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

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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

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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

發表於 111上學期 | 在〈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〉中留言功能已關閉

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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2022.11.15 趙佳禾報告:My data body

My data body – ACM SIGGRAPH 2022 Art Gallery
Link of Paper
Link of Artwork
→ PPT_my data body

Authors – Marilène Oliver, Scott Smallwood, Stephan Moore, J. R. Carpenter
Keywords – Personal Data, Virtual Body, VR Interactive art
Abstract
In My Data Body, the magnetic resonance (MR) scanned body of the artist Marilène Oliver floats prone within a `cloud’ of her textual Facebook data. Into the semi-transparent, virtual body are multiple other data corpuses downloaded from social media platforms plotted into cross sections of the body. In the horizontal plane, Mac terminal data is plotted into bone, Google data into muscle and Facebook data into fat. In the vertical plane are plotted data usage agreements. Passwords and logins flow back and forth through veins and arteries, whilst retinal images, dental scans and 3D meshes of organs and bones are suspended within the quantified and datafied body [Lupton 2016; Van Dijck 2014]. There is a continuous stream of text particles that flow through and around the data body that one can swat away or nestle into.

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2022.11.15 李艷琳報告 – Star-Stuff: a way for the universe to know itself

Star-Stuff: a way for the universe to know itself

SIGGRAPH’22: ACM SIGGRAPH 2022 Immersive Pavilion

Authors: 

John Desnoyers-Stewart (Simon Fraser University, Canada)

 

Abstract: 

Inspired by Carl Sagan, Star-Stuff: a way for the universe to know itself is an immersive experience created to remind immersants of their fundamental connection to humanity and the universe. This hybrid VR artwork brings two people together in a surreal experience that can be shared with a remote stranger or a co-present friend. Their bodies are transformed into constellations surrounded by a myriad of orbiting stars whose lifetimes unfold before their eyes. By reframing the body in a shared aesthetic this unique experience encourages immersants to see themselves and others in a common light, as “star-stuff” brought to life, free of superficial characteristics that divide us.

 

Keywords: 

Virtual Reality, Embodiment, Telepresence, Installation art

 

→ SIGGRAPH Presentation Link

→ ACM SIGGRAPH Paper Link

Class Presentation PPT

 

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2022.11.15 陳昭潔報告-“I Don’t Even Remember What I Read”: How Design Influences Dissociation on Social Media

“I Don’t Even Remember What I Read”: How Design Influences Dissociation on Social Media

CHI ’22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems

Authors:

Amanda Baughan, Mingrui “Ray” Zhang, Raveena Rao, Kai Lukoff, Anastasia Schaadhardt, Lisa Butler, Alexis Hiniker

Abstract:

Many people have experienced mindlessly scrolling on social media. We investigated these experiences through the lens of normative dissociation: total cognitive absorption, characterized by diminished self-awareness and reduced sense of agency. To explore user experiences of normative dissociation and how design affects the likelihood of normative dissociation, we deployed Chirp, a custom Twitter client, to 43 U.S. participants. Experience sampling and interviews revealed that sometimes, becoming absorbed in normative dissociation on social media felt like a beneficial break. However, people also reported passively slipping into normative dissociation, such that they failed to absorb any content and were left feeling like they had wasted their time. We found that designed interventions– including custom lists, reading history labels, time limit dialogs, and usage statistics–reduced normative dissociation. Our findings demonstrate that interaction designs intended to capture attention likely do so by harnessing people’s natural inclination to seek normative dissociation experiences. This suggests that normative dissociation may be a more productive framing than addiction for discussing social media overuse.

Keywords:

social media, design, social media addiction, dissociation, normative dissociation

Paper Link

PPT

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2022.11.15 林巖科技藝術報告:Cellular Trending: Fragmented Information Dissemination on Social Media Through Generative Lens

Cellular Trending: Fragmented Information Dissemination on Social Media Through Generative Lens

MM ’22: Proceedings of the 30th ACM International Conference on Multimedia

 

 

 

 

 

 

 

 

Abstract:

Cellular Trending is an artwork that reveals information fragmentation on the social media through generative lens.

  • It visualizes the fragmented information from social media with affective attributes cells to enable artistic experience in visualize database.
  • A multi-level interactive system consists of CELL, FACT and VIEW is proposed based on information dissemination theory mapping to fragmented communication, thinking and reading.

