772 research outputs found

    Multidisciplinary perspectives on Artificial Intelligence and the law

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    This open access book presents an interdisciplinary, multi-authored, edited collection of chapters on Artificial Intelligence (‘AI’) and the Law. AI technology has come to play a central role in the modern data economy. Through a combination of increased computing power, the growing availability of data and the advancement of algorithms, AI has now become an umbrella term for some of the most transformational technological breakthroughs of this age. The importance of AI stems from both the opportunities that it offers and the challenges that it entails. While AI applications hold the promise of economic growth and efficiency gains, they also create significant risks and uncertainty. The potential and perils of AI have thus come to dominate modern discussions of technology and ethics – and although AI was initially allowed to largely develop without guidelines or rules, few would deny that the law is set to play a fundamental role in shaping the future of AI. As the debate over AI is far from over, the need for rigorous analysis has never been greater. This book thus brings together contributors from different fields and backgrounds to explore how the law might provide answers to some of the most pressing questions raised by AI. An outcome of the Católica Research Centre for the Future of Law and its interdisciplinary working group on Law and Artificial Intelligence, it includes contributions by leading scholars in the fields of technology, ethics and the law.info:eu-repo/semantics/publishedVersio

    Parading through a Circular Area Development with Arts and Sciences

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    In recent years, there has been increased attention toward art-science collaborations. Such collaborations encompass a broad spectrum of activities, ranging from artistic projects informed by technology and scientific research and vice versa, to novel forms of inquiry and communication at the intersection of the arts and sciences, combining diverse forms of knowledge and imagination. While such collaborations are not necessarily new, their recent manifestations allow us to gain insights into how complex societal challenges might be approached through multi-actor and disciplinary partnershi

    'A hidden art form' the value of sound in UK television idents (1982-2022)

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    Television idents are hidden in plain sight. Their creativity is often undervalued by industry practitioners and viewers alike, designated a ‘hidden art form’ by creative executive Charlie Mawer (2020). The sound worlds of idents are doubly overlooked, often ignored in visually-centric discourse on idents in industry journals and in media and cultural studies. In the production process, composers are often peripheral to the project, involved only towards the end. This thesis inverts such hierarchies and adopts a sound-oriented perspective towards idents. The approach brings together previously disparate strands across musicology, art and design history, and media studies, aiming to highlight the value of sound in idents as well as the hitherto-neglected creative labour of composers in the promotion of television channels. The scope is confined mainly to the UK, examining idents produced for broadcasters and streaming platforms between 1982 and 2022. This thesis addresses a central question: What is the value of music and sound in television idents? To answer this question, it combines textual analyses of idents with evidence from practitioner interviews. Musicological concepts and theories are employed in the analysis of idents, highlighting the aesthetic character and functions of the music and sounds. The method of reflexive thematic analysis (RTA) applied to the interviews produced new insights into the working environments of the composers and their creative colleagues, exploring themes of identity, collaboration, creative process, and artistic value. The first three chapters set out the aim of this thesis, academic contexts, and methodological approach respectively. Chapter 4 contains a musicological analysis of idents, tracing transformations in the aesthetic character and roles of sound in connection with the changing experience of watching television between 1982 and 2022. Chapter 5 expands on the arguments set out in Chapter 4 by focussing on production contexts, unpacking themes derived from the qualitative analysis of the interviews. Chapter 6 synthesises the conclusions and findings from Chapters 4 and 5 and discusses the commercial, artistic, and cultural value of the music and sound of idents. This thesis culminates with an exploration of future avenues of research and the implications of this research for practitioners and educators. In sum, this thesis argues that the artistic labour of ident production and the valuable role of musical creativity within this commercial and temporally constraining context deserve greater recognition and attention

    Affective reactions towards socially interactive agents and their computational modeling

