Proceedings of 1St International Conference on Transdisciplinary Studies in Arts, Technology and Society, Artefacto 2018

Total Page:16

File Type:pdf, Size:1020Kb

Proceedings of 1St International Conference on Transdisciplinary Studies in Arts, Technology and Society, Artefacto 2018 November 16-17, Lisbon, Portugal Proceedings of 1st International Conference on Transdisciplinary Studies in Arts, Technology and Society, ARTeFACTo 2018 PROCEEDINGS EDITORS PEDRO ALVES DA VEIGA, ANTÓNIO ARAÚJO, ADÉRITO FERNANDES-MARCOS ORGANISED BY SPONSORED BY November 16-17, Lisbon, Portugal Proceedings of 1st International Conference on Transdisciplinary Studies in Arts, Technology and Society, ARTeFACTo 2018 Proceedings of 1st International Conference on Transdisciplinary Studies in Arts, Technology and Society, ARTeFACTo 2018 Editors: Pedro Alves da Veiga, António Araújo, Adérito Fernandes-Marcos Published by Artech-International in collaboration with Aberta University, Lisbon. ISBN: 978-989-99370-7-9 Composition, pagination and graphical organization: Pedro Alves da Veiga, Fátima Ferreira Author(s) retain the copyright of the respective article(s). Global publication copyright © 2018 by Artech-International Content from this work may be used under the terms of the Creative Commons Attribution-NonCommercial- Share Alike 4.0 International (CC BY-NC-SA 4.0) licence. Any further mechanical, electronic or digital distribution of this work must maintain attribution to the author(s), title of the work, conference proceedings, global copyright holder and must not be intended for commercial purposes. Proceedings of 1st International Conference on Transdisciplinary Studies in November 16-17, Lisbon, Portugal Arts, Technology and Society, ARTeFACTo 2018 PREFACE FROM THE CHAIRS Welcome to ARTeFACTo 2018! It is the 1st International artefacts / installations developed within the INVITRO-Gerador Conference on Transdisciplinary Studies in Arts, Technology project, co-funded by the General Directorate of Arts of the and Society, hosted by Aberta University, in Lisbon, Portugal. Portuguese government, main sponsor of the conference. Finally, The inaugural edition of the ARTeFACTo conference is the technical program offered the so-called Brainshops organized by Artech-International, the CIAC-Research Center (Brainstorming Workshops), a space for brainstorming about for Arts and Communication and Aberta University, held on the very specific fields of transdisciplinarity, arts and media, 16th and 17th of November, at Ceia Palace, in Lisbon, Portugal. assumed by well-known experts: Priscila Arantes, Jônatas ARTeFACTo 2018’s main goal is to promote the interest in the Manzolii and Adérito Fernandes-Marcos. current digital/media culture and its intersection with art and Putting together the ARTeFACTo 2018 conference is a team technology as an important research field, while focusing on the effort. We would like to thank first the authors and artists for study of the digital media / computer artefacts embracing topics providing the content of the program. We are also very grateful covering their conceptualization, design, creative / art practice / to the program committee, who worked very hard in reviewing research processes, computational implementation, exhibition papers and art installation proposals while providing feedback to and fruition, as well their role on today’s information and the authors. We would like to thank the keynote artist and knowledge society. Also welcome are participations fostering the speakers, the organizers and leaders of the brainshops and also conceptual foundations of an artefact theory in the digital media the INVITRO-Gerador artists. world. Special thanks are given to DGArtes (General Directorate of ARTeFACTo 2018 aims at giving greater visibility to artefact Arts), main sponsor of the conference through the INVITRO- creators or interveners, theorists and practitioners alike, Gerador project, and also to all institutional support received, establishing a common space for discussion and exchange of especially from Prof. Basarab Nicolescu, from CIRET, the new experiences from transdisciplinary humanistic and holistic conference honourable chairman. perspectives, while fostering a better understanding about digital arts and culture across a wide spectrum of cultural, disciplinary, and professional practices. We welcome you all to ARTeFACTo 2018 Lisbon. ARTeFACTo 2018 technical and arts program comprises May ARTeFACTo 2018 be the first of a long series of contributions from 9 countries from invited speakers and artists, conferences! position papers and artefacts, short and