Author

Bo Shui
School of Mechanical Engineering University of Science and Technology Beijing Beijing, China bo-shui@outlook.com

Xiaohui Wang

School of Mechanical Engineering University of Science and Technology Beijing Beijing, China, China wangxh14@ustb.edu.cn

KEYWORDS

Interactive installation, social media, cellular automata, affective computing, fragmented information

PPT Presentation

Paper resource

 

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2022.10.18 趙佳禾報告-Meta Avatar Robot Cafe: Linking Physical and Virtual Cybernetic Avatars to Provide Physical Augmentation for People with Disabilities

Siggraph 2022 – EMERGING TECHNOLOGIES

Title: Meta Avatar Robot Cafe:Linking Physical and Virtual Cybernetic Avatars to Provide Physical Augmentation for People with Disabilities

Authors: Yoichi Yamazaki, Tsukuto Yamada,Hiroki Nomura,Nobuaki Hosoda,Ryoma Kawamura,Kazuaki Takeuchi,Hiroaki Kato,Ryuma Niiyama,Kentaro Yoshifuji

Keywords: cybernetic avatar, avatar works, telepresence robot, people with disabilities, human-robot interaction

Abstract: Meta avatar robot cafe is a cafe that fuses cyberspace and physical space to create new encounters with people. We create a place where people with disabilities who have difficulty going out can freely switch between their physical bodies and virtual bodies, and communicate their presence and warmth to each other.

Publication
PPT:Meta Avatar Robot Cafe

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2022.10.18 李艷琳報告 – WonderScope: Practical Near-surface AR Device for Museum Exhibits

WonderScope: Practical Near-surface AR Device for Museum Exhibits

SIGGRAPH’22: ACM SIGGRAPH 2022 Emerging Technologies

ACM SIGGRAPH Best In Show Honorable Mention Award

 

 

 

 

 

 

 

Authors: 

HyeonBeom Yi, Yeeun Shin, Sehee Lee, Eunhye Youn, Auejin Ham, Geehyuk Lee, Woohun Lee (Korea Advanced Institute of Science and Technology)

Abstract: 

Mobile augmented reality (AR) applications have become essential tools for delivering additional information to museum visitors. However, interacting through a mobile screen can potentially distract visitors from the exhibits. We propose WonderScope which is a peripheral system for mobile devices that enables practical near-surface AR interaction. Using a single small RFID tag on the exhibit as the origin, WonderScope can detect the position and orientation of the device on the surface of the exhibit. It performs on various surfaces of different materials based on the result of data fusion from two types of displacement sensors and an accelerometer of an inertial measurement unit (IMU). The mobile application utilizes the data for spatial registration of digital content on the exhibit’s surface, which make the users feel like seeing-through or magnifying the surface of exhibits.

Keywords: 

Near-surface interaction, Museum, Interactive exhibition, Augmented Reality, Education

 

→ SIGGRAPH Presentation Link

→ ACM SIGGRAPH Paper Link

Class Presentation PPT

 

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2022.10.18 林巖報告:Sense of Embodiment Inducement for People with Reduced Lower-body Mobility and Sensations with Partial-Visuomotor Stimulation

Article: Sense of Embodiment Inducement for People with Reduced Lower-body Mobility and Sensations with Partial-Visuomotor Stimulation

Author: Hyuckjin Jang, Hyuckjin Jang, Seo Young Oh, Jeongmi Lee, 

Sunghee Lee, and Sang Ho Yoon

SIGGRAPH ’22 Emerging Technologies

 

 

 

 

 

 

 

 

Abstract

Consideration for Sense of Embodiment (SoE) and lower-body mobility and sensation (PRLMS) participants to provide Virtual Reality(VR) capabilities environment. The friendly usage of the VR related to the reality activities connected to the real world.  Considered the activities specific and focused on Upper-body motion tracking-based partial-visumotor technology

Keywords: Diversity Equity, Inclusion, Virtual Reality

Paper : Link

PPT File

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2022.10.18陳昭潔報告-ImageFlowing

Art title:ImageFlowing-Enhance Emotional Expression by Reproducing the Vital Signs of the Photographer

—SIGGRAPH ’22: ACM SIGGRAPH 2022 Emerging Technologies

Author:Qianqian Mu, George Chernyshov, Ziyue Wang, Danny Hynds, Dingding Zheng, Kouta Minamizawa, Dunya Chen, Atsuro Ueki, Masa Inakage, Kai Kunze

 

Abstract:ImageFlowing is a ‘living’ photograph that reproduces the biometric signs of the photographer. Viewers can feel how the photographer felt through photographer’s breathing, heartbeats and skin tem- perature. We extend a two-dimensional picture into a multi-modal experience, aiming at creating a tighter emotional link between the viewer and the photographer.

