2,182 research outputs found
Roots Reloaded. Culture, Identity and Social Development in the Digital Age
This edited volume is designed to explore different perspectives of culture, identity and social development using the impact of the digital age as a common thread, aiming at interdisciplinary audiences. Cases of communities and individuals using new technology as a tool to preserve and explore their cultural heritage alongside new media as a source for social orientation ranging from language acquisition to health-related issues will be covered. Therefore, aspects such as Art and Cultural Studies, Media and Communication, Behavioral Science, Psychology, Philosophy and innovative approaches used by creative individuals are included. From the Aboriginal tribes of Australia, to the Maoris of New Zealand, to the mystical teachings of Sufi brotherhoods, the significance of the oral and written traditions and their current relation to online activities shall be discussed in the opening article. The book continues with a closer look at obesity awareness support groups and their impact on social media, Facebook usage in language learning context, smartphone addiction and internet dependency, as well as online media reporting of controversial ethical issues. The Digital progress has already left its dominating mark as the world entered the 21st century. Without a doubt, as technology continues its ascent, society will be faced with new and altering values in an effort to catch-up with this extraordinary Digitization, adapt satisfactorily in order to utilize these strong developments in everyday life
Designing speculative artifacts
In recent decades, Mark Weiser's vision of ubiquitous computing has become today's reality through embedded electronics, the rise of machine learning, and the proliferation of wireless Internet access. This development brings not only opportunities but also new challenges for the Human-Computer Interaction (HCI) community. Technology, for example, is (1) entering novel application scenarios and pristine interaction environments, (2) leaving the screen and conquering the physical world, and (3) changing the previous tool-like nature of computers to social, self-learning, and pro-active entities. As a result, there are no already established interaction paradigms, metaphors, and design strategies for designing such systems.
Thus, HCI faces questions about the interaction design in the context of embedded systems and novel materials, the conceptualization of intelligent systems in everyday environments, and, subsequently, the consequences on human-technology relations.
To approach such questions, a standard tool in HCI research is the human-centered design process, which creates knowledge about user needs and considers user perspectives to inform design decisions. Observations and interviews are used to understand the context, workflow, or tools, before developing ideas and concepts for technological improvements or solutions. This process has proven to be effective when dealing with matters familiar to users, such as their workplaces, leading to improved workflows and experiences. However, it remains open how design can be grounded if future technologies result in unfamiliar situations. When people can no longer contribute with their domain knowledge, what are novel interaction concepts, paradigms, and designs based on?
To tackle these problems, I present and discuss a programmatic design approach to generate original design ideas and concepts. This approach builds on Speculative and Critical Design practices within the HCI context. The main idea central to this work is to create designs using real-world patterns to inform HCI since these patterns still comply with users' prior knowledge, experiences, and perception of fundamental social or natural principles. Such Real-World Patterns (RWP) can be familiar metaphors, morphologies, or mental models - e.g., understanding causality in the physical world or knowing the basic working principles of musical instruments. These patterns are chosen and then transferred into designs to meet or contradict users' expectations of the technology in order to create confrontational situations in which new perspectives are opened up. Based on the confrontation with the speculative artifacts, implications and requirements are deduced, which in reverse can be applied to future technologies.
The projects presented apply this approach in various HCI research domains, including human-robot interaction, new interfaces for musical expression, and deformable and flexible interfaces. In this dissertation, I reflect on the approach using three questions: (Q1) How does the use of RWPs complement the Research through Design practice?; (Q2) How can RWPs be instrumentalized in the design of HCI systems?; and (Q3) How does the use of RWPs in design affect the relation between humans and technology?