long papers, art installations and artefact exhibitions. As a keynote artist we invited Prof. Jônatas Manzolli from São Paulo University, Brazil, Adérito Fernandes-Marcos (General Chairman) who together with a team of musicians and performers, assumed a transmedia performance around the concept of Christus Pedro Alves da Veiga (President of International Scientific and Hypercubus. Prof. Florent Pasquier, from CIRET, introduces the Artistic Committee) current advances and challenges on transdisciplinary research. Finally, Prof. Heitor Alvelos from Oporto University, Faculty of Elizabeth Simão Carvalho (Local Organisation Chairman) Fine-Arts, presents us a lecture about the decade-long experience of “Future Places” media-lab for citizenship. The program Teresa Oliveira (Secretariat) includes also special guest exhibitions of digital and computer art 2 © 2018 Artech-International November 16-17, Lisbon, Portugal Proceedings of 1st International Conference on Transdisciplinary Studies in Arts, Technology and Society, ARTeFACTo 2018 ARTeFACTo 2018 ORGANISATION Nelson Zagalo, University of Aveiro, Portugal Nuno Correia, Nova University of Lisbon, Portugal HONOURABLE CHAIR Óscar Mealha, University of Aveiro, Portugal Basarab Nicolescu, CIRET, France Paul Orlov, Imperial College London, United Kingdom Penousal Machado, University of Coimbra, Portugal Priscila Arantes, Anhembi Morumbi University, Brazil CONFERENCE CHAIRS Rogéria Eler, Federal University of Goiás, Brazil Rosangella Leote, UNESP, Brazil Adérito Fernandes-Marcos, Chairman, Aberta University, Teresa Chambel, University of Lisbon, Portugal Portugal Gavin Perin, Vice-chair, University of Technology Sydney, Australia ARTECH STEERING COMMITTEE Marcos Luíz Mucheroni, Vice-chair, São Paulo University, Brazil Ângela Saldanha, Vice-chair, European Regional Council – Adérito Fernandes-Marcos, Aberta University, Portugal International Society for Education Through Art, Netherlands Álvaro Barbosa, University of Saint Joseph, Macau Christa Sommerer, Linz University of Arts, Austria Henrique Silva, Bienal de Cerveira, Portugal INTERNATIONAL SCIENTIFIC AND ARTISTIC Lola Dopico, University of Vigo, Spain-Galicia COMMITTEE Nuno Correia, Nova University of Lisbon, Portugal Seamus Ross, University of Toronto, Canada Pedro Alves da Veiga, President, Aberta University, Portugal Carlos Sena Caires, Vice-president, University of Saint Joseph, Macau LOCAL ORGANIZATION COMMITTEE Elizabeth Simão Carvalho, Chairman, Aberta University, COMMITTEE MEMBERS Portugal António Araújo, Vice-chair, Aberta University, Portugal Adam Nash, RMIT University, Australia Teresa Teixeira, Aberta University, Portugal Alberto García Ariza, University of Vigo, Spain Aleksei Lipovka, Siberian Federal University, Russia José Coelho, Aberta University, Portugal Alicia González-Pérez, University of Extremadura, Spain Virgínia Zaidam, Aberta University, Portugal Ana Amélia Carvalho, University of Coimbra, Portugal Teresa Oliveira, CIAC-UAb, Aberta University, Portugal Anton Nijholt, University of Twente, Netherlands Adriano Viçoso, INESC-TEC, Aberta University, Portugal António Araújo, Aberta University, Portugal António Valente, University of Aveiro, Portugal António Lacerda, University of Algarve, Portugal Bruno Silva, University of Algarve, Portugal Cecília de Lima, Faculdade de Motricidade Humana, Portugal Cristina Sylla, University of Minho, Portugal Elizabeth Carvalho, Aberta University, Portugal F. Amílcar Cardoso, University of Coimbra, Portugal Heitor Alvelos, University of Porto, Portugal Ido Aharon Iurgel, Rhine-Waal University of Applied Sciences, Germany João Paulo Queiroz, University of Lisboa, Portugal José Alberto Gomes, Braga Media Arts, Portugal José Bidarra, Aberta University, Portugal José Coelho, Aberta University, Portugal Leonel Morgado, Aberta University, Portugal Lucia Pimentel, Federal University of Minas Gerais, Brazil Marc Cavazza, University of Kent, United Kingdom Maria Potes-Barbas, Instituto Politécnico de Santarém, Portugal Mauro Figueiredo, University of Algarve, Portugal Mirian Tavares, University of Algarve, Portugal Mónica Mendes, University of Lisbon, Portugal Né Barros, University of Porto and Balleteatro, Portugal November 16-17, Lisbon, Portugal Proceedings of 1st International Conference on Transdisciplinary Studies in Arts, Technology and Society, ARTeFACTo 2018 ORGANISERS MAIN SPONSOR OTHER SUPPORT November 16-17, Lisbon, Portugal Proceedings of 1st International Conference on Transdisciplinary Studies in Arts, Technology and Society, ARTeFACTo 2018 Table of Contents PREFACE FROM THE CHAIRS 2 ARTEFACTO 2018 ORGANISATION 3 TABLE OF CONTENTS 5 ARTEFACTS IN THE DIGITAL ERA 6 POSITION PAPERS 9 Ode to Christus Hypercubus 10 Futureplaces 2018 is here, and it’s a Statement 16 Galeria de Arte Multimodal 21 FULL PAPERS 25 The Fool, the Sage, the Bard (into the Machine) 26 Video Sonification 36 Cadavre Exquis Expanded 44 Prazer de ler na Prazerosa 52 Memória, Arquivo e Curadoria na Cultura Digital 61 Bodymedium como interface conceitual entre as categorias de Embodiment (Merleau-Ponty) e de Embodiment Relations (Don Idhe) aplicado à Dança Digital 67 INVITRO-GERADOR 73 Arquitetura e corporalidade interativa