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    Over the past 30 years, researchers have studied human reactions towards machines applying the Computers Are Social Actors paradigm, which contrasts reactions towards computers with reactions towards humans. The last 30 years have also seen improvements in technology that have led to tremendous changes in computer interfaces and the development of Socially Interactive Agents. This raises the question of how humans react to Socially Interactive Agents. To answer these questions, knowledge from several disciplines is required, which is why this interdisciplinary dissertation is positioned within psychology and computer science. It aims to investigate affective reactions to Socially Interactive Agents and how these can be modeled computationally. Therefore, after a general introduction and background, this thesis first provides an overview of the Socially Interactive Agent system used in this work. Second, it presents a study comparing a human and a virtual job interviewer, which shows that both interviewers induce shame in participants to the same extent. Thirdly, it reports on a study investigating obedience towards Socially Interactive Agents. The results indicate that participants obey human and virtual instructors in similar ways. Furthermore, both types of instructors evoke feelings of stress and shame to the same extent. Fourth, a stress management training using biofeedback with a Socially Interactive Agent is presented. The study shows that a virtual trainer can teach coping techniques for emotionally challenging social situations. Fifth, it introduces MARSSI, a computational model of user affect. The evaluation of the model shows that it is possible to relate sequences of social signals to affective reactions, taking into account emotion regulation processes. Finally, the Deep method is proposed as a starting point for deeper computational modeling of internal emotions. The method combines social signals, verbalized introspection information, context information, and theory-driven knowledge. An exemplary application to the emotion shame and a schematic dynamic Bayesian network for its modeling are illustrated. Overall, this thesis provides evidence that human reactions towards Socially Interactive Agents are very similar to those towards humans, and that it is possible to model these reactions computationally.In den letzten 30 Jahren haben Forschende menschliche Reaktionen auf Maschinen untersucht und dabei das “Computer sind soziale Akteure”-Paradigma genutzt, in dem Reaktionen auf Computer mit denen auf Menschen verglichen werden. In den letzten 30 Jahren hat sich ebenfalls die Technologie weiterentwickelt, was zu einer enormen Veränderung der Computerschnittstellen und der Entwicklung von sozial interaktiven Agenten geführt hat. Dies wirft Fragen zu menschlichen Reaktionen auf sozial interaktive Agenten auf. Um diese Fragen zu beantworten, ist Wissen aus mehreren Disziplinen erforderlich, weshalb diese interdisziplinäre Dissertation innerhalb der Psychologie und Informatik angesiedelt ist. Sie zielt darauf ab, affektive Reaktionen auf sozial interaktive Agenten zu untersuchen und zu erforschen, wie diese computational modelliert werden können. Nach einer allgemeinen Einführung in das Thema gibt diese Arbeit daher, erstens, einen Überblick über das Agentensystem, das in der Arbeit verwendet wird. Zweitens wird eine Studie vorgestellt, in der eine menschliche und eine virtuelle Jobinterviewerin miteinander verglichen werden, wobei sich zeigt, dass beide Interviewerinnen bei den Versuchsteilnehmenden Schamgefühle in gleichem Maße auslösen. Drittens wird eine Studie berichtet, in der Gehorsam gegenüber sozial interaktiven Agenten untersucht wird. Die Ergebnisse deuten darauf hin, dass Versuchsteilnehmende sowohl menschlichen als auch virtuellen Anleiterinnen ähnlich gehorchen. Darüber hinaus werden durch beide Instruktorinnen gleiche Maße von Stress und Scham hervorgerufen. Viertens wird ein Biofeedback-Stressmanagementtraining mit einer sozial interaktiven Agentin vorgestellt. Die Studie zeigt, dass die virtuelle Trainerin Techniken zur Bewältigung von emotional herausfordernden sozialen Situationen vermitteln kann. Fünftens wird MARSSI, ein computergestütztes Modell des Nutzeraffekts, vorgestellt. Die Evaluation des Modells zeigt, dass es möglich ist, Sequenzen von sozialen Signalen mit affektiven Reaktionen unter Berücksichtigung von Emotionsregulationsprozessen in Beziehung zu setzen. Als letztes wird die Deep-Methode als Ausgangspunkt für eine tiefer gehende computergestützte Modellierung von internen Emotionen vorgestellt. Die Methode kombiniert soziale Signale, verbalisierte Introspektion, Kontextinformationen und theoriegeleitetes Wissen. Eine beispielhafte Anwendung auf die Emotion Scham und ein schematisches dynamisches Bayes’sches Netz zu deren Modellierung werden dargestellt. Insgesamt liefert diese Arbeit Hinweise darauf, dass menschliche Reaktionen auf sozial interaktive Agenten den Reaktionen auf Menschen sehr ähnlich sind und dass es möglich ist diese menschlichen Reaktion computational zu modellieren.Deutsche Forschungsgesellschaf

