131 research outputs found

    Walkers—encoding multivariate data into human motion sequences

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    The human perceptual system is highly efficient and effective at processing visual information, even at a pre-conscious level. Data visualisation leverages these functions to extract meaning and patterns from data, reducing cognitive load. Yet, the design of visualisations that represent multivariate data is still a challenge — as the number of data attributes increases, so does the complexity of visualisations, with it, the complexity of analysis processes potential users are facing. Many algorithms exist that support dimension reduction, leading to simpler, yet less nuanced visualisations in 2D space. We propose a novel way of presenting complex multivariate data using dimensional reduction that leverages humans’ ability to quickly process and decipher even complex sequences and compositions of motions to extract social cues. By encoding data into biomechanical motion of abstract figurines—“walkers”— and then using Point Light Displays to convey their motion in isolation, our proposed technique for data visualisation results in subconscious dimensional reduction and pattern recognition, enabling a meaningful overview of complex multivariate data with little cognitive effort. In this workshop paper, we introduce walkers as a novel visualisation concept and describe how this idea could be integrated into potential immersive analytics application scenarios. We also discuss the research questions that the idea of encoding data into biomechanical motion raises in the context of immersive analytics.PostprintPeer reviewe

    Animating Truth

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    Animating Truth examines the rise of animated documentary in the 21st century, and addresses how non-photorealistic animation is increasingly used to depict and shape reality

    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

    Virtual Heritage

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    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    Virtual Heritage

    Get PDF
    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments

    Anthropomorphic visualization : depicting participants in online spaces using the human form

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004.Includes bibliographical references (p. 74-77).Anthropomorphic visualization is a new approach to presenting information about participants in online spaces using the human form as the basis for the visualization. Various data about an individual's online behavior are mapped to different parts of a humanoid yet abstract form. I hypothesized that using a humanoid form to visualize data about people in online social spaces could serve two purposes simultaneously: communicate statistics about the individuals and evoke a social response. Using the human form in this way has both benefits and drawbacks. Users can quickly scan a set of humanoid representations and get a sense of the character of a group, and may respond socially to the other participants in the group. However, the information we are able to represent is somewhat limited, and a humanoid representation style might lead users to make incorrect assumptions about the people being represented. To investigate these tradeoffs, I created a test- bed application that visualized data from messages written in Usenet newsgroups. I conducted user studies to evaluate how users interpreted the data from the visualizations and responded to messages shown with visualizations. In this thesis, I discuss the challenges of designing effective anthropomorphic visualizations and offer guidelines to consider when using the human form to visualize information about participants in online conversations.by Ethan Lewis Perry.S.M
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