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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2022.09.29 林巖報告: Perfect Sleep

Art Title: Perfect Sleep

Artist: Tega Brain (AU), Sam Lavigne (US)

Abstract:

Perfect Sleep contain two part and involved the application from cell phone to reschedule and record the sleep quality and quantity. With the sleep behavior to understand the climate change effect and GPD related to the sleep with data analysis.

Based on the elements with sleep, daily furniture, music and dream space acceptable elements to represent the “perfect sleep”.

Original Link:

Website of the art:

林巖0929

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2022.6.7 陳昭潔報告 Alan Kwan-Scent


SCENT – Gameplay Teaser [4K] from EYEPAIN studio on Vimeo.

Art Title: Scent

Author: Alan Kwan

Art Statement:

An interactive experimental game that takes place near the border of a city undergoing a massacre. A stray dog follows scent trails of human fear and carries out its job to help human souls reincarnate.

The players explore the environment through the point of view of a stray dog. The game presents no story, context, or background information on where the massacre is taking place and why it is happening. Nothing will be resolved after the players finish the game. It creates an experience that invites contemplation on fear, deaths, and the collapse of a city. As a reflection of the on-going global situation, this game attempts to strip away politics, and allows players to reflect on human brutality and violence from the senses and perception of an animal.

Keywords: point-cloud, immersive technologies, 3D virtual worlds, cinematic games, cinematic experience, projection

Art Work

PPT

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2022.6.7 林巖 報告 Overview: Technology Roadmap of the Future Trend of Metaverse based on IoT, Blockchain, AI Technique, and Medical Domain Metaverse Activity

Abstract

Metaverse connected to IoT, Blockchain, Artificial Intelligence. With maximum IoT devices in their virtual environments. With medical applications data identifying tags and used as traceable data in the blockchain-based Metaverse. Data becoming a valuable resource for artificial intelligence. With artificial intelligence and blockchain technology in digital virtual world where you can safely and freely engage in social and economic activities that transcend the limits of the real world.

Paper Link

Authors: Md Ariful Islam Mozumder et. al, 2022

Keywords: Metaverse, IoT, Blockchain, Artificial Intelligence, Healthcare

PDF File

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2022.06.07 陳麗宇報告 – Biases in Generative Art

Biases in Generative Art: A Causal Look from the Lens of Art History – ACM FAccT’ 2021, Conference on Fairness, Accountability, and Transparency

→ Full-text Paper

→ Class Presentation

 

Authors – Ramya Srinivasan, Kanji Uchino

Key words – Generative art, Style transfer, Biases

Abstract – With rapid progress in artificial intelligence (AI), popularity of generative art has grown substantially. From creating paintings to generating novel art styles, AI based generative art has showcased a variety of applications. However, there has been little focus concerning the ethical impacts of AI based generative art. In this work, we investigate biases in the generative art AI pipeline right from those that can originate due to improper problem formulation to those related to algorithm design. Viewing from the lens of art history, we discuss the socio-cultural impacts of these biases. Leveraging causal models, we highlight how current methods fall short in modeling the process of art creation and thus contribute to various types of biases. We illustrate the same through case studies, in particular those related to style transfer. To the best of our knowledge, this is the first extensive analysis that investigates biases in the generative art AI pipeline from the perspective of art history. We hope our work sparks interdisciplinary discussions related to accountability of generative art.

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2022.06.07 陳思豪報告: Age transformation using a style-based regression model

Topic: Only a matter of style: age transformation using a style-based regression model, SIGGRAPH 2021, Session: Technical Papers

Authors: Yuval AlalufTel,  PatashnikTel, et al.

Abstract: 

The task of age transformation illustrates the change of an individual’s appearance over time. Accurately modeling this complex transformation over an input facial image is extremely challenging as it requires making convincing and possibly large changes to facial features and head shape, while still preserving the input identity. In this work, we present an image-to-image translation method that learns to directly encode real facial images into the latent space of a pre-trained unconditional GAN (e.g., StyleGAN) subject to a given aging shift. We employ a pre-trained age regression network used to explicitly guide the encoder in generating the latent codes corresponding to the desired age. In this formulation, our method approaches the continuous aging process as a regression task between the input age and desired target age, providing fine-grained control over the generated image. Moreover, unlike other approaches that operate solely in the latent space using a prior on the path controlling age, our method learns a more disentangled, non-linear path. Finally, we demonstrate that the end-to-end nature of our approach, coupled with the rich semantic latent space of StyleGAN, allows for further editing of the generated images. Qualitative and quantitative evaluations show the advantages of our method compared to state-of-the-art approaches.