    Grasp Your Pain: A Tangible Tool to Explore the Logging and Assessment of Pain

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    Pain is a subjective and innate experience that can be difficult to describe. Chronic pain is associated with decreased quality of life, and it is prevalent in cancer populations. With a growing elderly population, the global cancer burden is expected to rapidly advance in the coming years. Expressing pain and symptom experiences is essential for patients to receive proper treatment and care. Self-reporting tools are useful and reliable measures of patients' symptoms. A commonly used assessment form in palliative care is ESAS-r, the revised Edmonton Symptom Assessment System. It lets the patient rate a list of symptoms, on a scale from 0 to 10, depending on their intensity. Research suggests that ESAS-r only captures a snapshot of the patients' symptom profile, and that is burdensome to patients and clinical staff. There is a need for self-assessment tools that are easy to use, non-intrusive, and can be used in situ. The research in this thesis explores the use of a tangible tool (Grasp), and squeezing as an input method to log pain/symptoms experiences. Grasp consists of a small stone-like object. When squeezed, it logs the time and duration of the interaction. Squeezes are then visualized on an accompanying interface. Through a Mixed Methods Research approach, a pilot study and clinical trial were conducted. The former gathered participant (N=8) opinions on Grasp, and the use of squeeze duration to log experiences. The latter explored the implementation of Grasp alongside ESAS-r in a cancer ward (nurses = 6, patients = 8). Two broad research questions were examined: RQ1: How can tangible interaction through Grasp support the logging of experiences? and RQ2: How do palliative cancer patients and nurses experience Grasp as a tool for the logging, assessment, and communication of pain and symptoms compared to ESAS-r? Findings from the pilot suggest that there is potential in using Grasp and squeeze duration to log events, and that interacting with the tool potentially can help distract or externalize from negative experiences. Participants from both studies found Grasp easy to use, and visualizations intuitive and meaningful. Nurses and patients were generally satisfied with Grasp as a tool, and it helped paint a wider image of the patients' symptoms compared to ESAS-r alone. However, patients were sometimes too ill to use Grasp, and the research was limited by barriers related to clinical environments. Further research is needed to explore the potential of tangible interaction and squeezing as an input method with other patient groups. There is also the aspect of the affective interaction that should be investigated further.Masteroppgave i informasjonsvitenskapINFO390MASV-INF

