2023.03.21 劉士達報告 – MagnetIO : Passive yet Interactive Soft Haptic Patches Anywhere

論文名稱:MagnetIO:Passive yet Interactive Soft Haptic Pathes Anywhere

論文作者:Alex Mazursky, Shan-Yuan Teng(鄧善元), Romain Nith, Pedro Lopes

論文來源:ACM  Siggraph 2021 Emerging Technologies

報告PPT:[PPT] [PDF]

ABSTRACT

We propose a new type of haptic actuator, which we call MagnetIO, that is comprised of two parts: one battery-powered voice-coil worn on the user’s fingernail and any number of interactive soft patches that can be attached onto any surface (everyday objects, user’s body, appliances, etc.). When the user’s finger wearing our voice-coil contacts any of the interactive patches it detects its magnetic signature via magnetometer and vibrates the patch, adding haptic feedback to otherwise input-only interactions. To allow these passive patches to vibrate, we make them from silicone with regions doped with polarized neodymium powder, resulting in soft and stretchable magnets. This stretchable form-factor allows them to be wrapped to the user’s body or everyday objects of various shapes. We demonstrate how these add haptic output to many situations, such as adding haptic buttons to the walls of one’s home. In our technical evaluation, we demonstrate that our interactive patches can be excited across a wide range of frequencies (0-500 Hz) and can be tuned to resonate at specific frequencies based on the patch’s geometry. Furthermore, we demonstrate that MagnetIO’s vibration intensity is as powerful as a typical linear resonant actuator (LRA); yet, unlike these rigid actuators, our passive patches operate as springs with multiple modes of vibration, which enables a wider band around its resonant frequency than an equivalent LRA.

KEYWORDS

soft magnets, ubiquitous haptics, fabrication

 

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2023.03.21巫思萱報告-Balanced Glass Design: A flavor perception changing system by controlling the center-of-gravity

Balanced Glass Design: A flavor perception changing system by controlling the center-of-gravity

 

Paper Link

報告PPT

Authors: Masaharu Hirose、Masahiko Inami

ABSTRACT: 

In this paper, we propose Balanced Glass Design, a system to change flavor perception. The system consists of glass-type device shifting its center of gravity in response to the user’s motion which allows drinking a beverage with a virtual perception of weight through drinking motion. We thought It’s possible to intervene in the user’s perception of flavor by displaying virtual weight perception, and so conducted experiments on weight perception and demonstrations as a user study. This paper describes the system design, the result of experiments, and comments obtained through a user study.

 

 

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2023.03.21 李艷琳報告 – Demonstrating Touch&Fold: A Foldable Haptic Actuator for Rendering Touch in Mixed Reality

Demonstrating Touch&Fold: A Foldable Haptic Actuator for Rendering Touch in Mixed Reality

Authors:

Shan-Yuan Teng, Pengyu Li, Romain Nith, Joshua Fonseca, Pedro Lopes

University of Chicago, USA

 

Abstract:

We propose a nail-mounted foldable haptic device that provides tactile feedback to mixed reality (MR) environments by pressing against the user’s fingerpad when a user touches a virtual object. What is novel in our device is that it quickly tucks away when the user interacts with real-world objects. Its design allows it to fold back on top of the user’s nail when not in use, keeping the user’s fingerpad free to, for instance, manipulate handheld tools and other objects while in MR. To achieve this, we engineered a wireless and self-contained haptic device, which measures 24×24×41 mm and weighs 9.5 g. Furthermore, our foldable end-effector also features a linear resonant actuator, allowing it to render not only touch contacts (i.e., pressure) but also textures (i.e., vibrations). We demonstrate how our device renders contacts with MR surfaces, buttons, low- and high-frequency textures.