Recommended publications
  • Holliday, Christopher. " Toying with Performance: Toy Story, Virtual
    Holliday, Christopher. " Toying with Performance: Toy Story, Virtual Puppetry and Computer- Animated Film Acting." Toy Story: How Pixar Reinvented the Animated Feature. By Susan Smith, Noel Brown and Sam Summers. London: Bloomsbury Academic, 2017. 87–104. Bloomsbury Collections. Web. 1 Oct. 2021. <http://dx.doi.org/10.5040/9781501324949.ch-006>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 1 October 2021, 07:14 UTC. Copyright © Susan Smith, Sam Summers and Noel Brown 2018. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 87 Chapter 6 T OYING WITH PERFORMANCE: TOY STORY , VIRTUAL PUPPETRY AND COMPUTER-A NIMATED FILM ACTING C h r i s t o p h e r H o l l i d a y In the early 1990s, during the emergence of the global fast food industry boom, the Walt Disney studio abruptly ended its successful alliance with restaurant chain McDonald’s – which, since 1982, had held the monopoly on Disney’s tie- in promotional merchandise – and instead announced a lucrative ten- fi lm licensing contract with rival outlet, Burger King. Under the terms of this agree- ment, the Florida- based restaurant would now hold exclusivity over Disney’s array of animated characters, and working alongside US toy manufacturers could license collectible toys as part of its meal packages based on characters from the studio’s animated features Beauty and the Beast (Gary Trousdale and Kirk Wise, 1991), Aladdin (Ron Clements and John Musker, 1992), Th e Lion King (Roger Allers and Rob Minkoff , 1994), Pocahontas (Mike Gabriel and Eric Goldberg, 1995) and Th e Hunchback of Notre Dame (Gary Trousdale and Kirk Wise, 1996).1 Produced by Pixar Animation Studio as its fi rst computer- animated feature fi lm but distributed by Disney, Toy Story (John Lasseter, 1995) was likewise subject to this new commercial deal and made commensu- rate with Hollywood’s increasingly synergistic relationship with the fast food market.
    [Show full text]
  • The Uses of Animation 1
    The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator.
    [Show full text]
  • Combining Performance Animation and Virtual Reality for Early Childhood Education Role-Play
    COMBINING PERFORMANCE ANIMATION AND VIRTUAL REALITY FOR EARLY CHILDHOOD EDUCATION ROLE-PLAY THESIS Presented in Partial Fulfillment of the Requirements for The Degree of Masters of Fine Arts in the Graduate School of The Ohio State University By Katherine Frances Talmadge Kalal ***** The Ohio State University 2008 Thesis Committee: Approved by Professor Alan Price, Advisor Professor Laurie Katz ________________________ Professor Wayne Carlson Advisor Graduate Program in Industrial, Interior, and Visual Communication Design ABSTRACT Role-playing is an essential component to social skills training in early childhood education. However, current programs are either not interactive enough in role-playing, or through the process of interaction with adults, become confrontational and frightening. A combination of virtual reality and performance animation can provide an environment for a child to learn through role-playing that is non-threatening, yet interactive enough for authentic and constructive interaction, as well as facilitating communication between the teacher and student. This study begins with a review of literature and contemporary applications of early childhood education, performance animation, and virtual reality. The question of how performance animation and virtual reality can contribute to a lesson that uses role- play is explored through prototyping components of an immersive environment for role- play with digital characters. This prototype was then demonstrated to early childhood educators. A focus study was conducted to evaluate the prototype and its implications in the field of early childhood education. The findings from the focus group are presented and analyzed. Conclusions are drawn based on the focus group feedback and designer’s experience in combining these fields.
