Interactive Drama, Art and Artificial Intelligence
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Interaction, Participation and Networking Art Florian Weil Student at University of Art in Linz Hauptplatz 8 4010 Linz, Austria [email protected]
Interaction, Participation and Networking Art Florian Weil Student at University of Art in Linz Hauptplatz 8 4010 Linz, Austria [email protected] Interactions were often used as a dialogue model, for example the “Telematic Dreaming” project. In this installation the viewer is no ABSTRACT longer solely a recipient, but simultaneously an agent, too. This paper is a summary of the essay “Interaction, Participation, Networking Art and telecommunication” from Inke Arns. We At the late 1980s telematic and telepresence began to gain explore how the spectator is involved into the artwork and how importance for interactive media art. Telepresence provided a new the participation of art changed in the last 50-60 years. scope for the artist and allowed the viewer parallel experiences in Furthermore, this paper point out the evolution of art and which three different spaces at once: role participation plays in the art context • The real space in which the viewer’s body is physically located Keywords Art Network Internet mass-media participation telematic • Per tele-perception in the virtual, simulated visual space collaboration Openness NetArt satellite communication • Per tele-action at the physical location of the “data- work” 1. INTRODUCTION In this context of telematic art Kit Galloway and Sherrie Duchamp said that artwork is made entirely by those who look at Rabinowitz created a groundbreaking work, which is called “Hole it or read it. The artist, who made it, survives by their accolades or in Space”. In this installation the viewer from Los Angeles were even their condemnation. These points motivated the artist of the able to talk to the viewer from the other side in New York via a 20th Centaury to use and evolve the concepts of interaction, satellite video connection. -
Letters to the Editor
AI Magazine Volume 12 Number 3 (1991) (© AAAI) Letters q Editor: system-centered research. First, the the other does. No theorist is going Thank you for the opportunity to split between the neats and scruffies to spend his or her time attempting respond to the letters by Jim Hendler, is old and institutionalized, as to bring precision to a mess of hacks, James Herbsleb and Mike Wellman Hendler points out. Few researchers kludges and “knowledge,” and no regarding my survey of the Eighth are trained in both camps. Second, system builder is apt to find the National Conference on Artificial the pathologies that researchers in attempt informative. MAD does not Intelligence (AI Magazine, Volume 12, AAAI-90 themselves attributed to mean business as usual with occa- No. 1). The letters raise many inter- focusing on just one aspect did, in sional collaborative meetings. esting points that can be roughly fact, arise. Third, the expected advan- hfAn means assessing environmen- classified as questioning the validity tages of merging systems and models tal factors that affect behavior; of the survey and questioning the did, in fact, materialize (although the modelling the causal relationships proposed MAD methodology. Mike sample was very small). Wellman between a system’s design, its envi- Wellman says, “As Cohen acknowl- says that just because I didn’t see ronment, and its behavior; designing edges, a serious problem with the system-centered and model-centered or redesigning a system (or part of a survey is that the AAAI conference research reported together, doesn’t system); predicting how the system proceedings do not accurately repre- mean it wasn’t there; I say that I will behave; running experiments to sent the field.” Actually, I did not found pathoIogies (e.g., see my sec- test the predictions; explaining unex- acknowledge that AAAI is not repre- tions Models Without Systems and pected results and modifying modeis sentative; I just raised the possibility. -
Ubiquitous Interactive Art Displays: Are They Wanted, Are They Intuitive?
Ubiquitous Interactive Art Displays: Are they Wanted, are they Intuitive? Gary Burrows The Information Science Discussion Paper Series Number 2006/02 January 2006 ISSN 1172-6024 University of Otago Department of Information Science The Department of Information Science is one of six departments that make up the School of Business at the University of Otago. The department offers courses of study leading to a major in Information Science within the BCom, BA and BSc degrees. In addition to undergraduate teaching, the department is also strongly involved in post- graduate research programmes leading to MCom, MA, MSc and PhD degrees. Re- search projects in spatial information processing, connectionist-based information sys- tems, software engineering and software development, information engineering and database, software metrics, distributed information systems, multimedia information systems and information systems security are particularly well supported. The views expressed in this paper are not necessarily those of the department as a whole. The accuracy of the information presented in this paper is the sole responsibil- ity of the authors. Copyright Copyright remains with the authors. Permission to copy for research or teaching pur- poses is granted on the condition that the authors and the Series are given due ac- knowledgment. Reproduction in any form for purposes other than research or teach- ing is forbidden unless prior written permission has been obtained from the authors. Correspondence This paper represents work to date and may not necessarily form the basis for the au- thors’ final conclusions relating to this topic. It is likely, however, that the paper will ap- pear in some form in a journal or in conference proceedings in the near future. -
"How Does Gamified Interaction Allow Participants to Co-Create Digital Artworks?"
