4,724 research outputs found

    Homo ludens-designing tomorrow's games

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    In an electronic and cybernetic world, when one is faced with the task of devising different kinds of interaction among participants, it is worth reflecting that, out of the many and various activities which people engage in, there is one kind of activity which has been cultivated, practised and performed for thousands of years by all members of society. This is the playing of games

    The Fractured Memory of a Mind’s Eye

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    The work I create is informed by questioning reality/identity, the fractalizing planes of existence our essence occupies, and the artifacts of memory experience navigating through space time. While existing in this realm of oversaturated media and neon glow, I question the effects of pervasive data systems overloading or programming the mental software we possess. My work includes humor as a means of exploring these conventions while also displaying psychedelic surrealist imagery to help break away from the conscious prison this existence births our concept apparatuses within

    Actors, Avatars and Agents: Potentials and Implications of Natural Face Technology for the Creation of Realistic Visual Presence

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    We are on the cusp of creating realistic, interactive, fully rendered human faces on computers that transcend the “uncanny valley,” widely known for capturing the phenomenon of “eeriness” in faces that are almost, but not fully realistic. Because humans are hardwired to respond to faces in uniquely positive ways, artificial realistic faces hold great promise for advancing human interaction with machines. For example, realistic avatars will enable presentation of human actors in virtual collaboration settings with new levels of realism; artificial natural faces will allow the embodiment of cognitive agents, such as Amazon’s Alexa or Apple’s Siri, putting us on a path to create “artificial human” entities in the near future. In this conceptual paper, we introduce natural face technology (NFT) and its potential for creating realistic visual presence (RVP), a sensation of presence in interaction with a digital actor, as if present with another human. We contribute a forward-looking research agenda to information systems (IS) research, comprising terminology, early conceptual work, concrete ideas for research projects, and a broad range of research questions for engaging with this emerging, transformative technology as it becomes available for application. By doing so, we respond to calls for “blue ocean research” that explores unchartered territory and makes a novel technology accessible to IS early in its application. We outline promising areas of application and foreshadow philosophical, ethical, and conceptual questions for IS research pertaining to the more speculative phenomena of “living with artificial humans.

    Facial Expression Retargeting from Human to Avatar Made Easy

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    Facial expression retargeting from humans to virtual characters is a useful technique in computer graphics and animation. Traditional methods use markers or blendshapes to construct a mapping between the human and avatar faces. However, these approaches require a tedious 3D modeling process, and the performance relies on the modelers' experience. In this paper, we propose a brand-new solution to this cross-domain expression transfer problem via nonlinear expression embedding and expression domain translation. We first build low-dimensional latent spaces for the human and avatar facial expressions with variational autoencoder. Then we construct correspondences between the two latent spaces guided by geometric and perceptual constraints. Specifically, we design geometric correspondences to reflect geometric matching and utilize a triplet data structure to express users' perceptual preference of avatar expressions. A user-friendly method is proposed to automatically generate triplets for a system allowing users to easily and efficiently annotate the correspondences. Using both geometric and perceptual correspondences, we trained a network for expression domain translation from human to avatar. Extensive experimental results and user studies demonstrate that even nonprofessional users can apply our method to generate high-quality facial expression retargeting results with less time and effort.Comment: IEEE Transactions on Visualization and Computer Graphics (TVCG), to appea

    Making Ourselves Visible: Mobilizing Micro-Autoethnography in the Study of Self-Representation and Interface Affordances

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    Avatar customization and self-representation in games has been widely studied. In this paper, I propose the use of micro-autoethnography as a complementary methodology in such studies. I propose such an approach, theoretically and methodologically informed by Actor-Network Theory, as a way for researchers to situate themselves within their own studies of identity and play in games. I present a micro-autoethnographic study in which I, the researcher, attempt to create the same avatar in eight different Character Creation Interfaces (CCIs), otherwise known as a "trans-ludic" avatar. Implications for a micro-autoethnographic approach to avatar and identity research are discussed