    [Show full text]
  • Digital Puppetry: Comparative Visual Studies Between Javanese & Malaysian Art
    International Journal of Applied Engineering Research ISSN 0973-4562 Volume 13, Number 6 (2018) pp. 3579-3589 © Research India Publications. http://www.ripublication.com Digital Puppetry: Comparative Visual Studies between Javanese & Malaysian Art Dahlan Abdul Ghani Universiti Kuala Lumpur (UniKL), Malaysian Institute of Information Technology 1016 Jalan Sultan Ismail, 50250 Kuala Lumpur, Malaysia. Abstract puppet play in Kelantan is performed primarily as a form entertainment in the towns and villages, for many people, and Shadow play theatre is one of the most ancient forms of all in the evening’s a diversion from the routine daily life traditional theatres in Malaysia and Indonesia. There is (Patricia Matusky,1997). But unfortunately, the Wayang perhaps no greater symbol or semiotics more specifically, the Kulit Kelantan in Malaysia is threatened with forthcoming Kelantanese and Javanese ethos than its classical shadow play extinction. According to Amin Sweeney’s it was one time (wayang kulit siam and wayang kulit purwa, whose the literally widespread and popular in Kelantan which research spiritual roots be submerged into the island’s unwritten past in the late 1960’s confirmed the existence of more than 300 and which lies at the core of its immensely rich traditional Dalangs (shadow puppeteer and narrator) (Amin culture. Unfortunately, they are so unique that they are slowly Sweeney,1974). However, the number decreased to 37 in being extinct and forgotten especially among the young 1982 and 11 in 1999 generation of today. Digital puppets are animated metaphors that augment online film entertainment and education content. As for wayang kulit java, changes are needed in order to The aim of the research is to explore the design of digital 3D safeguard this heritage from extinct.
    [Show full text]
  • Update 22 November 2017 Best Game Yang Baru Masuk
    Downloaded from: justpaste.it/premiumlink UPDATE 22 NOVEMBER 2017 BEST GAME YANG BARU MASUK DAFTAR LIST NieR Automata - (10DVD) Full CPY Releases REKOMENDASI SPESIFIKASI PC PALING RENDAH BISA MAIN GAME BERAT/BESAR TAHUN 2017 SET LOW / MID FPS 30 KURANG LEBIH VERSI INTEL DAN NVIDIA TERENDAH: PROCIE: INTEL I3 RAM: 6GB VGA: NVIDIA GTX 660 WINDOWS 7 VERSI AMD TERENDAH: PROCIE: AMD A6-7400K RAM: 6GB VGA: AMD R7 360 WINDOWS 7 REKOMENDASI SPESIFIKASI PC PALING STABIL FPS 40-+ SET HIGH / ULTRA: PROCIE INTEL I7 6700 / AMD RYZEN 7 1700 RAM 16GB DUAL CHANNEL / QUAD CHANNEL DDR3 / UP VGA NVIDIA GTX 1060 6GB / AMD RX 570 HARDDISK SEAGATE / WD, SATA 6GB/S 5400RPM / UP SSD OPERATING SYSTEM SANDISK / SAMSUNG MOTHERBOARD MSI / ASUS / GIGABYTE / ASROCK PSU 500W CORSAIR / ENERMAX WINDOWS 10 CEK SPESIFIKASI PC UNTUK GAME YANG ANDA INGIN MAINKAN http://www.game-debate.com/ ------------------------------------------------------------------------------------------------------------------------------ -------- LANGKAH COPY & INSTAL PALING LANCAR KLIK DI SINI Order game lain kirim email ke [email protected] dan akan kami berikan link menuju halaman pembelian game tersebut di Tokopedia / Kaskus ------------------------------------------------------------------------------------------------------------------------------ -------- Download List Untuk di simpan Offline LINK DOWNLOAD TIDAK BISA DI BUKA ATAU ERROR, COBA LINK DOWNLOAD LAIN SEMUA SITUS DI BAWAH INI SUDAH DI VERIFIKASI DAN SUDAH SAYA COBA DOWNLOAD SENDIRI, ADALAH TEMPAT DOWNLOAD PALING MUDAH OPENLOAD.CO CLICKNUPLOAD.ORG FILECLOUD.IO SENDIT.CLOUD SENDSPACE.COM UPLOD.CC UPPIT.COM ZIPPYSHARE.COM DOWNACE.COM FILEBEBO.COM SOLIDFILES.COM TUSFILES.NET ------------------------------------------------------------------------------------------------------------------------------ -------- List Online: TEKAN CTR L+F UNTUK MENCARI JUDUL GAME EVOLUSI GRAFIK GAME DAN GAMEPLAY MENINGKAT MULAI TAHUN 2013 UNTUK MENCARI GAME TAHUN 2013 KE ATAS TEKAN CTRL+F KETIK 12 NOVEMBER 2013 1.