This thesis contributes (1) an overview of the approach as well as three perspectives which are instrumental in understanding and applying RWPs in the design of HCI, (2) eight speculative artifacts, which exemplify the approach, (3) theories and concepts inspired by the used RWPs, and (4) empirical knowledge deduced from the associated studies and surveys.In den letzten Jahrzehnten ist Mark Weisers Vision des Ubiquitous Computing durch eingebettete Systeme, den Aufstieg künstlicher Intelligenz und die Verbreitung des drahtlosen Internetzugangs zur heutigen Lebensrealität geworden. Diese Entwicklung bringt nicht nur Chancen, sondern auch neue Herausforderungen für die Human Computer Interaction (HCI) Community mit sich. Technologien dringen bspw. in neuartige Anwendungsszenarien und noch unberührte Interaktionsumgebungen ein, verlassen den Bildschirm und erobern die physische Welt und verändern so den bisherigen werkzeugartigen Charakter von Computern zu sozialen, selbstlernenden und proaktiven Entitäten. Infolgedessen gibt es keine bereits etablierten Interaktionsparadigmen, Metaphern und Designstrategien, auf die für die Gestaltung solcher Systeme zurückgegriffen werden könnte.
Für die HCI stellen sich daher Fragen zur Interaktionsgestaltung im Kontext eingebetteter Systeme und neuartiger Materialien, zur Konzeptualisierung intelligenter Maschinen in Alltagsumgebungen und folglich zu den Auswirkungen auf die Beziehung, in der Mensch und Technologie zueinander stehen.
Um sich solchen Fragen zu nähern, ist in der HCI der Human-Centered Design Prozess eine verbreitete Vorgehensweise, die Erkenntnisse über die Bedürfnisse der Benutzer:innen schafft und deren Perspektive bei Designentscheidungen berücksichtigt. Beobachtungen und Interviews werden genutzt, um den Kontext, die Arbeitsabläufe oder Werkzeuge zu verstehen, bevor Ideen und Konzepte für technische Lösungen entwickelt werden. Dieses Vorgehen hat sich als effektiv erwiesen und führt zu Verbesserungen von Technologien, solange die betreffenden Situationen den Nutzer:innen vertraut sind. Offen bleibt jedoch, worauf Design-Konzepte bauen können, wenn zukünftige Technologien zu ungewohnten Situationen führen. Worauf basieren neuartige Interaktionskonzepte, Paradigmen und Entwürfe, wenn Menschen nicht mehr mit ihrem Fachwissen und Erfahrungen beitragen können?
Um diese Problematik anzugehen, präsentiere und diskutiere ich in dieser Dissertation einen programmatischen Ansatz, um neuartige Designideen und -konzepte zu entwickeln. Dieser baut auf den Praktiken des spekulativen und kritischen Designs im HCI-Kontext auf. Im Mittelpunkt steht die Entwicklung von Designs unter Verwendung von Mustern aus der realen Welt, da diese das Vorwissen der Nutzer:innen sowie soziale und natürliche Prinzipien einbeziehen. Bei solchen Real-World Patterns (RWP) kann es sich um vertraute Metaphern, Morphologien oder mentale Modelle handeln, bspw. um das Verständnis von Kausalität in der physischen Welt oder um die Kenntnis der grundlegenden Funktionsprinzipien von Musikinstrumenten. Potentielle Muster werden ausgewählt und derart in Entwürfe übertragen, dass die Erwartungen der Nutzer:innen an die Technologie erfüllt oder ihnen widersprochen wird. So werden konfrontative Situationen geschaffen, in denen sich neue Perspektiven eröffnen. Aus der Konfrontation mit den spekulativen Artefakten werden Implikationen und Anforderungen abgeleitet, die sich im Umkehrschluss auf zukünftige Technologien anwenden lassen.
Die vorgestellten Projekte wenden diesen Ansatz in verschiedenen HCI-Forschungsbereichen an, unter anderem in der Mensch-Roboter-Interaktion, im Kontext neuer Schnittstellen für die musikalische Interaktion, sowie für deformierbare und flexible Schnittstellen. In dieser Dissertation reflektiere ich den Ansatz anhand dreier Fragen: (Q1) Wie ergänzt der Einsatz von RWPs die Research through Design Praxis?; (Q2) Wie können RWPs für das Design von HCI-Systemen instrumentalisiert werden?; und (Q3) Wie beeinflusst der Einsatz von RWPs die Beziehung zwischen Mensch und Technologie?