PPT

Art work

 

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2022.10.04 李艷琳報告 – Another Moon

Art Title: Another Moon

PRIX ARS ELECTRONICA 2022 – Interactive Art +  – Honorary Mention

Authors: Kimchi and Chips (KR) 

                    Mimi Son (KR) & Elliot Woods (UK)

→ Original Link:

→ Artwork Website

Class Presentation PPT

 

Abstract: 

Another Moon is a large-scale outdoor apparition that creates a technically sublime second moon in the sky. As the original moon is visible as a reflection of sunlight in the sky, this second moon is created by a cross-temporal reflection of sunlight gathered during the day, projected back into the sky at night. The moon appears overhead where laser beams tightly superimpose to create a three-dimensional form that can be viewed up to 1km away, creating a focus to bring people back together in a post-corona era. It was developed over a 6 year period by the artist duo, and is the pinnacle of their ‘Drawing in the Air’ series of works.

The project was first presented in the industrial ruins of the Zeche Zollverein (historically the most productive coal mine in Europe). Each night the lasers turn off one by one as the sunshine on that particular day is depleted from their batteries. This mechanism replays the ephemeral energy of the day, unwinding our on-demand instinct for energy which became dominant during the era of fossil fuels.

 

Jurystatement:

Despite the long-held expectation of a return to normalcy following the pandemic, we continue to live in exceptional times. We are more eager than ever for shared experiences in the physical world, despite the fact that social distancing has accelerated the adoption of remote and virtual involvement. Another Moon is a large-scale light installation in the sky that can be viewed from a distance and offers an intimate experience in a plaza. An artificial moon, illuminated by energy obtained from genuine sunlight and with a limited lifespan, as opposed to our current economy that borrows resources from another day and space. In recent years, the expansion of the private sector space race has broadened our perceptions on human territory to include (outer) space. In the meantime, the urgency of our inhabitants compels us to reflect on the crucial mechanisms that allow us to exist on our planet. Poetically, the second moon, formed by solar energy in the ruins of an industrial coal mine, creates a time of reflection for a call to action against climate change.

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2022.10.4 陳昭潔報告 The Net Wanderer – A TOUR OF SUSPENDED HANDSHAKES

Art Title: THE NET WANDERER – A TOUR OF SUSPENDED HANDSHAKES

Author: Cheng Guo

Art Statement: The Net Wanderer is a research project that explores the connection between the critical network gateways in China and the infrastructure running these gateways. Guo Cheng uses computer network diagnostic tools that track the IP addresses of these nodes as well as specific geographic locations. In this way, the artist creates a map of firewall proxies that block Chinese users from roaming the Internet freely.
Main tasks of the Chinese firewall are to slow down and censor cross border Internet traffic and to block some foreign websites. The project investigates how borders have been constructed to protect cyber-sovereignty, and how it can be observed. By mapping the giant wall and physically visiting some of those geolocations, Guo Cheng seeks to expose the entanglement of technology, culture, and ideology behind China’s Internet infrastructure.
The utopian idea of the Internet was that of a universal space for all, unbound by borders. In reality, networks are intertwined with real-world territoriality, as Guo Cheng shows by taking on the role of a tourist visiting the elusive sites hosting the network infrastructures of the Great Firewall of China (GFW). The installation lets users become virtual firewall tourists, entering websites of choice that–if blocked by the GFW–take them to a game that allows them to submit their usernames. A custom-made wall-mounted machine then engraves the names and scores along with the IP address of a GFW node, while footage on the screen shows Guo Cheng using geolocation data to track the physical location of the firewall’s network gateway.

keywords: IP Address, engrave, Great Firewall of China, cyber-sovereignty

Art Work Link

PPT

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