Traditional Chinese Puppetry: A Review of Case Studies



From the perspective of safeguarding Chinese Cultural Heritage, this paper discusses how to enhance the appreciation of traditional Chinese puppetry through the support of interactive technology. The author analyses extensive, yet current case studies, based on the findings described in the interactive systems for puppetry performances and interactive technology for puppetry appreciation. The author summarisesfour aspects of how to enhance the appreciation of, and engagement with, traditional Chinese puppetry:
(1) maintaining originality is necessary for the design phase;
(2) it is crucial to explore how to use interactive technology in order to design a way for adults to appreciate this form of art;
(3) it is also necessary to determine ways to support adult audiences in grasping the cultural significance and folk customs of traditional Chinese puppetry; and
(4) the study’s further main research goals are to investigate ways to use emotional expressions, digital storytelling and other methods in conjunction with interactive technology to help multi-cultural users comprehend traditional Chinese puppetry.

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2020.06.09 鄭涵予報告

報告者:鄭涵予 PPT

文獻題目:SpinalLog: Visuo-Haptic Feedback in Musculoskeletal Manipulation Training

作者:D. Antony Chacon, Eduardo Velloso, Thuong Hoang, Katrin Wolf



Current techniques for teaching spinal mobilisation follow the traditional classroom approach: an instructor demonstrates a technique and students attempt to emulate it by practising on each other while receiving feedback from the instructor. This paper introduces SpinalLog, a novel tangible user interface (TUI) for teaching and learning spinal mobilisation. The system was co-designed with physiotherapy experts to look and feel like a human spine, supporting the learning of mobilisation techniques through real-time visual feedback and deformation based passive haptic feedback. We evaluated Physical Fidelity, Visual Feedback, and Passive Haptic Feedback in an experiment to understand their effects on physiotherapy students’ ability to replicate a mobilisation pattern recorded by an expert. We found that simultaneous feedback has the largest effect, followed by passive haptic feedback. The high fidelity of the interface has little effect, but it plays an important role in the perception of the system’s benefit.

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2020.06.09 劉學致報告

報告PPT:0609 PPT
文獻題目:Exploring Art with a Voice Controlled Multimodal Guide for Blind People
文獻作者:Jorge Iranzo Bartolome, Luis Cavazos Quero, Sunhee Kim, Myung-Yong Um, Jundong Cho
文獻來源:2019 TEI
There is an increasing concern to improve the accessibility of artworks for blind people. Much of the effort has been focused on helping the visually impaired people to access the exhibition facilities, but the works of art hosted there are still difficult to experience for them. Particularly, the appreciation of visual artworks is hindered as blind visitors are not allowed to touch them in order to conserve their aesthetics and value. In this work we explore our findings using a prototype of a voice interactive multimodal guide designed to improve the accessibility of visual works of arts, such as paintings, for the blind people. The prototype identifies tactile gestures and voice commands that trigger audio descriptions and sounds while a person explores a 2.5D tactile representation of the artwork placed on the top surface of the prototype. Our preliminary findings include the results of eight user tests and Likert-type surveys.

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2020.06.09 施佳瑩報告

文獻題目:Deep Appearance Models for Face Rendering
文獻來源:PAPER / ACM Digital Library
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview capture setup. Vertex positions and view-specific textures are modeled using a deep variational autoencoder that captures complex nonlinear effects while producing a smooth and compact latent representation. View-specific texture enables the modeling of view-dependent effects such as specularity. In addition, it can also correct for imperfect geometry stemming from biased or low resolution estimates. This is a significant departure from the traditional graphics pipeline, which requires highly accurate geometry as well as all elements of the shading model to achieve realism through physically-inspired light transport. Acquiring such a high level of accuracy is difficult in practice, especially for complex and intricate parts of the face, such as eyelashes and the oral cavity. These are handled naturally by our approach, which does not rely on precise estimates of geometry. Instead, the shading model accommodates deficiencies in geometry though the flexibility afforded by the neural network employed. At inference time, we condition the decoding network on the viewpoint of the camera in order to generate the appropriate texture for rendering. The resulting system can be implemented simply using existing rendering engines through dynamic textures with flat lighting. This representation, together with a novel unsupervised technique for mapping images to facial states, results in a system that is naturally suited to real-time interactive settings such as Virtual Reality (VR).

相關影片(原作者報告影片): YouTube

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Topic: Inside the Classification Cube, An Intimate Interaction with A.I. System   ppt
Author: Avital Meshi
Reference: SIGGRAPH’20


“Inside the Classification Cube: An Intimate Interaction With an AI System” is a SIGGRAPH 2020 Art Papers selection that explores one of society’s most frequently asked questions — how do people portray themselves versus how others portray them?
The “Classification Cube” art installation was developed as Meshi’s MFA thesis project for the Digital Arts and New Media program at University of California, Santa Cruz (UC Santa Cruz). Throughout this studies, Meshi mainly focused on the role of avatars and possibilities for embodiment in virtual worlds, along with the performative engagement that comes with this practice.