Der Beitrag dieser Arbeit liegt in (1) einem Überblick über den Ansatz sowie in den drei Perspektiven, die für das Verständnis und die Anwendung von RWPs in der Gestaltung von HCI maßgeblich sind, (2) den acht spekulativen Artefakten, die den Ansatz beispielhaft darstellen, (3) den Theorien und Konzepten, die von den verwendeten RWPs inspiriert sind, und (4) den empirischen Erkenntnissen, die aus den zugehörigen Studien und Umfragen abgeleitet wurden
Artificial Intelligence Music Generators in Real Time Jazz Improvisation: a performer’s view
Μια αμφιλεγόμενη είσοδος γεννητριών μουσικής τεχνητής νοημοσύνης στον κόσμο της μουσικής σύνθεσης και ερμηνείας καλπάζει επί του παρόντος. Γόνιμη έρευνα που πηγάζει απο τομείς όπως η ανάκτηση πληροφοριών μουσικής, τα νευρονικά δίκτυα και η βαθιά μάθηση, μεταξύ άλλων, διαμορφώνει αυτό το μέλλον. Ενσωματωμένα και μη ενσωματωμένα συστήματα τεχνητής νοημοσύνης έχουν εισέλθει στον κόσμο της τζαζ προκειμένου να συνδημιουργήσουν ιδιωματικούς μουσικούς αυτοσχεδιασμούς. Αυτή η διπλωματική εξετάζει τους προκύπτοντες μελωδικούς αυτοσχεδιασμούς που παράγονται από τις γεννήτριες OMax, ImproteK και Djazz (OID) μέσω του φακού των στοιχείων της μουσικής και το κάνει από την άποψη ενός ερμηνευτή. Η ανάλυση βασίζεται κυρίως στην αξιολόγηση των ήδη δημοσιευμένων αποτελεσμάτων, καθώς και σε μια μελέτη περίπτωσης που πραγματοποίηθηκε κατά την ολοκλήρωση αυτής της εργασίας που περιλαμβάνει την απόδοση, την ακρόαση και την αξιολόγηση των παραγόμενων αυτοσχεδιασμών του OMax. Επίσης, η εργασία ασχολείται με φιλοσοφικά ζητήματα, με τα γνωστικά θεμέλια του συναισθήματος και του νοήματος και παρέχει μια ολοκληρωμένη ανάλυση της λειτουργικότητας του OID.A highly controversial entrance of Artificial Intelligence (AI) music generators in the world of music composition and performance is currently advancing. A fruitful research from Music Information Retrieval, Neural Networks and Deep Learning, among other areas, are shaping this future. Embodied and non-embodied AI systems have stepped into the world of jazz in order to co-create idiomatic music improvisations. But how musical these improvisations are? This dissertation looks at the resulted melodic improvisations produced by OMax, ImproteK and Djazz (OID) AI generators through the lens of the elements of music and it does so from a performer’s point of view. The analysis is based mainly on the evaluation of already published results as well as on a case study I carried out during the completion of this essay which includes performance, listening and evaluation of generated improvisations of OMax. The essay also reflects upon philosophical issues, cognitive foundations of emotion and meaning and provides a comprehensive analysis of the functionality of OID
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Problem-Solving Pedagogy: A Foundation for Restructuring, Updating, and Improving Undergraduate Theory and Musicianship Curricula
The goal of this thesis is to provide the ideological and practical foundation for an improved approach to undergraduate theory and musicianship pedagogy. I will discuss the structure of conventional theory programs and explore problems inherent to traditional curriculum design. Problem-solving pedagogy, an approach rooted in creative composition and improvisation, will be presented as a complement to traditional theory pedagogy. Balancing problem-solving pedagogy with a more traditional pedagogical approach will provide a practical foundation for improving undergraduate theory and musicianship curricula
2D to 3D non photo realistic character transformation and morphing (computer animation)
This research concerns the transformation and morphing between a full body 2D and 3D animated character. This practice based research will examine both technical and aesthetic techniques for enhancing morphing of animated characters. Stylized character transformations from A to B and from B to A, where details like facial expression, body motion, texture are to be expressively transformed aesthetically in a narrated story.
