8,074 research outputs found

    Bentkowska-Kafel, A., Denard, H. and Drew, B. 'Paradata and Transparency in Virtual Heritage', Farnham: Ashgate. 2012. 336p, ISBN-10: 0754675831 ISBN-13: 978-0754675839. £54

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    This latest volume in the Digital Research in the Arts and Humanities series will be essential reading for anyone who creates, consumes, or curates 'computer generated imagery'. Arranged in three sections 'Conventions and emerging standards', 'Data interpretation: methods, and tools', and 'Data management and communication', this wide-ranging text covers areas as diverse as 'Walking with dragons: CGI in wildlife documentaries' through 'Lies, damned lies and visualizations', to 'Transparency for empirical data'

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Applying blended conceptual spaces to variable choice and aesthetics in data visualisation

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    Computational creativity is an active area of research within the artificial intelligence domain that investigates what aspects of computing can be considered as an analogue to the human creative process. Computers can be programmed to emulate the type of things that the human mind can. Artificial creativity is worthy of study for two reasons. Firstly, it can help in understanding human creativity and secondly it can help with the design of computer programs that appear to be creative. Although the implementation of creativity in computer algorithms is an active field, much of the research fails to specify which of the known theories of creativity it is aligning with. The combination of computational creativity with computer generated visualisations has the potential to produce visualisations that are context sensitive with respect to the data and could solve some of the current automation problems that computers experience. In addition theories of creativity could theoretically compute unusual data combinations, or introducing graphical elements that draw attention to the patterns in the data. More could be learned about the creativity involved as humans go about the task of generating a visualisation. The purpose of this dissertation was to develop a computer program that can automate the generation of a visualisation, for a suitably chosen visualisation type over a small domain of knowledge, using a subset of the computational creativity criteria, in order to try and explore the effects of the introduction of conceptual blending techniques. The problem is that existing computer programs that generate visualisations are lacking the creativity, intuition, background information, and visual perception that enable a human to decide what aspects of the visualisation will expose patterns that are useful to the consumer of the visualisation. The main research question that guided this dissertation was, “How can criteria derived from theories of creativity be used in the generation of visualisations?”. In order to answer this question an analysis was done to determine which creativity theories and artificial intelligence techniques could potentially be used to implement the theories in the context of those relevant to computer generated visualisations. Measurable attributes and criteria that were sufficient for an algorithm that claims to model creativity were explored. The parts of the visualisation pipeline were identified and the aspects of visualisation generation that humans are better at than computers was explored. Themes that emerged in both the computational creativity and the visualisation literature were highlighted. Finally a prototype was built that started to investigate the use of computational creativity methods in the ‘variable choice’, and ‘aesthetics’ stages of the data visualisation pipeline.School of ComputingM. Sc. (Computing

    The Design of a Smart City Sonification System Using a Conceptual Blending and Musical Framework, Web Audio and Deep Learning Techniques

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    Presented at the 26th International Conference on Auditory Display (ICAD 2021) 25-28 June 2021, Virtual conference.This paper describes an auditory display system for smart city data for Dublin City, Ireland. It introduces and describes the different layers of the system and outlines how they operate individually and interact with one another. The system uses a deep learning model called a variational autoencoder to generate musical content to represent data points. Further data-to-sound mappings are introduced via parameter mapping sonification techniques during sound synthesis and post-processing. Conceptual blending and music theory provide frameworks, which govern the design of the system. The paper ends with a discussion of the design process that contextualizes the contribution, highlighting the interdisciplinary nature of the project, which spans data analytics, music composition and human-computer interaction

    DISCOURSE-DRIVEN MEANING CONSTRUCTION IN NEOSEMANTIC NOUN-TO-VERB CONVERSIONS [MEANING CONSTRUCTION IN NOUN-TO-VERB CONVERSIONS]

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    Neosemantic noun-to-verb conversions such as beer → to beer, door → to door, pink → to pink, etc., constitute a particularly interesting field of study for Cognitive Linguistics in that they call for a discourse-guided and context-based analysis of meaning construction. The present article takes a closer look at the cognitive motivation for the conversion process involved in the noun-verb alterations with a view to explaining the semantics of some conversion formations in relation to the user-centred discourse context. The analysis developed in this article draws from the combined insights of Fauconnier and Turner’s (2002) Conceptual Integration Theory and Langacker’s (2005, 2008) Current Discourse Space
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