7,330 research outputs found
Historic Costume Simulation and its Application
This study highlights the potential of new technology as a means to provide new possibility for costumes in fragile condition to be utilised. The aim of this study is to create accurate digital duplicates of costumes from historical sources, and to explore the possibility of developing them as an exhibitory and educational method applying 3D apparel CAD and new media. To achieve this, three attributes for qualities of effective digital costumes were suggested: faithful reproduction, virtual fabrication, and interactive and stereographic appreciation. Based on these qualities, digital costumes and a PC application were produced and evaluated
Research on the Impact of Human-Computer Interaction Design on Employeesâ Creativity and Innovation Ability in Work Scenarios
The importance of human-computer interaction design in modern work environments is gradually being recognized. More and more companies are realizing that excellent human-computer interaction design can enhance employeesâ creativity and innovation ability. This article will discuss this topic and explore the impact of human-computer interaction design in work scenarios on employeesâ creativity and innovation ability
Dance Generation by Sound Symbolic Words
This study introduces a novel approach to generate dance motions using
onomatopoeia as input, with the aim of enhancing creativity and diversity in
dance generation. Unlike text and music, onomatopoeia conveys rhythm and
meaning through abstract word expressions without constraints on expression and
without need for specialized knowledge. We adapt the AI Choreographer framework
and employ the Sakamoto system, a feature extraction method for onomatopoeia
focusing on phonemes and syllables. Additionally, we present a new dataset of
40 onomatopoeia-dance motion pairs collected through a user survey. Our results
demonstrate that the proposed method enables more intuitive dance generation
and can create dance motions using sound-symbolic words from a variety of
languages, including those without onomatopoeia. This highlights the potential
for diverse dance creation across different languages and cultures, accessible
to a wider audience. Qualitative samples from our model can be found at:
https://sites.google.com/view/onomatopoeia-dance/home/
Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality
Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields
A Digital Aesthetics? Artificial Intelligence and the Future of the Art
Artificial intelligence has brought about significant changes in various creative domains, sparking discussions about the nature of art and its authenticity in the era of AI. Some scholars assert that the computer monitor now serves as a canvas, a brush, a musical instrument, and even an art tutor, leading us to explore deeper connections between AI and creativity. However, in this presentation, we wish to emphasize the humanistic dimension of creative processes once more. we acknowledge the role of AI in enhancing creative endeavors, but we firmly believe that human creativity remains paramount in the production of artistic works. The current notion of machines replacing artists is, in our view, more of a media sensation than a reality. Examining the history of electronic arts, our paper argues that claims of AI's artistic superiority are not novel; they echo similar trends from the past. The current enthusiasm mirrors earlier media frenzies. While the sciences have made significant strides in unraveling the mysteries of the human brain, our understanding of the intricacies of our remarkably creative minds, their origins, and their fulfillment in our brains remains quite limited. Until these processes are thoroughly comprehended, artistic creation will continue to be a distinctly human endeavor
ID.8: Co-Creating Visual Stories with Generative AI
Storytelling is an integral part of human culture and significantly impacts
cognitive and socio-emotional development and connection. Despite the
importance of interactive visual storytelling, the process of creating such
content requires specialized skills and is labor-intensive. This paper
introduces ID.8, an open-source system designed for the co-creation of visual
stories with generative AI. We focus on enabling an inclusive storytelling
experience by simplifying the content creation process and allowing for
customization. Our user evaluation confirms a generally positive user
experience in domains such as enjoyment and exploration, while highlighting
areas for improvement, particularly in immersiveness, alignment, and
partnership between the user and the AI system. Overall, our findings indicate
promising possibilities for empowering people to create visual stories with
generative AI. This work contributes a novel content authoring system, ID.8,
and insights into the challenges and potential of using generative AI for
multimedia content creation
Leveraging Large Models for Crafting Narrative Visualization: A Survey
Narrative visualization effectively transforms data into engaging stories,
making complex information accessible to a broad audience. Large models,
essential for narrative visualization, inherently facilitate this process
through their superior ability to handle natural language queries and answers,
generate cohesive narratives, and enhance visual communication. Inspired by
previous work in narrative visualization and recent advances in large models,
we synthesized potential tasks and opportunities for large models at various
stages of narrative visualization. In our study, we surveyed 79 papers to
explore the role of large models in automating narrative visualization
creation. We propose a comprehensive pipeline that leverages large models for
crafting narrative visualization, categorizing the reviewed literature into
four essential phases: Data, Narration, Visualization, and Presentation.
Additionally, we identify nine specific tasks where large models are applied
across these stages. This study maps out the landscape of challenges and
opportunities in the LM4NV process, providing insightful directions for future
research and valuable guidance for scholars in the field.Comment: 20 pages,6 figures, 2 table
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