Currently it is hard to separate 2D and 3D animation in a mix media usage. If we analyse and breakdown these graphical components, we could actually find a distinction as to how these 2D and 3D element increase the information level and complexity of storytelling. However, if we analyse it from character animation perspective, instance transformation of a digital character from 2D to 3D is not possible without post production techniques, pre-define 3D information such as blend shape or complex geometry data and mathematic calculation.
There are mainly two elements to this investigation. The primary element is the design system of such stylizes character in 2D and 3D. Currently many design systems (morphing software) are based on photo realistic artifacts such as Fanta Morph, Morph Buster, Morpheus, Fun Morph and etc. This investigation will focus on non photo realistic character morphing. In seeking to define the targeted non photo realistic, illustrated stylize 2D and 3D character, I am examining the advantages and disadvantages of a number of 2D illustrated characters in respect to 3D morphing. This investigation could also help to analyse the efficiency and limitation of such 2D and 3D non photo realistic character design and transformation where broader techniques will be explored.
The secondary element is the theoretical investigation by relating how such artistic and technical morphing idea is being used in past and today films/games. In a narrated story contain character that acts upon a starting question or situation and reacts on the event. The gap between his aim and the result of his acting, the gap between his vision and his personality creates the dramatic tension. I intend to distinguish the possibility of identifying a transitional process of voice between narrator and morphing character, while also illustrating, through visual terminology, the varying fluctuations between two speaking agents. I intend to prove and insert sample demonstrating “morphing” is not just visually important but have direct impact on storytelling
Automated Rhythmic Transformation of Drum Recordings
Within the creative industries, music information retrieval techniques are now being applied in a variety of music creation and production applications. Audio artists incorporate techniques from music informatics and machine learning (e.g., beat and metre detection) for generative content creation and manipulation systems within the music production setting. Here musicians, desiring a certain sound or aesthetic influenced by the style of artists they admire, may change or replace the rhythmic pattern and sound characteristics (i.e., timbre) of drums in their recordings with those from an idealised recording (e.g., in processes of redrumming and mashup creation). Automated transformation systems for rhythm and timbre can be powerful tools for music producers, allowing them to quickly and easily adjust the different elements of a drum recording to fit the overall style of a song. The aim of this thesis is to develop systems for automated transformation of rhythmic patterns of drum recordings using a subset of techniques from deep learning called deep generative models (DGM) for neural audio synthesis. DGMs such as autoencoders and generative adversarial networks have been shown to be effective for transforming musical signals in a variety of genres as well as for learning the underlying structure of datasets for generation of new audio examples. To this end, modular deep learning-based systems are presented in this thesis with evaluations which measure the extent of the rhythmic modifications generated by different modes of transformation, which include audio style transfer, drum translation and latent space manipulation. The evaluation results underscore both the strengths and constraints of DGMs for transformation of rhythmic patterns as well as neural synthesis of drum sounds within a variety of musical genres. New audio style transfer (AST) functions were specifically designed for mashup-oriented drum recording transformation. The designed loss objectives lowered the computational demands of the AST algorithm and offered rhythmic transformation capabilities which adhere to a larger rhythmic structure of the input to generate music that is both creative and realistic. To extend the transformation possibilities of DGMs, systems based on adversarial autoencoders (AAE) were proposed for drum translation and continuous rhythmic transformation of bar-length patterns. The evaluations which investigated the lower dimensional representations of the latent space of the proposed system based on AAEs with a Gaussian mixture prior (AAE-GM) highlighted the importance of the structure of the disentangled latent distributions of AAE-GM. Furthermore, the proposed system demonstrated improved performance, as evidenced by higher reconstruction metrics, when compared to traditional autoencoder models. This implies that the system can more accurately recreate complex drum sounds, ensuring that the produced rhythmic transformation maintains richness of the source material. For music producers, this means heightened fidelity in drum synthesis and the potential for more expressive and varied drum tracks, enhancing the creativity in music production. This work also enhances neural drum synthesis by introducing a new, diverse dataset of kick, snare, and hi-hat drum samples, along with multiple drum loop datasets for model training and evaluation. Overall, the work in this thesis increased the profile of the field and hopefully will attract more attention and resources to the area, which will help drive future research and development of neural rhythmic transformation systems
