1,358,169 research outputs found

    Computer Art in the Former Soviet Bloc

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    Documents early computer art in the Soviet bloc and describes Marxist art theory.Comment: 28 page

    The Art of Engaging: Implications for Computer Music Systems

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    The art of engaging with computer music systems is multifaceted. This paper will provide an overview of the issues of interface between musician and computer, cognitive aspects of engagement as involvement, and metaphysical understandings of engagement as proximity. Finally, this paper will examine implications for the design of computer music systems when these issues are taken into account

    On human motion prediction using recurrent neural networks

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    Human motion modelling is a classical problem at the intersection of graphics and computer vision, with applications spanning human-computer interaction, motion synthesis, and motion prediction for virtual and augmented reality. Following the success of deep learning methods in several computer vision tasks, recent work has focused on using deep recurrent neural networks (RNNs) to model human motion, with the goal of learning time-dependent representations that perform tasks such as short-term motion prediction and long-term human motion synthesis. We examine recent work, with a focus on the evaluation methodologies commonly used in the literature, and show that, surprisingly, state-of-the-art performance can be achieved by a simple baseline that does not attempt to model motion at all. We investigate this result, and analyze recent RNN methods by looking at the architectures, loss functions, and training procedures used in state-of-the-art approaches. We propose three changes to the standard RNN models typically used for human motion, which result in a simple and scalable RNN architecture that obtains state-of-the-art performance on human motion prediction.Comment: Accepted at CVPR 1

    H Space: Interactive Augmented Reality Art

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    open accessThis artwork exploits recent research into augmented reality systems, such as the HoloLens, for building creative interaction in augmented reality. The work is being conducted in the context of interactive art experiences. The first version of the audience experience of the artwork, “H Space”, was informally tested in the SIGGRAPH 2018 Art Gallery context. Experiences with a later, improved, version was evaluated at Tsinghua University. The latest distributed version will be shown in Sydney. The paper describes the concept, the background in both the art and the technological domain and points to some of the key computer human interaction art research issues that the work highlights

    Games and Brain-Computer Interfaces: The State of the Art

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    BCI gaming is a very young field; most games are proof-of-concepts. Work that compares BCIs in a game environments with traditional BCIs indicates no negative effects, or even a positive effect of the rich visual environments on the performance. The low transfer-rate of current games poses a problem for control of a game. This is often solved by changing the goal of the game. Multi-modal input with BCI forms an promising solution, as does assigning more meaningful functionality to BCI control

    Pandora: Description of a Painting Database for Art Movement Recognition with Baselines and Perspectives

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    To facilitate computer analysis of visual art, in the form of paintings, we introduce Pandora (Paintings Dataset for Recognizing the Art movement) database, a collection of digitized paintings labelled with respect to the artistic movement. Noting that the set of databases available as benchmarks for evaluation is highly reduced and most existing ones are limited in variability and number of images, we propose a novel large scale dataset of digital paintings. The database consists of more than 7700 images from 12 art movements. Each genre is illustrated by a number of images varying from 250 to nearly 1000. We investigate how local and global features and classification systems are able to recognize the art movement. Our experimental results suggest that accurate recognition is achievable by a combination of various categories.To facilitate computer analysis of visual art, in the form of paintings, we introduce Pandora (Paintings Dataset for Recognizing the Art movement) database, a collection of digitized paintings labelled with respect to the artistic movement. Noting that the set of databases available as benchmarks for evaluation is highly reduced and most existing ones are limited in variability and number of images, we propose a novel large scale dataset of digital paintings. The database consists of more than 7700 images from 12 art movements. Each genre is illustrated by a number of images varying from 250 to nearly 1000. We investigate how local and global features and classification systems are able to recognize the art movement. Our experimental results suggest that accurate recognition is achievable by a combination of various categories.Comment: 11 pages, 1 figure, 6 table
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