    [Show full text]
  • Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
    Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort.
    [Show full text]
  • Suggested Titles: April, 2014
    Suggested Titles: April, 2014 For Library Collection Development (arranged alphabetically by subject) 1 Suggested Titles List April, 2014 Table of Contents Accounting .............................................................................................................................................................................. 2 Art ........................................................................................................................................................................................... 5 Biology ................................................................................................................................................................................... 15 Business Administration ....................................................................................................................................................... 26 Child Study ............................................................................................................................................................................ 31 Computer Information Science & Mathematics ................................................................................................................... 41 Criminal Justice ..................................................................................................................................................................... 52 Economics ............................................................................................................................................................................
    [Show full text]
  • Anim-Actor: Understanding Interaction with Digital Puppetry Using Low
    Anim-Actor: Understanding Interaction with Digital Puppetry using Low-Cost Motion Capture Luís Leite Veronica Orvalho FEUP - Faculdade de Engenharia da Universidade do IT, DCC/FCUP – Instituto de Telecomunicações Porto [email protected] [email protected] ABSTRACT properties or freedom of movement. Character animation has traditionally relied on complex and time- In this article we present, Anim-Actor, a performance-driven full consuming key frame animation or expensive motion capture body motion capture interaction technique to manipulate 3D and techniques. These methods are out of reach for low budget 2D characters. Anim-Actor allows to control digital characters in animation productions. We present a low-cost performance-driven real-time by mapping the movement of the human body to the technique that allows real-time interactive control of puppets for character. We described how this method was implemented for performance or film animation. In this paper we study how users Xbox Kinect. We also perform a pilot study that compares the can interpret simple actions like, walking, with different puppets. interaction between 2D and 3D puppets using body movement. The system was deployed for the Xbox Kinect and shows how The goal was to have the audience identifying actions, like lifting low-cost equipment’s can provide a new mean for motion capture weights, made by performers using the motion capture system, to representation. Last, we performed a pilot experiment animating understand if digital puppetry is easier to use as an animation silhouettes and 3D puppets in real-time, based on body method in contrast to traditional animation techniques.
    [Show full text]
  • Summit Update April
    SUMMITUPDATE April 2012 Adam Elliot on the set of Mary and Max. Adam Elliot ‘Chunky Wonky’ Clayography In Conversation with Peter Wilson Adam Elliot is an independent stop- handcrafted object. Elliot does not use motion animation writer and director based digital additions or computer generated in Melbourne. His five films have collectively imagery to enhance his visual aesthetic. participated in over six hundred film Adam Elliot Pictures, produce the films festivals and have received over one adhering to the French auteur methodology. hundred awards, including an Oscar® for Each film has been voiced by notable Harvie Krumpet and the Annecy Cristal for actors including, Philip Seymour Hoffman, Mary and Max. Toni Collette, Geoffrey Rush, Eric Bana, In conversation with Peter Wilson, William McInnes and Barry Humphries. Adam Elliot will discourse on his auteur Elliot is also a voting member of the methodology and his “chunky wonky” Academy of Motion Picture Arts and aesthetic. Based loosely on his family and Sciences and in 1999 was awarded The friends, each of Elliot’s films has a Young Achiever of the Year for Victoria. bittersweet nature to them which, Elliot calls This session will provide an intriguing a Clayography - clay animated biography. insight into the work practices and vision of Utilising a large team of animators and a singular artist and an Australian icon. model makers each film takes several years Excerpts from some of Elliot’s films will be to complete. shown during the discussion. Elliot is noted for his use of traditional 'in-camera' techniques, which means every prop, set and character is a 'real' miniature 1 4th National Puppetry & Animatronics Summit, VCA, 5 - 8 July 2012.
