1,496 research outputs found

    Improving Surgical Training Phantoms by Hyperrealism: Deep Unpaired Image-to-Image Translation from Real Surgeries

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    Current `dry lab' surgical phantom simulators are a valuable tool for surgeons which allows them to improve their dexterity and skill with surgical instruments. These phantoms mimic the haptic and shape of organs of interest, but lack a realistic visual appearance. In this work, we present an innovative application in which representations learned from real intraoperative endoscopic sequences are transferred to a surgical phantom scenario. The term hyperrealism is introduced in this field, which we regard as a novel subform of surgical augmented reality for approaches that involve real-time object transfigurations. For related tasks in the computer vision community, unpaired cycle-consistent Generative Adversarial Networks (GANs) have shown excellent results on still RGB images. Though, application of this approach to continuous video frames can result in flickering, which turned out to be especially prominent for this application. Therefore, we propose an extension of cycle-consistent GANs, named tempCycleGAN, to improve temporal consistency.The novel method is evaluated on captures of a silicone phantom for training endoscopic reconstructive mitral valve procedures. Synthesized videos show highly realistic results with regard to 1) replacement of the silicone appearance of the phantom valve by intraoperative tissue texture, while 2) explicitly keeping crucial features in the scene, such as instruments, sutures and prostheses. Compared to the original CycleGAN approach, tempCycleGAN efficiently removes flickering between frames. The overall approach is expected to change the future design of surgical training simulators since the generated sequences clearly demonstrate the feasibility to enable a considerably more realistic training experience for minimally-invasive procedures.Comment: 8 pages, accepted at MICCAI 2018, supplemental material at https://youtu.be/qugAYpK-Z4

    What is real in hyperrealism? Pictorial representation and layers of the visible

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    American hyperrealist painting is one of the most famous phenomena of American culture in general, but also one of the most difficult to fit into the art-historical canon. Hyperrealism causes difficulties in interpretation because it is placed between traditional mimetic painting skills and the imaginary of American popular culture. In this article, we will suggest that hyperrealism may be evaluated as primarily a philosophical problem of the understanding of reality and its transformation into a pictorial surface. We will try to foreground the neglected possibility that the “excess of the real” in a painting can be in some allegorical function: as the opposite of reality, in other words, as an absence rather than a presence. Moreover, we will point out the twofold contingency of the hyperrealist pictures: as a philosophical platform for the study of pictorial representation on the one hand and as an evidence that there is no universal theory of pictorial depiction that would establish a connection between extra-pictorial reality and representation on the other. The article will analyze why hyperrealism as an artistic style is not crucially defined by the problem of mimesis, but rather by the problem of (dis)continuity in regard to reality. Instead of asking why hyperrealist paintings are so close to human perception of the world, we try to unveil consequences of its playing on the edges of complex systems such as representation, depiction, similarity, imagination, simulation and recognition. Referring to the aspects of reality in painting, photography and conceptual art we will consider to what extent theory can influence a seemingly straightforward artistic phenomenon to gain a different kind of relevance, while providing insights into the possibilities of viewing hyperrealist paintings as both part of the cultural imaginary and philosophical objects.American hyperrealist painting is one of the most famous phenomena of American culture in general, but also one of the most difficult to fit into the art-historical canon. Hyperrealism causes difficulties in interpretation because it is placed between traditional mimetic painting skills and the imaginary of American popular culture. In this article, we will suggest that hyperrealism may be evaluated as primarily a philosophical problem of the understanding of reality and its transformation into a pictorial surface. We will try to foreground the neglected possibility that the “excess of the real” in a painting can be in some allegorical function: as the opposite of reality, in other words, as an absence rather than a presence. Moreover, we will point out the twofold contingency of the hyperrealist pictures: as a philosophical platform for the study of pictorial representation on the one hand and as an evidence that there is no universal theory of pictorial depiction that would establish a connection between extra-pictorial reality and representation on the other. The article will analyze why hyperrealism as an artistic style is not crucially defined by the problem of mimesis, but rather by the problem of (dis)continuity in regard to reality. Instead of asking why hyperrealist paintings are so close to human perception of the world, we try to unveil consequences of its playing on the edges of complex systems such as representation, depiction, similarity, imagination, simulation and recognition. Referring to the aspects of reality in painting, photography and conceptual art we will consider to what extent theory can influence a seemingly straightforward artistic phenomenon to gain a different kind of relevance, while providing insights into the possibilities of viewing hyperrealist paintings as both part of the cultural imaginary and philosophical objects