Erasmus Mundus Joint Master Degree European Master of Excellence Media Arts Cultures "HOW DOES GAMIFIED INTERACTION ALLOW PARTICIPANTS TO CO-CREATE DIGITAL ARTWORKS?" Qualitative analysis: comparative method, within-case method of analysis and embedded multiple-case study Master Thesis Handed in to Department of Communication and Psychology Aalborg University Head of Department Univ.-Prof. Dr. Mikael Vetner and the Media Arts Cultures Consortium Supervisor: Palle Dahlstedt (Ph.D., MFA, MA) By: Dominique Vinckenbosch (BA, MA) August 12, 2019 ! ii! ABSTRACT Topic: Game design elements (gamification affordances) applied to interaction for co-creation in art. Author: Dominique Vinckenbosch Course/Year: Media Arts Cultures, 2017-2019 4th Semester Placement: Aalborg University, Denmark Pages: 130 Content: So far gamification and interaction in art have been studied separately. However, the research question of this study "How does Gamified Interaction allow participants to co-create digital artworks?" covers three disciplines, respectively games, human computer interaction and interactive art and demonstrate connections premises between the three. Therefore, this study aims to bridge these three disciplines by filling the gap in the current research about the application of game design elements (gamification affordances) to interaction for co-creation in art. In order to do so, the study conducts an in-depth cross-case and within-case qualitative analysis of four digital artworks, respectively The Beast, Cow Clicker, Tweetris and BURP in regards to two previously elaborated hypotheses, which goals are to provide evidence of a causal relationship (H1) and to eliminate a causal factor as a necessary condition (H2). The results demonstrate that Gamified Interaction enables co-creation in the form of authorial and social collaboration, and that it does not necessary have to be designed according to the participants. -
Theorising the Practice of Expressing a Fictional World Across Distinct Media and Environments
Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments by Christy Dena A thesis submitted in fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) School of Letters, Art and Media Department of Media and Communications Digital Cultures Program University of Sydney Australia Supervisor: Professor Gerard Goggin Associate Supervisor: Dr. Chris Chesher Associate Supervisor: Dr. Anne Dunn 2009 Let’s study, with objectivity and curiosity, the mutation phenomenon of forms and values in the current world. Let’s be conscious of the fact that although tomorrow’s world does not have any chance to become more fair than any other, it owns a chance that is linked to the destiny of the current art [...] that of embodying, in their works some forms of new beauty, which will be able to arise only from the meet of all the techniques. (Francastel 1956, 274) Translation by Regina Célia Pinto, emailed to the empyre mailing list, Jan 2, 2004. Reprinted with permission. To the memory of my dear, dear, mum, Hilary. Thank you, for never denying yourself the right to Be. ~ Transmedia Practice ~ Abstract In the past few years there have been a number of theories emerge in media, film, television, narrative and game studies that detail the rise of what has been variously described as transmedia, cross-media and distributed phenomena. Fundamentally, the phenomenon involves the employment of multiple media platforms for expressing a fictional world. To date, theorists have focused on this phenomenon in mass entertainment, independent arts or gaming; and so, consequently the global, transartistic and transhistorical nature of the phenomenon has remained somewhat unrecognised. -
The Bias-Variance Tradeoff
The Bias-Variance Tradeoff: How Data Science Can Inform Educational Debates Shayan Doroudi Abstract In addition to providing a set of techniques to analyze educational data, I claim that data science as a field can provide broader insights to education research. In partic- ular, I show how the bias-variance tradeoff from machine learning can be formally generalized to be applicable to several prominent educational debates, including de- bates around learning theories (cognitivist vs. situativist and constructivist theories) and pedagogy (direct instruction vs. discovery learning). We then look to see how various data science techniques that have been proposed to navigate the bias-variance tradeoff can yield insights for productively navigating these educational debates going forward. Keywords: bias-variance tradeoff, learning theories, direct instruction, discovery learning, re- search methods, epistemology, artificial intelligence, machine learning Introduction In recent years, data science and machine learning have been used to make sense of various forms of educational data. Educational data science can enhance our understanding of learning and teaching; give insights to teachers, students, and administrators about learning happening in the 1 classroom; and lead to the creation of data-driven adaptive learning systems. However, I claim that machine learning and data science have more to offer than a set of techniques that can be applied to educational data. Theoretical concepts and principles in machine learning can provide broader insights to education research. In particular, in this paper, I show that the bias-variance tradeoff from machine learning can provide a new lens with which to view prominent educational debates. The field of education is filled with seemingly perennial debates that have important implications on the nature of educational research and practice. -