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2020.06.09 孟昕報告

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文獻題目:FusePrint: A DIY 2.5D Printing Technique Embracing Everyday Artifacts
文獻作者:Kening Zhu/Alexandru Dancu/Shengdong Zhao
文獻來源:ACM Digital Library/ PAPER
FusePrint is a Stereolithography-based 2.5D rapid prototyping technique that allows high-precision fabrication without high-end modeling tools, enabling the mixing of everyday physical artifacts and liquid conductive gels with photo-reactive resin during the printing process, facilitating the creation of 2.5D objects that perfectly fit the existing objects. Based on our polynomial model on 2.5D resin printing, we developed the design interface of FusePrint, which allows users to design the printed shapes using physical objects as references, generates projection patterns, and notifies users when to place the objects in the resin during the printing process. Our workshops suggested that FusePrint is easy to learn and use, provides a greater level of interactivity, and could be useful for a wide range of applications domains including: mechanical fabrication, wearable accessory, toys, interactive systems, etc.

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2020.06.09 廖志唯報告

文獻題目:Interaction in Virtual Environments – How to Control the Environment by using VR-Glasses in the Most Immersive Way
文獻作者:Barbara Streppel (MaibornWolff GmbH, Germany), Dorothea Pantförder and Birgit Vogel-Heuser (Technical University of Munich, Germany)
摘要:Not only in the gaming industry is Virtual Reality (VR) the new way to give users a new experience – in engineering or production plant operation we also see first attempts at finding innovative ways of visualizing data or training plant staff. This is necessary because processes are getting more and more complex thanks to higher interconnection and flexibility. This paper presents actual possibilities of interacting with a virtual environment and provides three concepts for immersive interaction. We also show the results of an evaluation of these concepts at the end of the paper.

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2020.05.26 鄭涵予報告

報告者:鄭涵予 PPT

文獻題目:Populating Architectural Design: Introducing Scenario-Based Design in Residential Care Projects

作者:Valerie Van der Linden, Hua Dong, Ann Heylighen


摘要:Despite the very aim of designing living environments for people, the perspectives of the end users are underrepresented in architectural design processes. Architects are expected to address the challenges of a diverse and ageing society but, due to increasingly complex design processes, they often have limited access to the perspectives of those they are designing for. This study aims to bring people’s spatial experience to the foreground in architects’ design processes, by turning to techniques developed by related design disciplines. More precisely, it analyses the potential of scenario-based design, a family of techniques for exploring user experience in design, which architects are largely unfamiliar with. Based on elements like personas, scenarios, and user journeys, a scenario-based design approach tailored to architectural design’s particularities was developed. Test workshops were conducted in two architecture firms involved in designing residential care projects, and findings were discussed with an expert panel. Findings illustrate how these workshops offered architects insight into user profiles and themes, facilitated exploring and diversifying potential futures during design development, and supported communication with team members and the client. Additional opportunities and challenges are identified, which can advance the development of an integrated approach to support architects in designing human-centred environments.

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2020.03.17 李澤華報告 (補)

T報告者:Tom Lee
Reference: Ars Electronica Festival 2019, (2)
PPT:2020-0317-Tom-Biosignal-Cybernation-Ars (PPT)


“Cybernation” is an installation that controls plant growth. By using both phototropism and apogeotropism, plants can be shaped by human. At first, a path is drawn in a 3d software to represent the expected plant growth. Then the model is imported into the control program of the installation. Through a series of calculation, the motor connected to the plant is activated to spin at different angles, controlling the direction of sunlight and gravity. Eventually the plant grows into the shape as designed. With calculation, the unpredictable life can be controlled, and the plant can be shaped.

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2020.05.26 李澤華報告

報告者:Tom Lee
報告: 2020-0526_Tom-PPT

Topic: The Shortcomings of Design Thinking when Compared to Designerly Thinking
(The Design Journal Pages 813-832 | Received 11 Oct 2018, Accepted 17 May 2019, Published online: 10 Sep 2019)
Aurthor:Linda Nhu Laursen & Louise Møller Haase
When the concept of design thinking was first introduced, approximately 15 years ago, it was praised by universities, businesses and consultancies alike. Evidence of the increasing amount of attention being paid to the concept can be found in its widespread implementation within business practices by leading companies, such as SAP, IBM and Procter & Gamble, the growth and popularity schools that teaches design thinking e.g. d.schools (Korn and Silverman 2012) and the growing number of related studies in adjacent fields, such innovation management (Calgreen, Elmquist, and Rauth 2016).
Consequently, many design scholars disregarded and ignored discussions concerning design thinking, believing it to be irrelevant. More recently, innovation management scholars have criticized design thinking for its lack of both a clear definition and a clear methodology (Johansson-Sko€ldberg, Woodilla, and C¸etinkaya 2013). Furthermore, studies have shown that implementing design thinking within organizations is very challenging, which has caused management scholars to question its value (Carlgren et al. 2016). As the mounting criticism of design thinking has a negative influence on how design in general is perceived, we argue that the concept should not simply be either adopted or ignored, but rather that a closer examination of design thinking is needed.

