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2409-9708
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Issue 1
EAI Endorsed Transactions on Creative Technologies
Issue 6, 2016
Editor(s)-in-Chief:
Matei Mancas
Articles
Information
The Significance of a Body in Contemporary Arts
Appears in:
ct
16
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6
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Authors:
Emmanouela Vogiatzaki, Artur Krukowski
Abstract:
This paper discusses the role and significance of a body in Performance Art. Considering that Art reflects social, cultural and sometimes political realities, we identify types of messages that an art
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work using advanced technological might transmit to us, spectators or artists. This paper focusses …This paper discusses the role and significance of a body in Performance Art. Considering that Art reflects social, cultural and sometimes political realities, we identify types of messages that an artwork using advanced technological might transmit to us, spectators or artists. This paper focusses on the Cyborg Theatre, whereby the technology is its inherent element without which the performance could not happen. Such a technological performance cannot occur without a body. We refer here to a cyborg body as a human organism extended with mechanical parts, which integrate non organic components in order to gain meaning within the artwork. By focusing on such a theatrical performance, we observe a relationship developing between the performer and the spectator. This is an unusual interaction, which deserves our attention. We claim that both the performer and the spectator take part in a social event that does not only represent societal realities, but also indicates future ones. more »
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A novel approach to painting powered by Ambient Intelligence
Appears in:
ct
16
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6
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Authors:
N. Partarakis, M. Antona, C. Stephanidis
Abstract:
Today, many forms of art are influenced by the emergence of interactive technologies, including the mixing of physical media with digital technology for forming new hybrid works of art and the usage o
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f mobile phones to create art projected on public spaces. Many artists and painters use digital tec…Today, many forms of art are influenced by the emergence of interactive technologies, including the mixing of physical media with digital technology for forming new hybrid works of art and the usage of mobile phones to create art projected on public spaces. Many artists and painters use digital technology to augment their work creatively and technically. Many believe that the time of transition from traditional analogue art to postmodern digital art that is, to an art grounded in codes rather than images has arrived*. The research work described in this paper contributes towards supporting, through the use of Ambient Intelligence technologies, traditional painters’ creativity, as well as methods and techniques of art masters. The paper presents the design, implementation and evaluation of an intelligent environment and its software infrastructure, to form a digitally augmented Art Workshop. Its practical deployment was conducted in an Ambient Intelligence (AmI) simulation space and four feasibility studies were conducted. In each of these studies an oil painting was created following an alternative, yet accredited by artists, approach. The workshop was also evaluated with the involvement of real users and artists in the context of a user based usability study. more »
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Improvement of natural image search engines results by emotional filtering
Appears in:
ct
16
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6
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e4
Authors:
Patrice Denis, Vincent Courboulay, Arnaud Revel, Syntyche Gbèhounou, François Lecellier, Christine Fernandez-Maloigne
Abstract:
With the Internet 2.0 era, managing user emotions is a problem that more and more actors are interested in. Historically, the first notions of emotion sharing were expressed and defined with emoticons
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. They allowed users to show their emotional status to others in an impersonal and emotionless digi…With the Internet 2.0 era, managing user emotions is a problem that more and more actors are interested in. Historically, the first notions of emotion sharing were expressed and defined with emoticons. They allowed users to show their emotional status to others in an impersonal and emotionless digital world. Now, in the Internet of social media, every day users share lots of content with each other on Facebook, Twitter, Google+ and so on. Several new popular web sites like FlickR, Picassa, Pinterest, Instagram or DeviantArt are now specifically based on sharing image content as well as personal emotional status. This kind of information is economically very valuable as it can for instance help commercial companies sell more efficiently. In fact, with this king of emotional information, business can made where companies will better target their customers needs, and/or even sell them more products. Research has been and is still interested in the mining of emotional information from user data since then. In this paper, we focus on the impact of emotions from images that have been collected from search image engines. More specifically our proposition is the creation of a filtering layer applied on the results of such image search engines. Our peculiarity relies in the fact that it is the first attempt from our knowledge to filter image search engines results with an emotional filtering approach. more »
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Development of a wearable haptic game interface
Appears in:
ct
16
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6
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e5
Authors:
J. Foottit, D. Brown, S. Marks, A.M. Connor
Abstract:
This paper outlines the ongoing development of a wearable haptic game interface, in this case for controlling a flight simulator. The device differs from many traditional haptic feedback implementatio
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ns in that it combines vibrotactile feedback with gesture based input, thus becoming a two-way cond…This paper outlines the ongoing development of a wearable haptic game interface, in this case for controlling a flight simulator. The device differs from many traditional haptic feedback implementations in that it combines vibrotactile feedback with gesture based input, thus becoming a two-way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and sets out to purposefully blur the boundary between man and machine. This allows for a more immersive experience, and a user evaluation shows that the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. more »
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Moving Collaborations: A Critical Inquiry Into Designing Creative Interactive Systems for Choreography
Appears in:
ct
16
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6
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e1
Authors:
Kristin Carlson, Thecla Schiphorst, Steve DiPaola
Abstract:
The use of technology in choreographic process has been encumbered by the richness of data in live human movement and the constraints of computation. While technology is often considered a tool in cho
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reographic process, with developments it can participate as a collaborator by transforming and elic…The use of technology in choreographic process has been encumbered by the richness of data in live human movement and the constraints of computation. While technology is often considered a tool in choreographic process, with developments it can participate as a collaborator by transforming and eliciting creative opportunities. We specifically define ’collaboration’ rather than ’tool’ to differentiate the nature of collaboration: a dynamic and iterative process with participation from both the user and the technology. This paper presents a contextual inquiry for an interactive system used to provoke creativity in choreographic process. Choreographic process is often distributed, relying on interactions between the choreographer and dancers to develop and evaluate movement material through exploration on different bodies. Based on this interaction model we choreographed and analyzed a dance work in order to design a set of features that support system collaboration in an intelligent choreographic system. Our contribution situates the design and practice of choreographic systems in theory to explore future design of iterative and provocative collaboration. more »
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Scope
Given the accelerated changes and deeply interconnected activities of the times we are living in, creativity is a key factor of disruptive future developments. Creative and entertainment industries no
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wadays represent more than 3% of the GDP in Europe and they range from creative content providers (…Given the accelerated changes and deeply interconnected activities of the times we are living in, creativity is a key factor of disruptive future developments. Creative and entertainment industries nowadays represent more than 3% of the GDP in Europe and they range from creative content providers (TV & radio, fashion, music) through creative experience providers (movies and music experience) to creative services providers (advertising, design, architecture). Creative services, contents and experiences present knowledge requirements that are defined increasingly beyond a single discipline and appear to lie in a sound engagement among the creative practitioner (artist/designer/composer/entertainer), the engineer and the scientist. Digital arts, creative industries, and (tele)communication + (social) signal processing speak the language of convergence rather than autonomy. Their interaction calls for special attention now more than ever. more »
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Topics
The journal is not limited to only specific aspects of creative technologies but also open to considering the high-level and innovative contributions from a wide range of subfields, especially article
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s of interdisciplinary nature. Some of the journal topics are: Creative Industries - the pape…The journal is not limited to only specific aspects of creative technologies but also open to considering the high-level and innovative contributions from a wide range of subfields, especially articles of interdisciplinary nature. Some of the journal topics are: Creative Industries - the paper can describe a whole industrial project or framework integrating creative technologies for domains such as: Creative content providers: TV & radio (broadcast, linked media), fashion (RFID and sensors, energy recycling), music & movies, books (digitization, sonification), museums (creative/artistic installations for tourism or cultural heritage) and media archives, etc. Creative services providers: Advertising (user-centered web and ads optimization), design (communication devices for creative environments), architecture (places that adapt to people, creativity from domotics), new media and transmedia, etc. Creative experience providers: Movies and music experience, game-based installations and playable media (participative creation, DJs and VJs creative tools), interactive social and urban spaces, etc. Scientific topics - the paper can focus on scientific tools for creative industries on topics such as: Creative content management: Multimedia data mining and innovative browsing, data 2D/3D visualization, digitization and storage, cultural heritage, etc. Creative interactions: Social signal processing, verbal and nonverbal, explicit or implicit interactions, interacting robots, sensors and MoCap, human-computer interaction, user interface design, serious game etc. Creative experiences: Affective content analysis and synthesis, immersive technologies, special effects, augmented reality, expressivity and emotion detection and processing, user experiences, etc. Additional materials such as videos of installations and setups, public/users reactions and comments, or demo links are welcome. more »
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Indexing
DOAJ DBLP CrossRef EBSCO Discovery Service [OCLC Discovery Services](https://www.worldcat.org/title/e… DOAJ DBLP CrossRef EBSCO Discovery Service OCLC Discovery Services EuroPub Publons MIAR Microsof
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t Academic Search Dimensions UlrichsWEB Hellenic Academic Libraries Link Ingenta Connect Publicly Available Content Database (ProQuest) Advanced Technologies & Aerospace Database (ProQuest) SciTech Premium Collection (ProQuest) Google Scholar more »
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Special Issues
Call for Papers: ICDM 2021 (Manuscript submission deadline: 2021-10-15; Notification of acceptance: 2021-12-10; Submission of final revised paper: 2022-01-21; Publication of special issue (tentative):
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2022-02-04) Lead Guest Editor: Prof Dr. Mohd Sha…Call for Papers: ICDM 2021 (Manuscript submission deadline: 2021-10-15; Notification of acceptance: 2021-12-10; Submission of final revised paper: 2022-01-21; Publication of special issue (tentative): 2022-02-04) Lead Guest Editor: Prof Dr. Mohd Shahrizal Sunar (Universiti Teknologi Malaysia) Guest Editor: Dr. Goh Eg Su (Universiti Teknologi Malaysia) Guest Editor: Ruhiyati Idayu Abu Talib (Universiti Teknologi Malaysia) more »
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Editorial Board
Albert Ali Salah (Bogazici University, Turkey) Anthony Brooks (SensoramaLab, Aalborg University Esbjerg, Denmark) Anton Nijholt (University of Twente, Netherlands) Antonio Camurri (DIST-University of
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Genova, Italy) Antonio Camurri (University of Genoa, Italy) Christophe d'Alessandro (LI… Albert Ali Salah (Bogazici University, Turkey) Anthony Brooks (SensoramaLab, Aalborg University Esbjerg, Denmark) Anton Nijholt (University of Twente, Netherlands) Antonio Camurri (DIST-University of Genova, Italy) Antonio Camurri (University of Genoa, Italy) Christophe d'Alessandro (LIMSI-CNRS, France) Christophe Hurter (ENAC, French Civil Aviation University, Toulouse France) Cristina Sylla (University of Minho, Portugal) Dirk Heylen (University of Twente, Netherlands) Eva Irene (Aalborg University, Denmark) Fabrizio Lamberti (Politecnico di Torino, Italy) Gualtiero Volpe (University of Genoa, Italy) Insook Choi (Columbia College Chicago, USA) Jesus Ibanez (Escola Municipal d'Art i Disseny (EMAiD), Spain) Jonathan Duckworth (RMIT University, Australia) