21,945 research outputs found
Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia
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
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Neural Networks for Modeling and Control of Particle Accelerators
We describe some of the challenges of particle accelerator control, highlight
recent advances in neural network techniques, discuss some promising avenues
for incorporating neural networks into particle accelerator control systems,
and describe a neural network-based control system that is being developed for
resonance control of an RF electron gun at the Fermilab Accelerator Science and
Technology (FAST) facility, including initial experimental results from a
benchmark controller.Comment: 21 p
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