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

參考資料來源:http://www.ijdesign.org/index.php/IJDesign/article/view/3194

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
Topic:Biosignal_Cybernation
Reference: Ars Electronica Festival 2019, (2)
PPT:2020-0317-Tom-Biosignal-Cybernation-Ars (PPT)
Arthor:周巧其/胡悠揚

文獻來源:www.youfab.info/2018

Abstract:
“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
Abstract:
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

報告者:廖志唯
報告PPT:https://drive.google.com/file/d/1NQrkasiDn6HDDk03-WTnthQ6nFlBL-nh/view?usp=sharing
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
文獻來源:http://www.ijdesign.org/index.php/IJDesign/article/view/3539
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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2020.05.26楊元福報告

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

Abstract:

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

報告者:劉學致
報告PPT:PPT
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

報告者:孟昕
報告PPT:PPT
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
摘要:

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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2020.05.26趙立報告

報告者:趙立
報告PPT:PPT
文獻題目:The Printer is Telling Me about Itself
文獻作者:Thomas Ludwig/Michael Döll/Christoph Kotthaus
文獻來源:ACM Digital Library/ PAPER
摘要:


The increasing complexity of cyber-physical systems poses special challenges for users to be able to appropriate and apply such technologies within their practice. Classic tools to support appropriation have usually taken the form of written manuals or video tutorials. However, recent research regarding appropriation infrastructures and sociable technologies has suggested that appropriation support functionality can be integrated directly into software and cyber-physical systems. The problem confronting this kind of support is the adequate visualization of the information and the provision of user interfaces that could offer the necessary basis for appropriation. Based on the example of 3D printing, we examine how projection mapping-as an innovative form of visualization-can be used as a user interface for hardware-related appropriation support. Through reflections upon the design and evaluation of a projection-based 3D-printer system, we provide insights that extend the notion of appropriation support to encompass projection mapping and that can contribute to the future development of projection-based human-machine interfaces.

 

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2020.05.26 施佳瑩報告

報告者:施佳瑩
報告PPT:20200526書報
文獻題目:AIA. Artificial intelligence for art
文獻作者:Robert Lisek
文獻來源:ISEA 2018 (pp. 93-97)

原文摘要:

There are limits to state-of-the-art AI that separate it from human-like intelligence. Today’s AI algorithms are limited in how much previous knowledge they are able to keep through each new training phase and how much they can reuse. There is domain called AGI where will be possible to find solutions for this problems. Artificial general intelligence (AGI) describes research that aims to create machines capable of general intelligent action. “General” means that one AI program realises number of different tasks and the same code can be used in many applications.

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2020.0414 李擇華 報告

報告人:李擇華
報告:PPT

文獻題目:Algorithmic Analysis and Visualization of Motion in Cinema
文獻作者:Hector Rodriguez
文獻來源: SIGGRAPH Asia 2019 / Art Gallery (Deep Dreaming)

摘要:
This talk explores some of the possible applications of unsupervised machine learning methods in found footage cinema, a tradition of experimental art that re-edits excerpts from existing films. This artistic practice sometimes aims to reconfigure our experience of the moving image heritage. In this context, machine learning algorithms has the potential to capture aspects of the cinematic experience for which we lack critical concepts, and which are for this reason difficult to describe. One important example concerns cinematic motion. Established critical discourse often speaks of motion in film by reference to the movement of objects or the camera. Film scholars might describe a scene by noting, for instance, that a person is walking fast or that the camera is tilting upwards. What is missing in this kind of description is the visual texture of cinematic movement. The two-channel algorithmic installation Errant: The Kinetic Propensity of Images applies matrix factorization techniques to the analysis of optical flow in cinema, focusing on the work of Chinese director King Hu. This method produces a visual dictionary of basic motion patterns the represent what could be described as the “kinetic overtones” of image sequences. The results are then visualized using streaklines, a technique from fluid dynamics. This presentation will discuss the motivation and methodology used in the production of this work, in relation to other work by the speaker. Implications for cinema theory will also be briefly discussed.

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2020.0428 李擇華 報告

報告者:李擇華
報告:PPT

文獻題目:探討城市空間中科技藝術裝置展示對觀眾經驗的影響模式—以《城市裡,施工也可以成為一種藝術》為例

文獻作者:何宜軒(臺北科技大學 互動設計系研究所)
文獻來源:台灣博碩士論文知識加值系統

摘要:The environmental crisis that emerges in the process of urbanization has gradually affected the quality of life in cities, resulting in the increasing attention placed on many issues in urban planning and urban design. Along with the trend in social development, the scope of artistic creation has gone beyond traditional exhibit space and entered our everyday life. The World Design Capital Taipei 2016 Design Support Project, Construction in Cities can also become an Art, merged the idea of social planning into the design to transform the image of traditional mechanical construction flaggers. Through illuminating the issues of beautifying the environment with art designs, the whole city is treated as a museum, serving as the spaces with different natures in the city for the exhibition of mechanical flaggers as a kind of technical art installation. This study conducted a questionnaire survey on people who had visited the four locations where mechanical flaggers were exhibited. It used museum studies as well as the AEF principle (Attract, Engage, Flip) in the IPOP(Idea, People, Object, Physica) visitor experience typology developed by Pekarik el at. (2014) as the foundation for the measuring items. Apart from analyzing the satisfaction of the visitors, this study established a model, investigating the relationship of mutual influence among the nature of environmental space, exhibition planning and visitor experience from the visitor’s point of view. The