    Whom Do You Want to Be Friends With: An Extroverted or an Introverted Avatar? Impacts of the Uncanny Valley Effect and Conversational Cues

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    With the rapid growth of social virtual reality platforms, an increasing number of people will be interacting with others as avatars in virtual environments. Therefore, it is essential to develop a better understanding of the factors that could impact initial personality assessments and how they affect the willingness of people to befriend one another. Thin-slice judgment constitutes a quick judgment of a personality based on an avatar, and it could be impacted by the avatar’s appearance, particularly if the avatar elicits an uncanny valley effect that brings negative emotions such as eerieness. However, personality judgments and friendship decisions could also be influenced by social cues, such as conversational style. This experimental study investigated how these factors impact willingness to make friends with others in a virtual world. Drawing upon the uncanny valley effect and thin-slice judgment, this study examined how different levels of realism and conversational cues influence trustworthiness, likeability, and the willingness to be a friend. Furthermore, the current study tried to shed light on the interaction effects of realism and conversational cues to the dependent variables. In other words, this study investigated how this eventually influences one’s willingness to be a friend under the thin-slice judgment when personality judgments result from the negative feeling (i.e., eeriness) of the uncanny valley effect and social cues are conflicted. To this end, a 2 (realism: cartoonish vs. hyper-realistic) x 2 (conversational cues: extroverted vs. introverted) between-subjects online experiment was conducted. The results showed that trustworthiness and likeability significantly impacted the willingness to be a friend. Furthermore, realism and conversational cues marginally affected the willingness to be a friend. Keywords: uncanny valley effect, thin-slice judgment, avatar, personality judgment, willingness to be a frien

    Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia

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    open access articleBackground: Art enhances both physical and mental health wellbeing. The health benefits include reduction in blood pressure, heart rate, pain perception and briefer inpatient stays, as well as improvement of communication skills and self-esteem. In addition to these, people living with dementia benefit from reduction of their noncognitive, behavioural changes, enhancement of their cognitive capacities and being socially active. Methods: The current study represents a narrative general literature review on available studies and knowledge about contribution of Artificial Intelligence (AI) in creative arts. Results: We review AI visual arts technologies, and their potential for use among people with dementia and care, drawing on similar experiences to date from traditional art in dementia care. Conclusion: The virtual reality, installations and the psychedelic properties of the AI created art provide a new venue for more detailed research about its therapeutic use in dementia

    Tracing a paradigm for externalization: Avatars and the GPII Nexus

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    We will situate the concept of an avatar (a working simulacrum of part of a system separated from it in space or time) with respect to traditional concepts of programming language and systems design. Whilst much theory and practice argues in favour of insulation (the creation of architectural boundaries prohibiting the leakage of information) we will find that many successful systems take a diametrically opposed approach. We name this family of systems as those based on externalised state transfer. Rather than hiding implementation details behind APIs, object interfaces or similar, these systems actively advertise their internal structure and its coordinates via data and metadata. Examples of these systems include RESTful web applications, MIDI devices, and the DWARF debugging file format. We discuss such systems and how we can purposefully design new systems embodying such virtues in a more distilled form

    LaughTalk: Expressive 3D Talking Head Generation with Laughter

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    Laughter is a unique expression, essential to affirmative social interactions of humans. Although current 3D talking head generation methods produce convincing verbal articulations, they often fail to capture the vitality and subtleties of laughter and smiles despite their importance in social context. In this paper, we introduce a novel task to generate 3D talking heads capable of both articulate speech and authentic laughter. Our newly curated dataset comprises 2D laughing videos paired with pseudo-annotated and human-validated 3D FLAME parameters and vertices. Given our proposed dataset, we present a strong baseline with a two-stage training scheme: the model first learns to talk and then acquires the ability to express laughter. Extensive experiments demonstrate that our method performs favorably compared to existing approaches in both talking head generation and expressing laughter signals. We further explore potential applications on top of our proposed method for rigging realistic avatars.Comment: Accepted to WACV202
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