17,131 research outputs found

    Toward a model of computational attention based on expressive behavior: applications to cultural heritage scenarios

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    Our project goals consisted in the development of attention-based analysis of human expressive behavior and the implementation of real-time algorithm in EyesWeb XMI in order to improve naturalness of human-computer interaction and context-based monitoring of human behavior. To this aim, perceptual-model that mimic human attentional processes was developed for expressivity analysis and modeled by entropy. Museum scenarios were selected as an ecological test-bed to elaborate three experiments that focus on visitor profiling and visitors flow regulation

    A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment

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    We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive attention-getting output and encourage the transition to voluntary interactive behaviour. The iMime system consists of a character animation engine based on the interaction metaphor of a mime performer that simulates non-verbal communication strategies, without spoken dialogue, to capture and hold the attention of a viewer. The system was developed in the context of a project studying care of dementia sufferers. Care for a dementia sufferer can place unreasonable demands on the time and attentional resources of their caregivers or family members. Our study contributes to the eventual development of a system aimed at providing relief to dementia caregivers, while at the same time serving as a source of pleasant interactive entertainment for viewers. The work reported here is also aimed at a more general study of the design of interactive entertainment systems involving a mixture of voluntary and involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho

    Dynamic urban projection mapping

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    “Dynamic projection mapping” is a variation of the best-known “projection mapping”. It considers the perceptual analysis of the urban landscape in which the video projection and the observer’s displacement speed are hypothesized. This latter, in particular, is variable and may depend on factors not directly controllable by the driver (slowdowns due to accidents, rallies, etc.). This speed can be supported and controlled by a number of traffic flow measurement systems. These data are available on the internet, like Google Maps APIs and/or speed sensors located close to the point of interest. The content of projection becomes dynamic and varies according to how the observer perceives the vehicle: slow, medium, fast

    The intangible material of interactive art:agency, behavior and emergence

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    Aquest article presenta una anàlisi conceptual d'algunes de les nocions bàsiques per a la pràctica de l'art interactiu i les relacions entre aquestes nocions. Un bon coneixement d'aquestes nocions és fonamental per a la creació de l'estètica dels sistemes amb un comportament artístic. La interactivitat, l'agència, el comportament i l'emergència es presenten com a pilars fonamentals d'aquesta pràctica, comprenent que són com a mínim tan importants com els materials que físicament instancien els components i les instal·lacions que constitueixen el cos de l'art interactiu. La interactivitat es defineix i es confronta amb la metàfora de la conversació i la idea del disseny de sistemes interactius amb finalitats artístiques. Les nocions d'agència, comportament i performativitat es revisen a través de la lectura de la interpretació d'Andrew Pickering per a la ontologia de la cibernètica i en relació amb les pràctiques artístiques interactives. Finalment, el concepte d'emergència i l'emergència relativa a un model de Peter Cariani es presenten com a un marc teorètic en el qual es pot basar l'anàlisi i la creació de comportaments inesperats i no dissenyats prèviament en sistemes interactius.This paper presents a conceptual analysis of some of the basic notions for the practice of interactive art and the relations among them. A sound understanding of these notions is essential for the creation of the aesthetics of artistically behaving systems. Interactivity, agency, behavior and emergence are presented as the building blocks of this practice, understanding that they are at least as important as the materials that physically instantiate the pieces and installations that constitute the body of interactive art. Interactivity is defined and confronted to the metaphor of the conversation and to the idea of designing interactive systems with artistic purposes. The notions of agency, behavior and performativity are reviewed through the reading of Andrew Pickering’s account for the ontology of Cybernetics and in relation to interactive art practices. Finally, the concept of emergence and Peter Cariani’s emergence-relative-to-a-model are presented as a theoretical framework with which the analysis and creation of unexpected and non pre-designed behaviors in interactive systems can be based.Este artículo presenta un análisis conceptual de algunas de las nociones básicas para la práctica del arte interactivo y las relaciones entre estas. Un buen conocimiento de estas nociones es fundamental para la creación de la estética de los sistemas con un comportamiento artístico. La interactividad, la entidad, el comportamiento y la emergencia se presentan como los pilares fundamentales de esta práctica, comprendiendo que son como mínimo tan importantes como los materiales que físicamente instancian los componentes e instalaciones que constituyen el cuerpo del arte interactivo. La interactividad se define y confronta con la metáfora de la conversación y la idea del diseño de sistemas interactivos con fines artísticos. Las nociones de entidad, comportamiento y performatividad se revisan a través de la lectura de la interpretación de Andrew Pickering para la ontología de la cibernética y en relación con las prácticas artísticas interactivas. Por último, el concepto de emergencia y la emergencia relativa a un modelo de Peter Cariani se presentan como un marco teorético en el que se puede basar el análisis y la creación de comportamientos inesperados y no diseñados previamente en sistemas interactivos

    Towards Secure and Safe Appified Automated Vehicles

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    The advancement in Autonomous Vehicles (AVs) has created an enormous market for the development of self-driving functionalities,raising the question of how it will transform the traditional vehicle development process. One adventurous proposal is to open the AV platform to third-party developers, so that AV functionalities can be developed in a crowd-sourcing way, which could provide tangible benefits to both automakers and end users. Some pioneering companies in the automotive industry have made the move to open the platform so that developers are allowed to test their code on the road. Such openness, however, brings serious security and safety issues by allowing untrusted code to run on the vehicle. In this paper, we introduce the concept of an Appified AV platform that opens the development framework to third-party developers. To further address the safety challenges, we propose an enhanced appified AV design schema called AVGuard, which focuses primarily on mitigating the threats brought about by untrusted code, leveraging theory in the vehicle evaluation field, and conducting program analysis techniques in the cybersecurity area. Our study provides guidelines and suggested practice for the future design of open AV platforms

    Art/Sci Nexus, 9 Evenings Revisited

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    Following the exhibition of Hybrid Bodies at KKW in 2016 Andrew Carnie and I were invited back to act as mentors to a group of young artists and scientists from all over Europe undertaking a week long workshop designed to lead to new art/science collaborations. We were also invited to present the Hybrid Bodies project at a one day public event preceding the workshop
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