results of this study indicate that in the display of technical art installations in city spaces, exhibition planning as a means that influences visiting experience mediates between the nature of environmental space and visitor experience. Moreover, the attractiveness of exhibitions may be the pivot through which exhibition planning exerts its influence on visitor experience. This study hopes that through this model framework and situational context, the planning of exhibitions not only can affect visitor experience, but can also further influence individual behavior, with a view to realizing the many more possibilities that exhibition planning may contribute substantially to society.

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2020.04.28 鄭涵予報告

2020.04.28 鄭涵予報告

報告者:鄭涵予 PPT (已更新)

文獻題目:流變空間:虛實空間中的身體感知

作者:許巽翔 (臺北藝術大學)

參考資料來源:臺灣碩博論文

摘要:在科技媒體迅速發展蓬勃的今日,那條原本在最原始的真實空間與虛擬空間之間還能被劃分清楚的分界線,也因為爆炸性成長發展的科技技術而互相覆蓋並逐漸模糊。現代人的身體感知在這樣實虛不斷加速交織的過程中也開始更加嚮往於虛擬空間中那些於現實生活中無法體驗的特殊經驗。逐漸數位化的感受經驗似乎成為了我們未來的唯一指向,而在真實與虛擬之間的拉扯也成為了今日我們都必須面對的議題。

本文的章節將依序整理我從進入研究所之後對於人與實虛空間之相關議題的創作進行脈絡整理。從《Ultra Line》系列作為出發,以放置巨大尺度的光線比例尺於戶外空間進而探討在真實世界中人與人造建築和自然環境之間的尺度關係。到《闔眼之前》,藉由空間裝置的搭建再現並重新詮釋因科技指數型蓬勃發展的環境之下,人在實體空間中與電子載具平面所形成的虛擬沈浸空間的交互關係。到最後的《流變空間》則是將前兩件作品探討的面相做結合,試著透過媒材的介入使原本單純的現實幾何空間因隨機亂數切割的剖線而將其有機化並產生實虛難辨的空間邊界,進而在黑暗中創造出實虛組合的空間量體,使人對於空間的感受藉由奇觀式的視覺體驗重新回歸於最本能的身體感知。希望能夠藉由這些作品的特性進而去探討在數位時代中虛實空間與人之間的關係。

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2020.04.28 林楷育報告

  • Reporter: 林楷育 Kaiyu Lin
  • PPT:ppt
  • Topic: 科技舞蹈‧體現
  • Authors: 國立臺北藝術大學 舞蹈研究所理論組 劉宇桓
  • ABSTRACT:
    台灣近年來,表演藝術在國家藝文政策推動下開始積極與科技藝術跨界結合,其中,又以舞蹈與科技結合為多數 。表演藝術與多媒體技術與科技裝置等媒材的結合下,劇場空間文本表現開創出更多可能性,觀眾可以看到表演者與虛擬表演者互動演出或是創作者在劇場上虛擬出的想像空間,甚至,科技裝置成為表演舞台上的主體之一。
    科技舞蹈除了舞蹈,另一個焦點便是「科技」。「科技」一詞本身便帶有高度技術與前瞻性想像的意涵,因此,舞蹈與科技結合的形式便有著超現實般的未來科技世界的想像。然而當科技媒材成為表演藝術內容的一部分時,科技媒材在表演藝術中究竟扮演什麼樣的角色,是劇場舞台裝置、技術或是舞蹈道具?若將科技媒材是為燈光、投影與音響等劇場技術時,其作用是為劇場上作品氛圍的營造或是故事情節的提示等功能,若將之視為舞蹈道具,在舞作中則作為伏筆、製造張力、推進劇情發展的媒介和刻畫人物性格的輔助手段,這些皆為科技媒材在表演藝術中的功能性,來滿足舞蹈的需求。然而科技舞蹈中的科技媒材存在於劇場的意義僅是依附其功能性上,僅做為服務舞蹈的手段或是如Marshall McLuhan所言,媒材如同人體的延伸?科技舞蹈當中,究竟有何隱而未顯之物?
    因此,研究者為釐清舞蹈藝術與科技媒材之間的關係,將從現象學出發,試討人類認識世界的如何可能、本體論的問題、科技與人類之間的關係到科技媒材在表演藝術中存在的可能,並以此作為科技舞蹈論述觀點,討論體相舞蹈劇場2012年科技舞蹈作品《Mr. R》中舞蹈與科技的之間相互影響的關係。
  • References: 臺灣博碩士論文知識加值系統
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2020.04.28 廖志唯報告