Keyword: Style-base Age ManipulationGenerative Adversarial Networks, Age Transformation, Image Editing

Presentation: https://drive.google.com/file/d/1sUkDu0I8EytEhWZEf48MmyR6vqWxlKxU/view?usp=sharing

Paper Link: https://s2021.siggraph.org/session/?sess=sess174

 

 

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2022.05.10 陳麗宇報告 – Display Space Design Forecast

Forecast of the Impact of Metaverse Concept on the Design Trend of Display Space: Aquarium in Focus – ICETM 2021

→ Full-text Paper

→ Class Presentation

 

Authors – Huimin Yang, Chulsoo Kim

Key words – Metaverse, Design Trend, Display Space

Abstract – Nowadays, people are paying more and more attention to the ocean, and aquariums are not only used as entertainment spaces, but also take on the important role of spreading marine culture. The metaverse is emerging as an alternative space for meetings in the wake of the new crown outbreak and the shift from offline meetings to online, non-face-to-face methods. As trust in the “virtual” realm increases, so does the scalability of the metaverse and the industries it supports. This thesis analyzes the status of the design of the display space of the world’s representative aquariums and evaluates the viewers’ needs, uses PEST analysis of the external factors in the metaverse environment according to Maslow’s hierarchy of needs, and combines SWOT analysis to investigate and analyze the internal and external environmental factors in the design of the aquarium display space. Finally, we summarized the aspects that can be utilized (OS), need to be improved (OW), need to be monitored (ST) and need to be eliminated (WT).

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2022.5.10 陳昭潔報告:《虛實幻境 Wonderverse》CONVERGENCE

Art Title: CONVERGENCE

Author: Desmond Lo

Art Statement: 最近於 K11 Art Mall 的 chi K11 Art Space 就正舉辦「虛實幻境 Wonder-verse——Artzioneer 元宇宙體驗空間 Pop-Up」(下簡稱 Wonder-verse)的展覽,由成立不久的 NFT 平台 Artzioneer 籌辦,主題就正是「進入元宇宙」,並邀請了十一位本地藝術家圍繞這個主題創作了一系列的 NFT 作品,展覽入口放置的就是香港著名動畫設計師 Desmond Lo 的作品《CONVERGENCE》,以 3D 動畫重現一個充斥着霓虹燈的街境,並以接近2米高的投影方式呈現。

PPT

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2022.5.10 陳思豪報告: All One Needs to Know about Metaverse

Topic: All One Needs to Know about Metaverse:
A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda (2021)

Authors: Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., … & Hui, P.

Abstract: Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving. We have created various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat), augmented reality applications (e.g., Pokemon Go), and Non-Fungible Token Games (e.g., Upland). Such virtual environments, albeit non-perpetual and unconnected, have bought us various degrees of digital transformation. The term `metaverse’ has been coined to further facilitate the digital transformation in every aspect of our physical lives. At the core of the metaverse stands the vision of an immersive Internet as a gigantic, unified, persistent, and shared realm. While the metaverse may seem futuristic, catalysed by emerging technologies such as Extended Reality, 5G, and Artificial Intelligence, the digital `big bang’ of our cyberspace is not far away. This survey paper presents the first effort to offer a comprehensive framework that examines the latest metaverse development under the dimensions of state-of-the-art technologies and metaverse ecosystems, and illustrates the possibility of the digital `big bang’. First, technologies are the enablers that drive the transition from the current Internet to the metaverse.

Keyword: Metaverse, Immersive Internet, Augmented/Virtual Reality, Avatars, Artificial Intelligence, Digital Twins, Networking and Edge Computing, Virtual Economy, Privacy and Social Acceptability.