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2020.05.26 廖志唯報告

文獻題目:Using Pet-Dog Behavior Traits to Enhance the Emotional Experience of In-Car Interaction
文獻作者:Yea-Kyung Row, Se-Young Kim, Tek-Jin Nam
摘要:Although research on smart cars has rapidly expanded, relatively little attention has been paid to improving users’ emotional experiences. This research was based on a petmorphic design approach, which defines design attributes assuming an intelligent device can interact like a pet dog. In this paper, we present a set of pet-dog behavioral traits (PBT) and their application in enhancing emotional interaction in smart cars. Firstly, using an interview-based explorative study, we identified key pet-dog characteristics that elicit affection in owners and four PBTs that could be used to design smart car interactions: self-expression, empathy, faithfulness and innocence. Secondly, we conducted an online survey-based study to examine how PBTs can be incorporated into smart cars for different scenarios. The results indicated that faithfulness was typically preferred in routine scenarios while traits associated with innocence were less preferred. We discuss the desirable use cases for each PBT and how PBT can be applied as a function of autonomy according to the urgency of a situation. We also discuss how PBT could enhance users’ emotional experiences by increasing agreeability, emotional bonding, delightfulness and generous attitudes.

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Topic: Virtual Try-on Image Synthesis Based on Generative Adversarial Networks ppt
Reference: acm.org


Computational modeling of human spoken language is an emerging research area in multimedia analysis spanning across the text and acoustic modalities. Multi-modal sentiment analysis is one of the most fundamental tasks in human spoken language understanding. In this paper, we propose a novel approach to selecting effective sentiment-relevant words for multi-modal sentiment analysis with focus on both the textual and acoustic modalities. Unlike the conventional soft attention mechanism, we employ a deep reinforcement learning mechanism to perform sentiment-relevant word selection and fully remove invalid words of each modality for multi-modal sentiment analysis. Specifically, we first align the raw text and audio at the word level and extract independent handcraft features for each modality to yield the textual and acoustic word sequence. Second, we establish two collaborative agents to deal with the textual and acoustic modalities in spoken language respectively. On this basis, we formulate the sentiment-relevant word selection process in a multi-modal setting as a multi-agent sequential decision problem and solve it with a multi-agent reinforcement learning approach. Detailed evaluations of multi-modal sentiment classification and emotion recognition on three benchmark datasets demonstrate the great effectiveness of our approach over several conventional competitive baselines.

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2020.0526 劉學致報告

文獻題目:InnerBody: Using Interactive and Multisensory Interfaces to Design Behavioral Change
文獻作者:Predrag K. Nikolic and Adrian David Cheok
文獻來源:Leonardo Vol. 53  No. 2  2020
摘要:The authors propose using interactive and multisensory interfaces to design user behavior change. For this purpose, they used coauthor Nikolic’s interactive art installation InnerBody, created to provoke health-care-related behavioral changes by arousing death anxiety. Visitors are invited to undertake a (fake) medical examination by interacting with the installation’s human heart-shaped interface. Research outcomes are presented based on visitors’ observations and participant responses in interviews after interacting with the installation.

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2020.05.26 孟昕報告

文獻題目:Exploring Computational Materials for Fashion:  Recommendations for Designing Fashionable Wearables
文獻作者:Çağlar Genç , Oğuz Turan Buruk , Sejda İnal Yılmaz , Kemal Can , Oğuzhan Özcan
文獻來源:International Journal of Design Vol. 12  No. 3  2018

Fashion is becoming an inevitable part of wearable devices. Yet, it is not clear how the cross-pollination between computational materials and fashion design might suggest directions for fashion designers who are unfamiliar to this concept. Exploring this territory is important for providing actionable directions to those individuals in exploring fashionable expressions. Therefore, we followed a three-pillared research through design method: (1) a design workshop with 14 fashion design and six engineering students, in which they created seven artifacts by exploring computational and fashion materials, (2) analysis of the workshop outcomes to extract design themes on how computational materials provided interactive opportunities for fashion designers, and (3) semi-structured interviews with 10 wearable design experts from different countries on the results of our analysis. Then, we refined our findings from feedback provided by the experts to finally formulate five design recommendations for designers along with the strategies that they can follow for applying them. In this respect, the recommendations we developed are as follows: (1) giving information through fabric augmentation, (2) defining bi-directional interaction between the contexts and garments, (3) controlling the form of the garments, (4) embellishing surfaces, and (5) supporting the three-dimensional shape of the garment with computational materials.

Keywords – Fashion, Wearable Devices, Human Computer Interaction.


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