230 research outputs found

    The Intersection of Art and Technology

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    As art influences science and technology, science and technology can in turn inspire art. Recognizing this mutually beneficial relationship, researchers at the Casa Paganini-InfoMus Research Centre work to combine scientific research in information and communications technology (ICT) with artistic and humanistic research. Here, the authors discuss some of their work, showing how their collaboration with artists informed work on analyzing nonverbal expressive and social behavior and contributed to tools, such as the EyesWeb XMI hardware and software platform, that support both artistic and scientific developments. They also sketch out how art-informed multimedia and multimodal technologies find application beyond the arts, in areas including education, cultural heritage, social inclusion, therapy, rehabilitation, and wellness

    Economics of payment cards: a status report

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    This article surveys the recent theoretical literature on payment cards (focusing on debit and credit cards) and studies this research's possible implications for the current public policy debate over payment card networks and the pricing of their services for both consumers and merchants.Payment systems ; Credit cards

    Elckerlyc in practice - on the integration of a BML Realizer in real applications

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    Building a complete virtual human application from scratch is a daunting task, and it makes sense to rely on existing platforms for behavior generation. When building such an interactive application, one needs to be able to adapt and extend the capabilities of the virtual human offered by the platform, without having to make invasive modications to the platform itself. This paper describes how Elckerlyc, a novel platform for controlling a virtual human, offers these possibilities

    Automated detection of impulsive movements in HCI

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    This paper introduces an algorithm for automatically measuring impulsivity. This can be used as a major expressive movement feature in the development of systems for realtime analysis of emotion expression from human full-body movement, a research area which has received increased attention in the affective computing community. In particular, our algorithm is developed in the framework of the EUH2020- ICT Project DANCE aiming at investigating techniques for sensory substitution in blind people, in order to enable perception of and participation in non-verbal, artistic whole-body experiences. The algorithm was tested by applying it to a reference archive of short dance performances. The archive includes a collection of both impulsive and fluid movements. Results show that our algorithm can reliably distinguish impulsive vs. sudden performances

    Social retrieval of music content in multi-user performance

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    An emerging trend in interactive music performance consists of the audience directly participating in the performance by means of mobile devices. This is a step forward with respect to concepts like active listening and collaborative music making: non-expert members of an audience are enabled to directly participate in a creative activity such as the performance. This requires the availability of technologies for capturing and analysing in real-time the natural behaviour of the users/performers, with particular reference to non- verbal expressive and social behaviour. This paper presents a prototype of a non-verbal expressive and social search engine and active listening system, enabling two teams of non-expert users to act as performers. The performance consists of real-time sonic manipulation and mixing of music pieces selected according to features characterising performers\u2019 movements captured by mobile devices. The system is described with specific reference to the SIEMPRE Podium Performance, a non-verbal socio-mobile music performance presented at the Art & ICT Exhibition that took place in Vilnius (LI) in November 2013
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