    Towards Video Transformers for Automatic Human Analysis

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    [eng] With the aim of creating artificial systems capable of mirroring the nuanced understanding and interpretative powers inherent to human cognition, this thesis embarks on an exploration of the intersection between human analysis and Video Transformers. The objective is to harness the potential of Transformers, a promising architectural paradigm, to comprehend the intricacies of human interaction, thus paving the way for the development of empathetic and context-aware intelligent systems. In order to do so, we explore the whole Computer Vision pipeline, from data gathering, to deeply analyzing recent developments, through model design and experimentation. Central to this study is the creation of UDIVA, an expansive multi-modal, multi-view dataset capturing dyadic face-to-face human interactions. Comprising 147 participants across 188 sessions, UDIVA integrates audio-visual recordings, heart-rate measurements, personality assessments, socio- demographic metadata, and conversational transcripts, establishing itself as the largest dataset for dyadic human interaction analysis up to this date. This dataset provides a rich context for probing the capabilities of Transformers within complex environments. In order to validate its utility, as well as to elucidate Transformers' ability to assimilate diverse contextual cues, we focus on addressing the challenge of personality regression within interaction scenarios. We first adapt an existing Video Transformer to handle multiple contextual sources and conduct rigorous experimentation. We empirically observe a progressive enhancement in model performance as more context is added, reinforcing the potential of Transformers to decode intricate human dynamics. Building upon these findings, the Dyadformer emerges as a novel architecture, adept at long-range modeling of dyadic interactions. By jointly modeling both participants in the interaction, as well as embedding multi- modal integration into the model itself, the Dyadformer surpasses the baseline and other concurrent approaches, underscoring Transformers' aptitude in deciphering multifaceted, noisy, and challenging tasks such as the analysis of human personality in interaction. Nonetheless, these experiments unveil the ubiquitous challenges when training Transformers, particularly in managing overfitting due to their demand for extensive datasets. Consequently, we conclude this thesis with a comprehensive investigation into Video Transformers, analyzing topics ranging from architectural designs and training strategies, to input embedding and tokenization, traversing through multi-modality and specific applications. Across these, we highlight trends which optimally harness spatio-temporal representations that handle video redundancy and high dimensionality. A culminating performance comparison is conducted in the realm of video action classification, spotlighting strategies that exhibit superior efficacy, even compared to traditional CNN-based methods.[cat] Aquesta tesi busca crear sistemes artificials que reflecteixin les habilitats de comprensió i interpretació humanes a través de l'ús de Transformers per a vídeo. L'objectiu és utilitzar aquestes arquitectures per comprendre millor la interacció humana i desenvolupar sistemes intel·ligents i conscients de l'entorn. Això implica explorar àmplies àrees de la Visió per Computador, des de la recopilació de dades fins a l'anàlisi de l'estat de l'art i la prova experimental d'aquests models. Una part essencial d'aquest estudi és la creació d'UDIVA, un ampli conjunt de dades multimodal i multivista que enregistra interaccions humanes cara a cara. Amb 147 participants i 188 sessions, UDIVA inclou contingut audiovisual, freqüència cardíaca, perfils de personalitat, dades sociodemogràfiques i transcripcions de les converses. És el conjunt de dades més gran conegut per a l'anàlisi de la interacció humana diàdica i proporciona un context ric per a l'estudi de les capacitats dels Transformers en entorns complexos. Per tal de validar la seva utilitat i les habilitats dels Transformers, ens centrem en la regressió de la personalitat. Inicialment, adaptem un Transformer de vídeo per integrar diverses fonts de context. Mitjançant experiments exhaustius, observem millores progressives en els resultats amb la inclusió de més context, confirmant la capacitat dels Transformers. Motivats per aquests resultats, desenvolupem el Dyadformer, una arquitectura per interaccions diàdiques de llarga duració. Aquesta nova arquitectura considera simultàniament els dos participants en la interacció i incorpora la multimodalitat en un sol model. El Dyadformer supera la nostra proposta inicial i altres treballs similars, destacant la capacitat dels Transformers per abordar tasques complexes. No obstant això, aquestos experiments revelen reptes d'entrenament dels Transformers, com el sobreajustament, per la seva necessitat de grans conjunts de dades. La tesi conclou amb una anàlisi profunda dels Transformers per a vídeo, incloent dissenys arquitectònics, estratègies d'entrenament, preprocessament de vídeos, tokenització i multimodalitat. S'identifiquen tendències per gestionar la redundància i alta dimensionalitat de vídeos i es realitza una comparació de rendiment en la classificació d'accions a vídeo, destacant estratègies d'eficàcia superior als mètodes tradicionals basats en convolucions