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3D (embodied) projection mapping and sensing bodies : a study in interactive dance performance
This dissertation identifies the synergies between physical and virtual environments when designing for immersive experiences in interactive dance performances. The integration of virtual information in physical space is transforming our interactions and experiences with the world. By using the body and creative expression as the interface between real and virtual worlds, dance performance creates a privileged framework to research and design interactive mixed reality environments and immersive augmented architectures. The research is primarily situated in the fields of visual art and interaction design. It combines performance with transdisciplinary fields and intertwines practice with theory. The theoretical and conceptual implications involved in designing and experiencing immersive hybrid environments are analyzed using the reality–virtuality continuum. These theories helped frame the ways augmented reality architectures are achieved through the integration of dance performance with digital software and reception displays. They also helped identify the main artistic affordances and restrictions in the design of augmented reality and augmented virtuality environments for live performance. These pervasive media architectures were materialized in three field experiments, the live dance performances. Each performance was created in three different stages of conception, design and production. The first stage was to “digitize” the performer’s movement and brain activity to the virtual environment and our system. This was accomplished through the use of depth sensor cameras, 3D motion capture, and brain computer interfaces. The second stage was the creation of the computational architecture and software that aggregates the connections and mapping between the physical body and the spatial dynamics of the virtual environment. This process created real-time interactions between the performer’s behavior and motion and the real-time generative computer 3D graphics. Finally, the third stage consisted of the output modality: 3D projector based augmentation techniques were adopted in order to overlay the virtual environment onto physical space. This thesis proposes and lays out theoretical, technical, and artistic frameworks between 3D digital environments and moving bodies in dance performance. By sensing the body and the brain with the 3D virtual environments, new layers of augmentation and interactions are established, and ultimately this generates mixed reality environments for embodied improvisational self-expression.Radio-Television-Fil
An Evolutionary Framework for Culture: Selectionism versus Communal Exchange
Dawkins' replicator-based conception of evolution has led to widespread
mis-application selectionism across the social sciences because it does not
address the paradox that inspired the theory of natural selection in the first
place: how do organisms accumulate change when traits acquired over their
lifetime are obliterated? This is addressed by von Neumann's concept of a
self-replicating automaton (SRA). A SRA consists of a self-assembly code that
is used in two distinct ways: (1) actively deciphered during development to
construct a self-similar replicant, and (2) passively copied to the replicant
to ensure that it can reproduce. Information that is acquired over a lifetime
is not transmitted to offspring, whereas information that is inherited during
copying is transmitted. In cultural evolution there is no mechanism for
discarding acquired change. Acquired change can accumulate orders of magnitude
faster than, and quickly overwhelm, inherited change due to differential
replication of variants in response to selection. This prohibits a selectionist
but not an evolutionary framework for culture. Recent work on the origin of
life suggests that early life evolved through a non-Darwinian process referred
to as communal exchange that does not involve a self-assembly code, and that
natural selection emerged from this more haphazard, ancestral evolutionary
process. It is proposed that communal exchange provides a more appropriate
evolutionary framework for culture than selectionism. This is supported by a
computational model of cultural evolution and a network-based program for
documenting material cultural history, and it is consistent with high levels of
human cooperation.Comment: 18 pages; 2 tables and 11 figures embedded in tex
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