Immersive Interactive Virtual Reality in the Museum
Immersive Interactive Virtual Reality in the Museum Maria Roussou Foundation of the Hellenic World 254 Pireos St. Athens 17778 Greece +30-1-4835300, +30-1-4834634, [email protected], http://www.fhw.gr/ Abstract. The use of immersive Virtual Reality (VR) technology is a relatively recent trend enjoyed almost exclusively by the academic, military, and industrial research and development communities. However, as VR technologies mature, research is expanding from the military and scientific visualisation realm into more multidisciplinary areas, such as education, art, culture, and the humanities. As representative institutions involved in the research and presentation of these fields, museums, cultural centres, and entertainment venues may be in a better position to make use of advanced virtual reality technologies in order to investigate their educational potential while effectively shaping how they deliver public education and recreation. This paper will discuss the issues involved in using state-of-the-art interactive virtual environments in cultural public spaces by presenting the virtual environments developed for learners of all ages at the Foundation of the Hellenic World (FHW), a cultural heritage institution of informal education located in Athens. Virtual Reality in the Museum The development of new interactive important drawbacks for the use of VR in technologies has inevitably impacted the more public spaces, making it difficult to incorporate traditional sciences and arts. This is more in dwindling museum or school budgets. In evident in the case of novel interactive spite of these concerns and objections technologies that fascinate the broad public, as regarding the appropriateness and educational has always been the case with virtual reality. -
Touching the Interface.Pdf
From Television to Drone Vision: Telepresence and Touch in Contemporary Art Kris Paulsen Introduction: “Touching the Interface – Interfacing Touch” Figure 1. Douglas Engelbart at the controls of the oNLine System during "The Mother of All Demos," San Francisco, December 9, 1968. On December 9, 1968, Douglas EngelBart famously changed the future of computing. His presentation at the Fall Joint Computer Conference in San Francisco introduced the world to the oNLine System (NLS), which he developed with his team from the Augmented Research Center at the Stanford Research Institute. In the brisk 100-minute lecture, later known as “The Mother of All Demos,” Engelbart demonstrated, among other things, live teXt editing on a cathode ray tuBe monitor, hyperlinked documents, the computer mouse, networked interaction, video conferencing, and the idea of a personal computer with a display screen.1 The Introduction: Touching the Interface—Interfacing Touch 1 importance of the demonstration was not just in what EngelBart showed the audience, but how he did so. Though he sat on a stage facing a packed 1000-seat auditorium, he addressed the crowd through a 22-by-18-foot screen displaying a live video image of him at the computer workstation. An Eidaphor video projector, Borrowed from NASA and networked by the Advanced Research Projects Agency (ARPA), Beamed the high-resolution image across the lecture hall while a team of assistants, including Stewart Brand, the producer of the psychedelic 1966 Trips Festival, were at the lab in Menlo Park remotely controlling and choreographing the images on the screen.2 Despite Being in the same room with his viewers, EngelBart indicated that he would address them “primarily through this medium” By pointing into the television camera, and thereBy to the center of the video projection (fig. -
The Commercial Viability of Alternate Reality Games
THE COMMERCIAL VIABILITY OF ALTERNATE REALITY GAMES: A PROPOSED FRAMEWORK FOR PROFITABILITY AND SCALABILITY by Lee-Stahr G. Robertson B.Comm, Ryerson University, 2014 A Major Research Paper Presented to Ryerson University In partial fulfillment of the Requirements for the degree of Master of Digital Media In the Yeates School of Graduate Studies Toronto, Ontario, Canada, 2015 © Lee-Stahr G Robertson, 2015 Author Declaration AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A MRP I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. Signed Lee-Stahr Robertson !ii Abstract Alternate reality games (ARGs) utilize the real world as a platform for storytelling. These experiences deliver real world stories that may be altered by a player’s decisions and actions. However, these experiences were largely developed to function as one- time use marketing tools for particular products or services (Szulborski, 2005a). Consequently, ARGs evolved very little insofar as developing sustainable and profitable revenue models or any degree of scalability. As such, this paper will seek to coalesce existent research in the fields of ARG scalability and revenue modelling in order to generate a novel and theoretically sound framework for creating profitable and reusable ARGs. -
Augmented Reality and Visual Arts