 

→ Original Link:

→ Author Website:

→ Class Presentation PPT

 

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2023.03.07 洪寶惜報告 – Bamboo Bicycle

create your world | Young Professionals Award, Prix Ars Electronica 2021

Urban Green: Bamboo Bicycle

Authors:

Angelina Djukic (AT), Lukas Gabesam (AT), Japleen Khurana (AT), and Alina Schweighofer (AT)

→ Original Link:

→ Class Presentation PPT

Abstract: 

In the project “Urban Green: Bamboo Bicycle”, an environmentally friendly manufacturing process of bamboo bicycles was developed. The four artists did not want to accept that the conventional construction of bamboo frames uses non-environmentally friendly fasteners and toxic paints. Therefore, they developed an innovative production process that uses only biodegradable materials such as lignin and bio-resin. The fasteners are designed using CAD programs such as Fusion 360 and produced via 3D printing. Environmentally friendly injection molding technology is used to connect the fasteners to the frame. In addition, the artists* have given the bamboo bicycle of the future an innovative design that can be adapted to individual wishes.

Source:

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2023.03.07 巫思萱報告 – SISYPHUS

Art Title:SISYPHUS

ARS ELECTRONICA Honorary Mention 2022

Catagory: Digital Communities

Author: Kachi Chan 

報告 ppt : [ppt]

ArtWork:[Ars link] , [Video]

Art Statement:

Sisyphus is an art installation featuring two robots engaged in endless cyclic interaction. Smaller robots build brick arches, whilst a giant robot pushes them down. This robotic system propels a narrative of construction and deconstruction.

Named after a figure in Greek mythology, who is condemned to push a boulder up a hill every day only to watch it roll back down afterwards. Sisyphus is a commentary on the current socio-political climate, where systems of authority and resistance continuously clash against each other. Repetition is explored in this piece through the interaction of two contrasting robotic systems—one small and nimble, the other powerful and oppressive—the Greek Sisyphus representing either or both of them.

Despite the discrepancy that exists between the size of the two robots, their struggle is endless. The giant robot does not make any concessions and continues to crush the brick arches. Even once destroyed, however, the small robots proceed to building new brick arches, thereby manifesting a collective resistance through individual autonomous actions. Here, the status quo is continuously challenged by small, dispersed acts that disrupt the absolute power of the giant robot. The persistence of the small robots and their ability to propagate small-scale, new forms of resistance make all efforts worthwhile, as opposed to “futile.” Hence, Sisyphus symbolizes not only the confrontation between power and resistance, but also the hope that comes with the possibility of change.

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2023.03.07 李艷琳報告 – The Home

The Home

PRIX ARS ELECTRONICA 2021 – Digital Musics & Sound Art – Honorary Mention

Authors:

Annie Saunders(US) & Jackie Zhou(US)

→ Original Link:

→ Artwork Video

→ Class Presentation PPT

 

Abstract: 

The Home is a headphone-based sound experience for one participant at a time in a physical installation—a custom-built house—situated in public space. Conceived to give each participant a visceral experience of the problematic question “Why don’t you just leave?” the binaural sound design is comprised of numerous elements and layers, built from interviews we conducted with eight survivors of domestic abuse. Their voices are used as compositional elements both to convey information and experience as well as elicit non-linguistic or pre-verbal emotion and specific visceral feelings, such as entrapment or romantic intoxication, for each solo participant. The women’s voices are layered into multifaceted sound design: participants might hear dishes being done, radio interview or news clip from a TV in another room, footsteps, a constantly intensifying phone notification, with voices which are at times isolated, montaged, or layered into sound.  Each physical room and object was designed and chosen in response to the sound design. As the participant moves through the house, the environment becomes more surreal and the element of surveillance increases: after passing through a foyer, a bedroom, and a laundry room, they enter a space that is part-museum and part-police evidence room. The voices become more isolated and the participants hear stories of specific objects as they stand in front of them. The sense of being watched becomes acute. In the end they face a two-way police mirror, which they realize is the other side of the foyer mirror they saw at the front door. They see through the mirror to the front door that they can no longer reach. They then enter a waiting room in which they encounter a group of women—the headphones are collected by a stagehand, and the participant then enters an office where they speak to a domestic violence counselor, at which point they also learn that the women in the waiting room were those whose voices they heard in the headphones.
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2023.03.07 劉士達報告 – Dream Painter

報告者:劉士達
報告PPT:TechArt Seminar 2023.03.07-Dream Printer (S.T.Liu)  [PPT)]

作品名稱:Dream Painter

作品作者:Varvara Guljajeva, Mar Canet Sola

作品來源:ACM  Multimedia 2022 Interactive Art

Abstract:

Dream Painter is an interactive robotic art installation that turns the audience’s spoken dreams into a collective painting. By telling one’s past dream, a participant guides the interactive robotic system in the latent space of the AI model that results in a multicolored line drawing. The artwork consists of several parts: an interaction station, a painting robot, a kinetic and animated mechanism that moves the paper roll when a drawing is finished, and the deep learning model that transforms a spoken word into a painting. All these interconnected components of hardware and software are arranged into an autonomous and interactive robotic art installation. The main aims of this project are to explore the interactive potential of AI technology and robotics, and trigger discussion over the deep learning applications in a wider sense. More precisely, this case study is primarily focused on the translation of different semiotic spaces as a trigger for creativity and audience interaction method.

Keywords:

Interactive Art, Co-creative AI, Robotic Art, Speech-to-image, Human-Centered-Interface, Latent-space

 

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2022.12.27 李艷琳報告 – In Event of Moon Disaster

In Event of Moon Disaster

PRIX ARS ELECTRONICA 2021 – S+T+ARTS Prize – Nomination

Authors:

Halsey Burgund (US) & Francesca Panetta (UK)

An MIT Center for Advanced Virtuality production

→ Original Link:

→ Artwork Website

Class Presentation PPT

 

Abstract: 

In July 1969, much of the world celebrated the “giant leap for mankind” of the successful moon landing. Fifty years later, nothing is quite so straightforward. In Event of Moon Disaster illustrates the possibilities of deepfake technologies by reimagining this seminal event. What if the Apollo 11 mission had gone wrong and the astronauts had not been able to return home? A contingency speech for this possibility was prepared, but never delivered, by President Nixon—until now.
In Event of Moon Disaster invites you into this alternative history and asks us all to consider how new technologies can bend, redirect, and obfuscate the truth around us. The project has a physical installation as well as an online component. The installation version consists of a 1960s American living room set allowing viewers to step back in time to watch the coverage of the Apollo 11 mission live on a vintage TV. The film journeys from blast off all the way to the moon where something goes terribly wrong and Neil Armstrong and Buzz Aldrin are stranded, prompting President Nixon to deliver the elegiac contingency speech to a mourning world. The website contains both the film and accompanying educational materials as well as a quiz used to evaluate the effectiveness of the awareness campaign.

 

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2022.12.27 趙佳禾報告 – CAPTURE by Paolo Cirio

作品名稱:Capture

藝術家:Paolo Cirio

ARS ELECTRONICA Artificial Intelligence & Life Art Honorary Mention 2021

作品簡介:Paolo Cirio collected 1,000 public images of police in photos taken during protests in France and processed them with Facial Recognition software. Cirio then created an online platform with a database of the resulting 4,000 faces of police officers to crowdsource their identification by name. Moreover, Cirio printed the officers’ headshots as street art posters and posted them throughout Paris to expose them also in the public space. Capture commented on the potential uses and misuses of Facial Recognition and Artificial Intelligence by questioning the asymmetry of power at play.

ARS ELECTRONICA ARCHIVE – PRIX

Artist‘s personal website

PDF

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2022.12.27 陳昭潔報告 THE CLEANROOM PARADOX

Art Title: THE CLEANROOM PARADOX

ARS ELECTRONICA Honorary Mention 2021

Catagory: Artificial Intelligence & Life Art

Author: Felix Lenz, Angela Neubauer, Eszter Zwickl

Abstract:

In 1/60 of a second—corporality captured on a chip. Then, the partition, the dissolution, neutralization, reduction, time passing until technicality becomes an analogy, process an inversion.

Jin is a former Samsung factory worker whose employer failed to acknowledge the lack of adequate precautionary health measures during work procedures. After her time in the industry, she is left alone to deal with the drastic consequences: a kidney cancer diagnosis.

Dismantling the deceptively pristine image of the high-tech industry The Cleanroom Paradox unveils the systemic suppression of information on occupational and toxic hazards at semiconductor production sites. It is insufficient protection of health, untimely illnesses, and the corporate renouncement of the likely connection of both that are being addressed. Recounting lived experiences, a gradually disintegrating, printed photograph of Jin and a video documenting the portrait’s creation are being superimposed with her own as well as experts’ personal stories, shedding light on the industry’s latent practices.