    The Concept of Hyperrealism in Cyberpunk Films. The Film The Matrix (1999): a Case Study

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    What is real in hyperrealism? Pictorial representation and layers of the visible

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    American hyperrealist painting is one of the most famous phenomena of American culture in general, but also one of the most difficult to fit into the art-historical canon. Hyperrealism causes difficulties in interpretation because it is placed between traditional mimetic painting skills and the imaginary of American popular culture. In this article, we will suggest that hyperrealism may be evaluated as primarily a philosophical problem of the understanding of reality and its transformation into a pictorial surface. We will try to foreground the neglected possibility that the “excess of the real” in a painting can be in some allegorical function: as the opposite of reality, in other words, as an absence rather than a presence. Moreover, we will point out the twofold contingency of the hyperrealist pictures: as a philosophical platform for the study of pictorial representation on the one hand and as an evidence that there is no universal theory of pictorial depiction that would establish a connection between extra-pictorial reality and representation on the other. The article will analyze why hyperrealism as an artistic style is not crucially defined by the problem of mimesis, but rather by the problem of (dis)continuity in regard to reality. Instead of asking why hyperrealist paintings are so close to human perception of the world, we try to unveil consequences of its playing on the edges of complex systems such as representation, depiction, similarity, imagination, simulation and recognition. Referring to the aspects of reality in painting, photography and conceptual art we will consider to what extent theory can influence a seemingly straightforward artistic phenomenon to gain a different kind of relevance, while providing insights into the possibilities of viewing hyperrealist paintings as both part of the cultural imaginary and philosophical objects.American hyperrealist painting is one of the most famous phenomena of American culture in general, but also one of the most difficult to fit into the art-historical canon. Hyperrealism causes difficulties in interpretation because it is placed between traditional mimetic painting skills and the imaginary of American popular culture. In this article, we will suggest that hyperrealism may be evaluated as primarily a philosophical problem of the understanding of reality and its transformation into a pictorial surface. We will try to foreground the neglected possibility that the “excess of the real” in a painting can be in some allegorical function: as the opposite of reality, in other words, as an absence rather than a presence. Moreover, we will point out the twofold contingency of the hyperrealist pictures: as a philosophical platform for the study of pictorial representation on the one hand and as an evidence that there is no universal theory of pictorial depiction that would establish a connection between extra-pictorial reality and representation on the other. The article will analyze why hyperrealism as an artistic style is not crucially defined by the problem of mimesis, but rather by the problem of (dis)continuity in regard to reality. Instead of asking why hyperrealist paintings are so close to human perception of the world, we try to unveil consequences of its playing on the edges of complex systems such as representation, depiction, similarity, imagination, simulation and recognition. Referring to the aspects of reality in painting, photography and conceptual art we will consider to what extent theory can influence a seemingly straightforward artistic phenomenon to gain a different kind of relevance, while providing insights into the possibilities of viewing hyperrealist paintings as both part of the cultural imaginary and philosophical objects

    AI Hyperrealism: Why AI Faces Are Perceived as More Real Than Human Ones

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    Recent evidence shows that AI-generated faces are now indistinguishable from human faces. However, algorithms are trained disproportionately on White faces, and thus White AI faces may appear especially realistic. In Experiment 1 (N = 124 adults), alongside our reanalysis of previously published data, we showed that White AI faces are judged as human more often than actual human faces-a phenomenon we term AI hyperrealism. Paradoxically, people who made the most errors in this task were the most confident (a Dunning-Kruger effect). In Experiment 2 (N = 610 adults), we used face-space theory and participant qualitative reports to identify key facial attributes that distinguish AI from human faces but were misinterpreted by participants, leading to AI hyperrealism. However, the attributes permitted high accuracy using machine learning. These findings illustrate how psychological theory can inform understanding of AI outputs and provide direction for debiasing AI algorithms, thereby promoting the ethical use of AI

    The hidden world of gaming: an exploration of pre-production design, hyperrealism, and its function in establishing conceptual and aesthetic visualisation, characterisation and narrative structure.

