6,860 research outputs found

    London Creative and Digital Fusion

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    date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capital’s creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, London’s distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusion’s innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13

    CGAMES'2009

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    Pathway to Future Symbiotic Creativity

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    This report presents a comprehensive view of our vision on the development path of the human-machine symbiotic art creation. We propose a classification of the creative system with a hierarchy of 5 classes, showing the pathway of creativity evolving from a mimic-human artist (Turing Artists) to a Machine artist in its own right. We begin with an overview of the limitations of the Turing Artists then focus on the top two-level systems, Machine Artists, emphasizing machine-human communication in art creation. In art creation, it is necessary for machines to understand humans' mental states, including desires, appreciation, and emotions, humans also need to understand machines' creative capabilities and limitations. The rapid development of immersive environment and further evolution into the new concept of metaverse enable symbiotic art creation through unprecedented flexibility of bi-directional communication between artists and art manifestation environments. By examining the latest sensor and XR technologies, we illustrate the novel way for art data collection to constitute the base of a new form of human-machine bidirectional communication and understanding in art creation. Based on such communication and understanding mechanisms, we propose a novel framework for building future Machine artists, which comes with the philosophy that a human-compatible AI system should be based on the "human-in-the-loop" principle rather than the traditional "end-to-end" dogma. By proposing a new form of inverse reinforcement learning model, we outline the platform design of machine artists, demonstrate its functions and showcase some examples of technologies we have developed. We also provide a systematic exposition of the ecosystem for AI-based symbiotic art form and community with an economic model built on NFT technology. Ethical issues for the development of machine artists are also discussed

    A Survey on Data-Driven Evaluation of Competencies and Capabilities Across Multimedia Environments

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    The rapid evolution of technology directly impacts the skills and jobs needed in the next decade. Users can, intentionally or unintentionally, develop different skills by creating, interacting with, and consuming the content from online environments and portals where informal learning can emerge. These environments generate large amounts of data; therefore, big data can have a significant impact on education. Moreover, the educational landscape has been shifting from a focus on contents to a focus on competencies and capabilities that will prepare our society for an unknown future during the 21st century. Therefore, the main goal of this literature survey is to examine diverse technology-mediated environments that can generate rich data sets through the users’ interaction and where data can be used to explicitly or implicitly perform a data-driven evaluation of different competencies and capabilities. We thoroughly and comprehensively surveyed the state of the art to identify and analyse digital environments, the data they are producing and the capabilities they can measure and/or develop. Our survey revealed four key multimedia environments that include sites for content sharing & consumption, video games, online learning and social networks that fulfilled our goal. Moreover, different methods were used to measure a large array of diverse capabilities such as expertise, language proficiency and soft skills. Our results prove the potential of the data from diverse digital environments to support the development of lifelong and lifewide 21st-century capabilities for the future society

    Lessons Learned: Facilitating a Health and Wellness Intervention for Frontline Child Welfare Workers during COVID-19

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    Child maltreatment is one of the nation’s most significant public health concerns. The estimated annual economic burden of child maltreatment in the United States is more than 292 billion (Peterson et al., 2018). In 2021, approximately four million referrals were made to child protective service agencies alleging the maltreatment of more than seven million children (U.S. Department of Health and Human Services [HHS], 2023). The primary mechanism for evaluating these referrals is the frontline child welfare workforce. Frontline child welfare workers (FCWWs) engage families and make decisions about the safety of children that directly impact children’s futures (Edwards & Wildeman, 2018). High levels of worker turnover, agency understaffing, and an inexperienced workforce constitute a national problem with concerning implications. FCWWs often prematurely leave their positions, with the average tenure being less than two years (Edwards & Wildeman, 2018). Turnover among practitioners is expensive. The estimated fiscal cost to agencies for each practitioner leaving their position is 54,000 (National Child Welfare Workforce Institute, 2016). Further, service delivery, continuity of care, and performance standards are negatively impacted when workers leave their positions (Scannapieco & Connell-Carrick, 2007)

    A Review of Commercial and Medical-Grade Physiological Monitoring Devices for Biofeedback-Assisted Quality of Life Improvement Studies

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    With the rise in wearable technology and "health culture", we are seeing an increasing interest and affordances in studying how to not only prolong life expectancy but also in how to improve individuals' quality of life. On the one hand, this attempts to give meaning to the increasing life expectancy, as living above a certain threshold of pain and lack of autonomy or mobility is both degrading and unfair. On the other hand, it lowers the cost of continuous care, as individuals with high quality of life indexes tend to have lower hospital readmissions or secondary complications, not to mention higher physical and mental health. In this paper, we evaluate the current state of the art in physiological therapy (biofeedback) along with the existing medical grade and consumer grade hardware for physiological research. We provide a quick primer on the most commonly monitored physiologic metrics, as well as a brief discussion on the current state of the art in biofeedback-assisted medical applications. We then go on to present a comparative analysis between medical and consumer grade biofeedback devices and discuss the hardware specifications and potential practical applications of each consumer grade device in terms of functionality and adaptability for controlled (laboratory) and uncontrolled (field) studies. We end this article with some empirical observations based on our study so that readers might use take them into consideration when arranging a laboratory or real-world experience, thus avoiding costly time delays and material expenditures.info:eu-repo/semantics/publishedVersio

    Deep Flow: a tentacular worlding of dance, biosensor technology, lived experience and embodied materials of the human and non-humankind

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    How to find relations between lived experience and biosensor technology in dance practice? This PaR presents a novel methodology, tentacular worlding, to explore Embodied Dance practice as lived experience, using phenomenological methods and biosensor technologies to better understand experiential aspects of dance more fully, by looking inwardly. It challenges dance practice intersecting with biosensors that visualise invisible physiological events such as heart rate, in external mediated environments, to which dancer’s respond. These ocularcentric practices illustrate only certain aspects of a dancer’s bodily engagement with technology thereby privileging vision over bodily experience. Looking outwardly neglects the vast storehouse of lived experiences that technologies used instrumentally, cannot capture. To explore the strategy of looking inwardly, a relational methodological approach tentacular worlding is applied. This inspires an interdisciplinary study of the human body in dance practice, phenomenology, technology, and ecofeminist posthumanism. Phenomenological dance methods are used to; explore whole bodily experiences; investigate bodily interactions with differing environments; and discover human relations with biosensor technologies and differing materials. It challenges ocularcentrism by blindfolding the practitioner to augment bodily sensing in the absence of visual information. Multimodal qualitative and quantitative methods are used to interpret these experiences and methods of analysis emphasise tentacular relations between lived experience, the heart, and biometric data. Tentacular worlding gave birth to the Embodied Dance practice Deep Flow, to foreground relations between lived and bodily experiencing, meditation, fascia release and heart rate variability. By looking inwardly, within an ecology of embodied experience, visible and invisible, tangible, and intangible materials, Deep Flow collapses binary notions of inside and outside, subject and object, an embodied materiality. It proposes; a return to bodily experience and embodied states of flow, to construct knowledge from a first-person perspective and to explore the complexity of relations between the heart, the human and nonhuman
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