報告者:廖志唯
報告PPT:https://drive.google.com/file/d/1jt9i8FpL5L5mTfBqW-CFp5cvTsTwLrtC/view?usp=sharing
文獻題目:穿戴式裝置枝慢科技設計之研究
文獻作者:國立成功大學-莊子右
文獻來源:http://etds.lib.ncku.edu.tw/etdservice/view_metadata?etdun=U0026-0508201718512300&start=81&end=100&from=DEPT&deptid=D0026005004
摘要:Quantified Self Movement,是透過穿戴式裝置記錄自身的生理數據,使用者透過被記錄下來的數據能認識自己各層面資訊的運動,因都將數據以視覺化圖表呈現,所以也稱為Personal Informatics。透過詳細的圖表呈現,讓人們透過數據更認識自己。慢科技提出者Hallnäs 和 Redström從Weiser提出的平靜科技延伸出另一個想法,電腦科技產品不僅應在大部分的時候靜靜待在背景,當與使用者發生互動時,其呈現資訊的方法經過設計,使用者在接受特定資料與訊號時,能夠得到美感上的體驗與反思的機會。若穿戴式裝置所記錄下來的資訊,以平靜科技、慢科技的概念去設計,讓它如家具、家飾般存在我們日常生活中,當使用者需要知道資訊時,不是拿起手機檢視,而是望向身旁日常生活中的家具、家飾以得知資訊。同樣是穿戴式裝置記錄的資訊,卻以不同的方式呈現,是本研究想要探討之議題,以了解使用者對其之想法。
本研究提出兩款應用穿戴式裝置(智慧手錶)作為以情緒管理為目的之概念產品,一為Slow Technology,一為Personal Informatics,並以影片的形式呈現給受測者。研究採用問卷調查法,問卷以AttrakDiff與INTUI兩份問卷架構而成,受測者在欣賞完兩支概念產品影片後,填寫問卷,問卷數據透過獨立樣本T檢定、成對T檢定之統計方法,檢驗人們針對這兩樣產品之間想法(實用性、愉悅性、吸引性、直觀性)上的差別,論述Personal Informatics與Slow Technology產品之使用者體驗差別。
本研究共收集103份有效問卷,數據分析結果,發現Slow Technology產品在實用性、直觀性雖然低於Personal Informatics,但是在愉悅性、吸引性卻高於Personal Informatics。且近一步分析發現,女生與男生在此兩個概念產品給分之平均數差異,於多個項目中有顯著性,表示女生比起男生,給予兩個產品更高的正面評價。另外,願意與不願意為增添家中氣氛購買家飾的人,對於此兩個概念產品給分之平均數差異也有顯著性,願意購買的人會給予兩產品更高的正面評價。歸納受測者於開放式的回覆,若要嚴謹做好情緒管理的話,使用Personal Informatics是比較實用的且直觀的,而對Slow Technology能否達到情緒管理的目的是需進一步深入研究的。然而將記錄下來的數據當作點綴家中氣氛的依據,可讓Slow Technology具有較高的愉悅性與吸引性。所以本研究認為穿戴式裝置能與家飾做整合,將記錄使用者的資訊、數據當作智慧家飾變換依據之素材,開放式地引導使用者反思。在情感辨識技術成熟前,可將具有調理、緩和使用者情緒功能的慢科技作為未來成熟產品上市前的鋪陳策略產品與後續研究。

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2020.04.28 劉學致報告

報告者:劉學致
報告PPT:http://save.liuxuezhi.net/Simulation.pdf
文獻題目:《擬像》創作論述
文獻作者:國立政治大學-史佳欣
文獻來源:臺灣博碩士論文知識加值系統
摘要:
當代人類的科技使用情境中,臉孔不再僅是生理、心理的表徵,更是一種數據化之操作介面。在渾然不覺的情況下,使用者的數據被科技不斷地複製、轉譯、分析後,成為建構科技擬像的基礎。現今科技社會中的擬像,相較於過去大眾媒體領域有更高的能動性,甚至有可能進化、轉變為具有自我意識的新主體。本創作研究藉由具象化虛擬與真實之擬仿間必然的落差,並在觀者不知情的狀況下,記錄其臉部表情,並針對複製的產物進行其他操作,期能藉由觀展體驗,顛覆觀者對科技擬像的認知、喚醒大眾察覺自身與現今之科技擬像的關係,進而思索身而為人真正的價值與意義。

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