    Evaluating Copyright Protection in the Data-Driven Era: Centering on Motion Picture\u27s Past and Future

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    Since the 1910s, Hollywood has measured audience preferences with rough industry-created methods. In the 1940s, scientific audience research led by George Gallup started to conduct film audience surveys with traditional statistical and psychological methods. However, the quantity, quality, and speed were limited. Things dramatically changed in the internet age. The prevalence of digital data increases the instantaneousness, convenience, width, and depth of collecting audience and content data. Advanced data and AI technologies have also allowed machines to provide filmmakers with ideas or even make human-like expressions. This brings new copyright challenges in the data-driven era. Massive amounts of text and data are the premise of text and data mining (TDM), as well as the admission ticket to access machine learning technologies. Given the high and uncertain copyright violation risks in the data-driven creation process, whoever controls the copyrighted film materials can monopolize the data and AI technologies to create motion pictures in the data-driven era. Considering that copyright shall not be the gatekeeper to new technological uses that do not impair the original uses of copyrighted works in the existing markets, this study proposes to create a TDM and model training limitations or exceptions to copyrights and recommends the Singapore legislative model. Motion pictures, as public entertainment media, have inherently limited creative choices. Identifying data-driven works’ human original expression components is also challenging. This study proposes establishing a voluntarily negotiated license institution backed up by a compulsory license to enable other filmmakers to reuse film materials in new motion pictures. The film material’s degree of human original authorship certified by film artists’ guilds shall be a crucial factor in deciding the compulsory license’s royalty rate and terms to encourage retaining human artists. This study argues that international and domestic policymakers should enjoy broad discretion to qualify data-driven work’s copyright protection because data-driven work is a new category of work. It would be too late to wait until ubiquitous data-driven works block human creative freedom and floods of data-driven work copyright litigations overwhelm the judicial systems

    Bildmedien

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    This volume brings together a selection of contributions on the forms and functions of both contemporary and historical visual media. It aims to bring a range of perspectives from philosophical, cultural studies, and media studies on the materiality, semiotics, and aesthetics of images and other visual media forms into productive dialogue with each other

    IMAGES OF THE SUBALTERN: REPRESENTATIONS OF CONTEMPORARY PORTUGUESE IDENTITY IN THE NOVELS OF VALTER HUGO MÃE

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    This thesis is unique in two ways; it is redeploying Gramsci’s notion of the subaltern to Europe, and it is the first in the English language to examine the work of contemporary Portuguese author valter hugo mãe. It examines how valter hugo mãe is altering the literary discourse of Portuguese national identity by constructing characters that subvert generally accepted notions of portugalidade by representing aspects of subalternity, thereby contributing to the development of post-nationalist thought within Portugal. This entails a re-application of Gramscian subaltern theory to the European arena after its appropriation by postcolonial theorists, and a detailed analysis of post-national, postcolonial and identity theories within a Gramscian framework, and how these have come to inform the author’s work and what this means in terms of the cultural construction of Portuguese identity. Bakhtin’s chronotope theory deepens the analysis of subalternity as it allows for a deeper understanding of how spatio-temporal literary constructions condition narratives, thereby perpetuating both hegemonic and subaltern status. The social status of the characters within valter hugo mãe’s novels is examined through an analysis of how their personal identities represent questions surrounding collective national identity in contemporary Portugal. The existing hegemonic structure is also challenged through an analysis of the representation of Portuguese religiosity and the supernatural in the tetralogy. The imposition of a certain identity upon the characters by Portuguese society, and how their acceptance or rejection of these identities affects both themselves and society as a whole allows the author to explore how meanings of identity have changed as a result of increasing globalization and the impact this has made upon collective Portuguese identity. The four novels were published between 2004 and 2010, meaning that they truly reflect anxieties that have arisen in recent times surrounding Portuguese perceptions of itself and its global status, making a study of these hugely valuable for understanding contemporary Portuguese identity
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