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    Masters Degree. University of KwaZulu-Natal, Pietermaritzburg.Pre-production design in the video game industry is an extremely important and fundamental part of the pipeline production as it impacts the production, post-production and distribution phases of game development. It is what sets the foundation for the visual and narrative style of the project and, if done incorrectly, it can have adverse effects on the other phases of production, ultimately wasting time, money and contributing to the failure of a project being executed efficiently. The purpose of this study is to explore the impact of pre-production design on the video game industry as a whole and the effects that hyperrealism has had on the industry itself. To fully understand the context and importance of pre-production design, its history and origin will be explored. The two aspects of hyperrealism that I will be referring to and discussing are those of creating a reality that goes beyond true reality, and the integration of the constructed reality into one’s own natural reality. How does a game appear visually hyper-realistic. Where the visuals of the game can picture perfect and in fact sometime better than reality? Secondly, how does a game as a whole evoke the notion of hyperrealism as expressed by theorists like Umberto Eco and Jean Baudrillard where playing the game becomes a part of one’s life? The notion of leaving the game can be distressing as the player does not want to lose out on this aspect of the hyper-real simulation (or Simulacra) that has become a part of his life. As this study has a practice-based component, a set of character and creature designs will accompany my theoretical work as an exploration of pre-production design within the context of video games. This has been done in order to explore how design ties in with hyperrealism when looking at creature and character design. Gameplay mechanics have also been briefly considered as the character and creature designs will impact what is visually achievable in the game. Through investigation of both theoretical and practical applications, the study will conclude that pre-production design is imperative to the success of the making of a video game

    9/11, Hyperreality, and the Global Body Politic: FrĂ©dĂ©ric Beigbeder’s Windows on the World

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    This essay argues that the success of FrĂ©dĂ©ric Beigbeder\u27s Windows on the World is due to Beigbeder\u27s use of the seemingly contradictory genres of autofiction and hyperrealism in the depiction of the terrorist attacks of September 11, 2001. By positioning himself in the text alongside his fictionalized American counterpoint, Beigbeder configures 9/11 as a lived-body experience that models the ways in which the post-9/11 subject was formed within specific political, cultural, and national conditions. The effect of the novel’s hyperrealism is such that Beigbeder simultaneously posits and deconstructs the notion of national identity within the greater contexts of postmodernism and globalization

    Other Self

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    The works created for the thesis exhibition Other Self depict not only the likeness of family members, but also the essence of the relationship between the model and artist. Through portraiture, I explore the stylistic decisions and theories that affect the viewer. This paper examines how I create moments of introspection for the viewer. When my drawn portraits provoke introspection, or the examination of one’s self, there is a moment created – a moment for the viewer to focus on their own lives by experiencing my memories of the people who have shaped my life. The portraits and thesis are influenced by the words of my mother: you are who you hang around with. In Part One, I discuss the genre of hyperrealism and its more-than-real use of exaggeration and detail, sparking the viewer’s relationship with the drawing. I then explore the context of portraiture and its essential role in the connection between the model, artist, and viewer. Furthermore, I examine the use of the photograph as source material for drawing. Likewise, I will examine how the use of drawing and artistic decisions affects the work’s reception. In Part Two, I discuss theories of phenomenology that encourage introspection in relation to my work and its connection with perception and memory. I look at the phenomenological and its connection with memory. To conclude, I relate Jan Zwicky’s concept of ‘Lyric Philosophy’ to the experiential encounter with an artwork

    Architecture

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    This is the first dictionary dedicated to the work of Jean Baudrillard (1929-2007). It explains and contextualises more than a hundred key concepts, terms, influences and topics within his thought. An essential reference for students and scholars of Baudrillard, it also serves as an authoritative overview of how his ideas have shaped a broad range of disciplines, from art, architecture, film and photography to sociology, philosophy, human geography, media studies and cultural studies. The entries are written by thirty-five leading Baudrillard specialists from around the world, including Rex Butler, Mike Gane, Gary Genosko, Victoria Grace, Diane Rubenstein and Andrew Wernic
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