Digital Culture & Audiovisual Challenges: Interdisciplinary Creativity In Arts And Technology AUGMENTED REALITY AND VISUAL ARTS Maria Papadopoulou1, Ioannis Deliyannis2 1MA, Department of Audio and Visual Arts, Ionian University, [email protected] 2Assistant Professor, Department of Audio and Visual Arts, Ionian University, [email protected] Abstract This research explores the use of augmented reality technologies in the field of visual arts, focusing on the way that visitors and artwork interact. The bib- liographic research focuses on exploring the definitions of augmented reality and interaction. The historical overview defines the two above-mentioned fields and looks into their connection with art, via exploration of their visual charac- teristics. We present the implementation methodology for such enhanced art- work and the process of interaction with the observer. Our research extends beyond typical presentation and citation of augmented and interactive visual works as it sets two main objectives a) discuss the way the artistic work which use augmented reality technologies interacts with the visitor, as well as b) pres- ent how human senses are stimulated through visual art work when new inter- active augmented reality technologies are employed. Keywords: Augmented reality, Interaction, Art - Technology, Multisensory Multimedia, New-Media Art. Introduction In recent years there has been a rapid evolution of augmented reality technolo- gies and applications that have found their way in various everyday fields. This has resulted applying those technologies into various fields such as education, medicine, gaming and art. Here with the term art we refer to the visual and interactive arts. Our research focuses on the application of augmented reality technologies to the visual arts. -
Ephemeral Art and Interactive Art: the Quest for Preservation and Dissemination
Journal of Literature and Art Studies, July 2017, Vol. 7, No. 7, 916-924 doi: 10.17265/2159-5836/2017.07.009 D DAVID PUBLISHING Ephemeral Art and Interactive Art: The Quest for Preservation and Dissemination Suzete Venturelli, Antenor Ferreira Corrêa University of Brasília, Brasília, Brazil In this text, we seek to present and analyze artistic works that were part of the exhibition Visual Music: interactions between music and image. This exhibition was held for a period of one month at Brazilian Bank Cultural Center and integrated III Understanding Visual Music Symposium (2015). This international event brought together artists from four continents and has been considered one of the most important academic forums dedicated to the study of the relationship between music and image. The works presented in the exhibition dealt with different possibilities of and the need for interaction with the public. Further, interesting discussions were raised, especially related to the possibilities and need for preservation of these works. These debates were unfolded to the plan of artistic dissemination; moreover, have embraced considerations about ephemeral art. Keywords: visual music, interactive art, ephemeral art, UVM 2015 Symposium Introduction Understanding Visual Music Symposium is an international scientific meeting dedicated to developing and sharing knowledge in a branch of study called visual music. UVM 2015 Symposium focused on research-creation processes and the multiple relations between art, science and new technologies. We understand those are key factors in obtaining creative results when working with a universe composed of moving images and organized sound. During the event, the participants had the opportunity to share research outcomes, experiences, showing their artistic works, as well as to discuss concepts, current trends, technological innovations, aspects related to creativity and innovative use of technology (Corrêa, 2015). -
Inteligência Artificial
Inteligência Artificial ESTUDOS AVANÇADOS 35 (101), 2021 5 No canal da Inteligência Artificial – Nova temporada de desgrenhados e empertigados FABIO GAGLIARDI COZMAN I Desgrenhados e empertigados CONSTRUÇÃO de inteligências artificiais sempre esteve cercada de contro- vérsias, não apenas sobre seus limites, mas também sobre quais os obje- A tivos a perseguir. Parece haver dois estilos fundamentalmente diferentes de abordagem em Inteligência Artificial (IA): de um lado, um estilo empírico, fortemente respaldado por observações sobre a biologia e psicologia de seres vivos, e pronto para abraçar arquiteturas complicadas que emergem da interação de muitos módulos díspares; de outro lado, um estilo analítico e sustentado por princípios gerais e organizadores, interessado em concepções abstratas da inte- ligência e apoiado em argumentos matemáticos e lógicos. Por volta de 1980 os termos scruffy e neat foram cunhados para se referir respectivamente a esses dois estilos de trabalho. Robert P. Abelson (1981) apresentou aparentemente a pri- meira publicação que discute os dois termos, atribuindo a distinção a um colega não nomeado, mas, segundo Abelson, facilmente identificável – que, segundo a literatura, deve ser Roger Schank (Nilsson, 2009). Os termos scruffy e neat não são exatamente elogiosos; de certa forma, cada um desses termos é especialmente adequado para ser usado por um time contra o outro. Os scruffies são desgrenhados, perdidos em sistemas de confusa complexidade. Os neats são empertigados, teorizando em torres de marfim e desconectados dos detalhes do mundo real. Abelson identifica essas atitudes ge- rais em muitas atividades humanas, em arte, em política, em ciência. Há pessoas que favorecem resultados obtidos por meio de experimentos, não se impor- tando se soluções fogem de rotinas preestabelecidas, enquanto outras pessoas buscam ordem e harmonia em teoria amplas.