    [Show full text]
  • No 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
    NEW RELEASES (gunakan tombol CTRL + F untuk mencari judul) JIKA JUDUL GAME YANG ANDA CARI TIDAK ADA DI NEW RELEASES SILAKAN CEK WORKSHEET LIST GAME A-Z NO 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 8 4 1 3 5 9 2 7 6 1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 62 63 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 2 6
    [Show full text]
  • Content-Based Recommender Systems
    Content-based Recommender Systems John Bruntse Larsen Kongens Lyngby 2013 IMM-M.Sc.-2013-67 Technical University of Denmark Informatics and Mathematical Modelling Building 321, DK-2800 Kongens Lyngby, Denmark Phone +45 45253351, Fax +45 45882673 [email protected] www.imm.dtu.dk IMM-M.Sc.-2013-67 Summary (English) The goal of the thesis is to evaluate content-based recommender systems in the domain of video games. The thesis compares approaches based on Linked Open Data and natural language processing(NLP) with traditional approaches which are only based on NLP methods. ii Summary (Danish) Målet med afhandlingen er at evaluere indholdsbaserede anbefalersystemer i domænet af computerspil. Afhandlingen sammenligner tiltag baseret på Linked Open Data og sprogteknologi(NLP) med traditionelle tiltag der udelukkende er baseret på NLP. iv Preface This thesis was prepared in spring 2013 at the department of Computer Science at Korea Advanced Institute of Science and Technology(KAIST), and nished in July 2013 at the department of Informatics and Mathematical Modelling at the Technical University of Denmark in fullment of the requirements for acquiring an M.Sc. in Informatics. The thesis deals with content-based recommender systems where most of my background in information retrieval is from a semester of courses at KAIST and projects at the Semantic Web Research Center at KAIST. The thesis consists of this report and a web-application that demonstrates a content-based recommender system in the domain of video games. Lyngby, 11-July-2013 John Bruntse Larsen vi Acknowledgements I would like to thank Professor Tony Veale and Dr. Martín Rezk for helpful discussions and feedback during during the early stages of the thesis.
    [Show full text]
  • Design of a Hybrid Puppetry Performance Piece Ali Mazalek, Michael Nitsche, Claudia Rébola, Paul Clifton, Andy Wu, Nick Poirier, Firaz Peer
    Pictures at an Exhibition: Design of a Hybrid Puppetry Performance Piece Ali Mazalek, Michael Nitsche, Claudia Rébola, Paul Clifton, Andy Wu, Nick Poirier, Firaz Peer To cite this version: Ali Mazalek, Michael Nitsche, Claudia Rébola, Paul Clifton, Andy Wu, et al.. Pictures at an Exhibi- tion: Design of a Hybrid Puppetry Performance Piece. 11th International Confernece on Entertain- ment Computing (ICEC), Sep 2012, Bremen, Germany. pp.130-143, 10.1007/978-3-642-33542-6_12. hal-01556115 HAL Id: hal-01556115 https://hal.inria.fr/hal-01556115 Submitted on 4 Jul 2017 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Distributed under a Creative Commons Attribution| 4.0 International License Pictures at an Exhibition: Design of a Hybrid Puppetry Performance Piece Ali Mazalek1, Michael Nitsche1 Claudia R´ebola2, Paul Clifton1, Andy Wu1, Nick Poirier1, and Firaz Peer1 1 Digital Media, Georgia Institute of Technology, Atlanta, GA 30332, USA, fmazalek, michael.nitsche, party, andywu, nick.poirier, [email protected] 2 Industrial Design, Georgia Institute of Technology, Atlanta, GA 30332, USA, [email protected] Abstract. Pictures at an Exhibition is a physical/digital puppetry piece that uses tangible interface puppets to modify a virtual scene projected at the back of the stage in real-time.
    [Show full text]