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

發表於 111上學期 | 在〈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〉中留言功能已關閉

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.

發表於 111上學期 | 在〈2022.11.15 趙佳禾報告:My data body〉中留言功能已關閉

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

 

發表於 111上學期 | 在〈2022.11.15 李艷琳報告 – Star-Stuff: a way for the universe to know itself〉中留言功能已關閉

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

發表於 111上學期 | 在〈2022.11.15 陳昭潔報告-“I Don’t Even Remember What I Read”: How Design Influences Dissociation on Social Media〉中留言功能已關閉

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

 

發表於 111上學期 | 在〈2022.11.15 林巖科技藝術報告:Cellular Trending: Fragmented Information Dissemination on Social Media Through Generative Lens〉中留言功能已關閉

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

發表於 111上學期 | 在〈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〉中留言功能已關閉

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

 

發表於 111上學期 | 在〈2022.10.18 李艷琳報告 – WonderScope: Practical Near-surface AR Device for Museum Exhibits〉中留言功能已關閉

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

發表於 111上學期 | 在〈2022.10.18 林巖報告:Sense of Embodiment Inducement for People with Reduced Lower-body Mobility and Sensations with Partial-Visuomotor Stimulation〉中留言功能已關閉

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

 

發表於 111上學期 | 在〈2022.10.18陳昭潔報告-ImageFlowing〉中留言功能已關閉

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.

發表於 111上學期 | 在〈2022.10.04 李艷琳報告 – Another Moon〉中留言功能已關閉

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

發表於 111上學期 | 在〈2022.10.4 陳昭潔報告 The Net Wanderer – A TOUR OF SUSPENDED HANDSHAKES〉中留言功能已關閉

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

發表於 111上學期 | 在〈2022.09.29 林巖報告: Perfect Sleep〉中留言功能已關閉

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

發表於 110下學期 | 在〈2022.6.7 陳昭潔報告 Alan Kwan-Scent〉中留言功能已關閉

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

發表於 110下學期 | 在〈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〉中留言功能已關閉