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    Arts and Technology

    Arts and Technology

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    年发文量

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    论文(504)

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    1Construction of Immersive Art Space Using Mirror Display and Its Evaluation by Psychological Experiment
    Ryohei Nakatsu,Naoko Tosa,Yunian Pang,Satoshi Niiyama, Yasuyuki Uraoka, Akane Kitagawa, Koichi Murata,Tatsuya Munaka,Yoshiyuki Ueda,Masafumi Furuta,Michio Nomura

    How art appreciation affects the human mind is an interesting question. Several studies have already been conducted on art’s calming and inspiring effects on the human mind. As an extension of this, whether art can enhance people’s creativity is a fundamental and interesting question. If art appreciation can enhance people’s creativity, a new function of art will be discovered. It is well known that displaying media art, such as video art, in a large space can provide a deeply immersive experience, as with projection mapping. A deep sense of immersion can contribute to enhancing creativity. Therefore, it is desirable to research to evaluate whether creativity is aroused by displaying and viewing media art in a large space. One way to make a small space look vast is to construct a space using mirrors. We have designed and constructed an immersive space surrounded by mirror displays with the functions of both a mirror and a display. Firstly, this paper describes the specific method. In addition, using art created by one of the authors, we conducted a psychological experiment using 40 subjects to compare and evaluate her art and geometric figures displayed in the space. The results show that the immersive space and her art combination have characteristics that motivate people’s minds and arouse creativity.

    2023
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    2Marker-Based and Area-Target-Based User Tracking for Virtual Reconstruction of Cultural Heritage in Mixed Reality
    Sophie Schauer,Jürgen Sieck

    The focus of this paper is the potential of mixed reality (MR) technology for the creation of virtual reconstructions of tangible and intangible cultural heritage. It delves into the key components of immersive and engaging MR experiences. The paper provides insights into the development process of an MR application prototype that virtualises cultural heritage pieces. It covers concept design and implementation, offering a comprehensive understanding of the steps involved. Additionally, it discusses the advantages of tracking approaches for user localisation, specifically marker-based and area-target-based tracking, in the use case of cultural heritage reconstruction. In summary, this paper offers insights into the current state-of-the-art by analysing exemplary projects and the potential of MR technology for virtual reconstruction of cultural heritage sites. With the presentation of an MR prototype and the key development steps involved, the paper contributes to the understanding and utilisation of MR in preserving and presenting our shared cultural heritage.

    2023
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    3A Review of Game Design Techniques for Evoking and Managing Curiosity
    Ying Zhu

    Curiosity is essential for learning and discovery and is a key motivational factor for playing games. As a complex psychological phenomenon, curiosity has been studied extensively in psychology, education, and other fields, and many theories have been proposed. In the field of game design, many techniques have been developed to evoke players' curiosity. However, there is a gap between theoretical insights and practical application. This paper aims to bridge that divide by providing a comprehensive review of game design techniques for evoking and managing curiosity. We attempt to connect practical game design techniques with curiosity theories to help people understand the psychological mechanism of curiosity in the context of games. Our first contribution is to develop a theoretical framework for systematically categorizing game design techniques for evoking and managing curiosity. Our second contribution is to use this framework to classify and analyze many game design techniques. Our work not only provides a deeper understanding of how curiosity can be managed in games but also provides a framework for game designers to develop new techniques.

    2023
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    4Using Generative Models to Create a Visual Description of Climate Change
    Felipe Santana Dias,Artemis Moroni,Helio Pedrini

    The discrepancy between the rapid dissemination of information and its effective communication underlies the phenomenon of scientific denialism. Given the rapid strides in AI generative models, this project explores the domain of knowledge visualization to portray weather data through a visually captivating representation of Rio de Janeiro's climate evolution up to the year 2100. The use of prompt engineering over climate models has yielded promising outcomes in image generation, yet challenges remain in ensuring deterministic accuracy in image construction.

    2023引用:1
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    5MappEMG: Enhancing Music Pedagogy by Mapping Electromyography to Multimodal Feedback
    Ziyue Piao,Marcelo M. Wanderley,Felipe Verdugo

    Music learning and practice may be enhanced by the use of biofeedback based on both learners' and teachers' muscle activity, an essential component of music performance typically unavailable to listeners. By incorporating haptic vibrations, MappEMG enables the audience to experience the performers' muscle effort. This paper updates the MappEMG system to make muscle effort explicit in music lessons. We integrated a low-cost EMG system (BITalino MuscleBIT) and modified processing, communication, and mobile application modules. We conducted a series of experimental teaching workshops where a piano professor guided beginner and intermediate piano students with the updated MappEMG. Four interaction scenarios with MappEMG were identified from these workshops, and we gathered feedback on the initial effectiveness of using MappEMG in music pedagogy.

    2023引用:1
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    高被引作者

    作者引用发文
    Michail Kalogiannakis2235
    Stamatis Papadakis2082
    Nikolas Vidakis1366
    Eirini Sifaki1161
    david ellis1166
    Anthony Lewis Brooks7021
    Igor Majnaric693
    Reinhard Klette675
    Stefania Serafin558
    Martin Kraus5413

    高产作者

    作者引用发文
    Anthony Lewis Brooks7021
    Eva Petersson Brooks4319
    Martin Kraus5413
    Stefania Serafin558
    Georgios Triantafyllidis147
    Matthias Wolfel257
    Naoko Tosa26
    Jonna Häkkilä186
    Stephen J. Wang146
    Michael Boelstoft Holte186

    相关期刊

    Tangible and Embedded Interaction
    Creativity & Cognition
    International Conference on Entertainment and Media in the Ubiquitous Era
    Australasian Computer-Human Interaction Conference
    Movement and Computing
    New Interfaces for Musical Expression
    The international journal of virtual reality : a multimedia publication for professionals
    Creativity and Cognition
    Interactive Experiences for TV and Online Video
    Annual Symposium on Computer-Human Interaction in Play