6,576 research outputs found
Art and the science of generative AI: A deeper dive
A new class of tools, colloquially called generative AI, can produce
high-quality artistic media for visual arts, concept art, music, fiction,
literature, video, and animation. The generative capabilities of these tools
are likely to fundamentally alter the creative processes by which creators
formulate ideas and put them into production. As creativity is reimagined, so
too may be many sectors of society. Understanding the impact of generative AI -
and making policy decisions around it - requires new interdisciplinary
scientific inquiry into culture, economics, law, algorithms, and the
interaction of technology and creativity. We argue that generative AI is not
the harbinger of art's demise, but rather is a new medium with its own distinct
affordances. In this vein, we consider the impacts of this new medium on
creators across four themes: aesthetics and culture, legal questions of
ownership and credit, the future of creative work, and impacts on the
contemporary media ecosystem. Across these themes, we highlight key research
questions and directions to inform policy and beneficial uses of the
technology.Comment: This white paper is an expanded version of Epstein et al 2023
published in Science Perspectives on July 16, 2023 which you can find at the
following DOI: 10.1126/science.adh445
Grain & Noise - Artists in Synthetic Biology Labs: Constructive Disturbances of Art in Science
The collaboration between scientists and artists in the form of Artist-in-Lab residencies may not only cause a productive disturbance for a day's work in the laboratory, but also reveal new ways of understanding. Research and science communication company Biofaction has brought together artists and synthetic biologists throughout Europe in a residence program that spans four truly cross-disciplinary collaborations. The contributors to this volume share their reflections of the dynamic frictions that occurred when their artistic and scientific worlds met. These stories, where chemistry labs, tobacco plants, genetically edited bacteria, and new-to-nature enzymes collide with music, photography, film, and visual arts, infuse the ongoing dialogue between art and sciences with grain, noise, and synergies
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Investigation of an emotional virtual human modelling method
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.In order to simulate virtual humans more realistically and enable them life-like behaviours, several exploration research on emotion calculation, synthetic perception, and decision making process have been discussed. A series of sub-modules have been designed and simulation results have been presented with discussion.
A visual based synthetic perception system has been proposed in this thesis, which allows virtual humans to detect the surrounding virtual environment through a collision-based synthetic vision system. It enables autonomous virtual humans to change their emotion states according to stimuli in real time. The synthetic perception system also allows virtual humans to remember limited information within their own First-in-first-out short-term virtual memory.
The new emotion generation method includes a novel hierarchical emotion structure and a group of emotion calculation equations, which enables virtual humans to perform emotionally in real-time according to their internal and external factors. Emotion calculation equations used in this research were derived from psychologic emotion measurements. Virtual humans can utilise the information in virtual memory and emotion calculation equations to generate their own numerical emotion states within the hierarchical emotion structure. Those emotion states are important internal references for virtual humans to adopt appropriate behaviours and also key cues for their decision making.
The work introduces a dynamic emotional motion database structure for virtual human modelling. When developing realistic virtual human behaviours, lots of subjects were motion-captured whilst performing emotional motions with or without intent. The captured motions were endowed to virtual characters and implemented in different virtual scenarios to help evoke and verify design ideas, possible consequences of simulation (such as fire evacuation).
This work also introduced simple heuristics theory into decision making process in order to make the virtual human’s decision making more like real human. Emotion values are proposed as a group of the key cues for decision making under the simple heuristic structures. A data interface which connects the emotion calculation and the decision making structure together has also been designed for the simulation system
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Abstract expressions of affect
What form should happiness take? And how is disgust shaped? This research investigates how synthetic affective expressions can be designed with minimal reference to the human body. The authors propose that the recognition and attribution of affect expression can be triggered by appropriately presenting the bare essentials used in the mental processes that mediate the recognition and attribution of affect. The novelty of the proposed approach lies in the fact that it is based on mental processes involved in the recognition of affect, independent of the configuration of the human body and face. The approach is grounded in (a) research on the role of abstraction in perception, (b) the elementary processes and features relevant to visual emotion recognition and emotion attribution, and (c) how such features can be used (and combined) to generate a synthetic emotion expression. To further develop the argument for this approach they present a pilot study that shows the feasibility of combining affective features independently of the human configuration by using abstraction to create consistent emotional attributions. Finally, the authors discuss the potential implications of their approach for the design of affective robots. The developed design approach promises a maximization of freedom to integrate intuitively understandable affective expressions with other morphological design factors a technology may require, providing synthetic affective expressions that suit the inherently artificial and applied nature of affective technology
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Association of Architecture Schools in Australasia
"Techniques and Technologies: Transfer and Transformation", proceedings of the 2007 AASA Conference held September 27-29, 2007, at the School of Architecture, UTS
Data-Driven Shape Analysis and Processing
Data-driven methods play an increasingly important role in discovering
geometric, structural, and semantic relationships between 3D shapes in
collections, and applying this analysis to support intelligent modeling,
editing, and visualization of geometric data. In contrast to traditional
approaches, a key feature of data-driven approaches is that they aggregate
information from a collection of shapes to improve the analysis and processing
of individual shapes. In addition, they are able to learn models that reason
about properties and relationships of shapes without relying on hard-coded
rules or explicitly programmed instructions. We provide an overview of the main
concepts and components of these techniques, and discuss their application to
shape classification, segmentation, matching, reconstruction, modeling and
exploration, as well as scene analysis and synthesis, through reviewing the
literature and relating the existing works with both qualitative and numerical
comparisons. We conclude our report with ideas that can inspire future research
in data-driven shape analysis and processing.Comment: 10 pages, 19 figure
Visualization in spatial modeling
This chapter deals with issues arising from a central theme in contemporary computer modeling - visualization. We first tie visualization to varieties of modeling along the continuum from iconic to symbolic and then focus on the notion that our models are so intrinsically complex that there are many different types of visualization that might be developed in their understanding and implementation. This focuses the debate on the very way of 'doing science' in that patterns and processes of any complexity can be better understood through visualizing the data, the simulations, and the outcomes that such models generate. As we have grown more sensitive to the problem of complexity in all systems, we are more aware that the twin goals of parsimony and verifiability which have dominated scientific theory since the 'Enlightenment' are up for grabs: good theories and models must 'look right' despite what our statistics and causal logics tell us. Visualization is the cutting edge of this new way of thinking about science but its styles vary enormously with context. Here we define three varieties: visualization of complicated systems to make things simple or at least explicable, which is the role of pedagogy; visualization to explore unanticipated outcomes and to refine processes that interact in unanticipated ways; and visualization to enable end users with no prior understanding of the science but a deep understanding of the problem to engage in using models for prediction, prescription, and control. We illustrate these themes with a model of an agricultural market which is the basis of modern urban economics - the von Thünen model of land rent and density; a model of urban development based on interacting spatial and temporal processes of land development - the DUEM model; and a pedestrian model of human movement at the fine scale where control of such movements to meet standards of public safety is intrinsically part of the model about which the controllers know intimately. © Springer-Verlag Berlin Heidelberg 2006
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