Class Presentation

Paper Source: https://arxiv.org/abs/2110.05352

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0510 林巖報告:“Leveraging NVIDIA Omniverse for In Situ Visualization”

Title: Leveraging NVIDIA Omniverse for In Situ Visualization

Author: Mathias Hummel(B) and Kees van Kooten  NVIDIA, Santa Clara, USA{mathiash,kvankooten}@nvidia.com

Keywords:

In situ visualization, NVIDIA Omniverse, ParaView, Catalys

Abstract: “Omniverse is NVIDIA’s collaboration platform for 3D production pipelines. ”

Abstract:

For Meta world usage in the the form of technical combination, Omniverse provide one of the capable solutions which could combine multiple resource for visual and simulation engines in packages add in the Omniverse.  The usage for the Omniverse provide the performance and efficiency with the tasks work on this service and work with self or group. Some cloud usage and work environment provide the working models in various direction.

PPT File:

Omniverse

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2022.4.12 陳昭潔報告: “Making Up 3D Bodies: Artistic and Serendipitous Modeling of Digital Human Figures”

Paper from ACM 2021.

Making Up 3D Bodies: Artistic and Serendipitous Modeling of Digital Human Figures

Proceedings of the ACM on Computer Graphics and Interactive Techniques

Volume 4 Issue 2 July 2021 Article No.: 23 pp 1–9

Abstract:

This paper describes the process of developing a software tool for digital artistic exploration of 3D human figures. Previously available software for modeling mesh-based 3D human figures restricts user output based on normative assumptions about the form that a body might take, particularly in terms of gender, race, and disability status, which are reinforced by ubiquitous use of range-limited sliders mapped to singular high-level design parameters. CreatorCustom, the software prototype created during this research, is designed to foreground an exploratory approach to modeling 3D human bodies, treating the digital body as a sculptural landscape rather than a pre-supposed form for rote technical representation. Building on prior research into serendipity in Human-Computer Interaction and 3D modeling systems for users at various levels of proficiency, among other areas, this research comprises two qualitative studies and investigation of the impact on the first author’s artistic practice. Study 1 uses interviews and practice sessions to explore the practices of six queer artists working with the body and the language, materials, and actions they use in their practice; these then informed the design of the software tool. Study 2 investigates the usability, creativity support, and bodily implications of the software when used by thirteen artists in a workshop. These studies reveal the importance of exploration and unexpectedness in artistic practice, and a desire for experimental digital approaches to the human form.

Keywords: 3D modeling, human figures, digital human bodies, visual artists

Presentation

Paper

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2022.4.11 林巖報告: “Electrolysis Bubble Display based Art Installations”

Paper from ACM 2021.

Electrolysis Bubble Display-based Art Installations.

In Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI ’21), February 14–17, 2021, Salzburg, Austria. ACM, New York, NY, USA, 9 pages. https://doi.org/10.1145/3430524.3440632

Abstract:

“Research was conducted on a digital information display using electrolysis bubbles. “

  • The interface displays information as bubbles during the digital signal transition and translates the data as bubbles.
  • The various things during this research review the liquid and the bubbles with the time and activities during the data transition.
  • The data displayed through the devices contain the digitalized information and optimized the bubbles through various materials when generated the bubbles.

KEYWORDS

Bubble Display; Electrolysis; Water; Art; Ephemeral User Interface

PPT File: Electrolysis Bubble Display

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2022.04.12 陳麗宇報告 – MR Game “The Woods”

“The Woods”: A Mixed-Reality Two-Player Cooperative Game – ACM SIGGRAPH 2021, Art Paper

→ Full-text Paper

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Authors –Kyoung Swearingen et al.

Key words – Cooperative Game, Mixed Reality, Sonic Experience

Abstract – While loneliness in our real lives is increasingly recognized as having dire physical, mental, and emotional consequences, cooperative games have been shown to build empathy and provide positive social impact. In this paper, the authors present “The Woods,” a local cooperative, mixed-reality game using augmented reality and 4-channel audio spatialization panning that provides players with face-to-face interactions in pursuit of a shared goal. This paper discusses the narrative, mechanical, and sonic components of the game, as well as the game’s development process and the players’ experiences. The goal of our team is to develop a narrative-driven AR game that promotes collaborative problem-solving and engages players in an emergent physical and digital experience.

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