The ink to print Jin’s portrait taken with a Samsung Galaxy Note 8 is corrosive and made of chemically dissolved smartphones. The resulting slurry is partly neutralized, then reduced to a thick, black mass, mixed with an adhesive and ultimately screen-printed onto a 100 x 70 cm paper, interweaving stories and fibers within reversion. Analogous to the etching processes affecting the bodies of workers like Jin, the corrosive ink will slowly disintegrate the print over time, skinning a surface under which Jin’s story, amongst others’, is already inscribed in the lower layers.

But this is not only a bodily exposure; the toxicity hidden behind the many steps in semiconductor manufacturing and the extent and effect of the labor necessary to shape high-tech products shifts focus towards the main actors, towards the middle-west, demanding responsibilities.

Fates like Jin’s are not isolated cases and can be traced across the industry in the Eastern as well as Western Hemisphere.

Keywords:

semiconductor, industry, toxicity, ink, kidney cancer

PPT

Art Work

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2022.12.27 林巖報告:Understanding and Creating Art with AI: Review and Outlook

Understanding and Creating Art with AI: Review and Outlook

Authors: EVA CETINIC, JAMES SHE

Key Words: AI Art, deep learning, generative art, computational creativity, generative adversarial networks, convolutional neural networks, visual arts, image understanding

 

 

 

 

 

 

Abstract: AI is used in the process in analyzing existing art and creating new art. With CNN and GANs to work on AI of ART. The theory and the technical usage for this field had been enhanced ti DALL-E & CLIP for texture for generating image through AI.

 

AR_ART_PPT

Link to this paper

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2022.12.13 趙佳禾報告-新媒體藝術互動裝置之結構分析與批判

論文名稱:《新媒體藝術互動裝置之結構分析與批判》
論文連結:
(碩博士論文加值系統)
(作者個人網頁)
报告PPT:
PPT

類別:國立交通大學 應用藝術研究所 博士論文
研究生:陳韻如
指導教授:賴雯淑 教授
摘要:
本論文以唐.伊德(Don Ihde)科技現象學的「人-科技」關係理論作為方
法論,並且擴及相關現象學和詮釋學理論觀點來形成研究脈絡,以「知覺」與
「身體活動」的觀點,探析「人-科技」關係現象學的四種關係,發現參與者
(人)通過與互動裝置作品(科技)之間的各種感官體驗結構,是從知覺身體活
動的意向性、經驗性與動態情境空間(世界)位置中不同知覺經驗的四種動態關
係而來。在此脈絡下,進一步分析歸納出新媒體互動裝置的四種人機動態結構:
「動態被動結構」、「動態互動結構」、「動態交互結構」與「動態智能結構」。此
四種動態結構同時經由研究者自身創作計畫、策展計畫、新媒體藝術五個特徵
「連結」、「沉浸」、「互動」、「轉化」和「湧現」和科技現象學的對話,交叉分析
與歸納出新媒體互動裝置中的人機動態結構之觀點與思想。
本論文透過分析新媒體藝術創作與論述,提出此四種人機動態結構的必要
性,同時以國內外互動裝置作品與研究者的作品為例證,分析作品中所具有的新
媒體互動裝置的人機動態結構,提供新媒體藝術創作者以科技現象學觀點,構思
互動裝置中的互動程序和動態系統創作架構的可能性,此為論文之主要貢獻。
關鍵字:
互動裝置、新媒體藝術、科技現象學、動態結構

發表於 111上學期 | 在〈2022.12.13 趙佳禾報告-新媒體藝術互動裝置之結構分析與批判〉中留言功能已關閉

2022.12.13 李艷琳報告 – 請跟著我的腳步聲走 ─ 論珍奈‧卡蒂芙行走作品的聲音、行走與風景

請跟著我的腳步聲走

─ 論珍奈‧卡蒂芙行走作品的聲音、行走與風景

 

國立交通大學 應用藝術研究所 博士論文

博士生:李悅端

指導教授:賴雯淑

中華民國一○四年六月

 

摘要:

「聆聽行走」在近二十年來逐漸成為重要的藝術與文化實踐形式。這種邊走邊聽模式運用行動媒體與耳機,讓參與者一面聆聽預先錄製的聲音內容,一面行走於特定場址或規劃的路線。本論文以加拿大藝術家珍奈‧卡蒂芙的行走作品為主要研究對象,探討聆聽行走作為一種藝術表達與參與形式,如何在地理、情感和知覺面向上重新構築當代複雜的城市空間。從以日常生活空間作為行走實踐場域的脈絡來看,五○年代國際情境主義堪稱為計劃性行走的先鋒。但相較於情境主義強調以遊戲的指令與事件瞬間轉化空間氛圍,九○年代的卡蒂芙則結合聲響技術、媒介與聲音策略來建構一個行走的中介世界。那麼,此中介的模態為何?筆者認為,它建立於將所聽與所看分裂成兩個世界的基礎上,所聽聲音內容以卡蒂芙的錄音行走為原型,藉由話語、音景與移動節奏的配置,現實化於參與者的聆聽行走。此部署讓主體當下所聽與所感知的現場地景,產生多重層次的疊映、衝突與變形作用,此過程一方面造成空間的擴延與想像,揭示新空間存在的可能,另一方面則由於感官紐帶斷裂而拉開物我距離,讓參與者覺察中介的製造,與其所反射的現實世界與人的關係。

 

關鍵字:

聆聽行走、聲音行走、行走、去身體之聲、特定場址藝術、珍奈‧卡蒂芙

 

論文

→ Class Presentation PPT

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2022.12.13 林巖報告-運用眼球軌跡追蹤系統分析感性判定與視覺行為關係之研究

論文題目:運用眼球軌跡追蹤系統分析感性判定與視覺行為關係之研究

國立交通大學/應用藝術研究所
研究生:范士誠
指導教授:莊明振 /許峻誠

民國105

Abstract:

This article provide the eye-tracking static analysis methods with emotional effective relationship. The study based on various kansei judgement methods to provide suitable analysis process about the art for the emotion. It start from the the elements of the art and the baseline for the emotional dimensions. two stage of the analysis procedure through eye-tracking provide the baseline and advanced. The study provided some analysis consideration for the reviewer or audience to understand the art or the products in design.

Key works: Kansei Engineering;Measure Emotion;Eye Tracking System

 

 

 

 

 

 

 

 

 

PPT

Original Link

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2022.12.13陳昭潔報告-基於視覺之意識遞延科技藝術創作論述

基於視覺之意識遞延科技藝術創作論述

  • 國立清華大學碩士論文
  • 系別:跨院國際碩士學位學程
  • 指導教授:邱誌?、陶亞倫
  • 中華民國109年12月

作者:黃浩旻

摘要:

本篇論文起初為筆者觀察現代人類與科技關係後進行提問:意識是否能以 科技物為載體跨越空間限制,成為自身的代理者接收或控制現實世界的訊息?為 了釐清這項問題,必須要涉及哲學、心理學、生物學、未來學等垮領域知識研 究,依循此脈絡做為主旨進行創作,並分析作品體驗過程來釐清,剖析作品表 現結果中蘊含的意涵與邏輯。

創作者在進入研究所之前,未曾受過藝術相關訓練,所以需要先完成一段 對於藝術的釐清過程。隨著學習和創作,逐漸建立筆者對於藝術性和創作的理 解,並培養出探究事物的本質習慣。

筆者試著將從大學學習的電機控制方法作為創作的方法之一,開始嘗試 對於原先熟悉的動力裝置作為媒材,並檢視自身經驗進行發想形成作品的主軸。 本研究中會挑出兩件跟主題具相關性的作品,進行討論研究。在第一件作品 《逝訊》為觀察兩具形同細胞自動機的機器彼此溝通的過程,探討機器與生物 行為上的差異性,以及兩者之間是否存在取代性,延伸取代後帶來的影響。在 第二件《皿》作品中,起初是開始把注意轉移到自身對存在世界的見解,其類 似於虛擬理論的觀點,並把這項假設理論化成創作,試著在互動裝置創作中體 驗此概念的樣貌。並無意間產生其他能夠思考的議題,其為意識與身體的關係, 延伸至對於世界的本質進行反思。

關鍵字:意識、人類增強、互動藝術、裝置藝術、虛擬實境。

 

 

 

 

 

 

 

 

論文來源

PPT

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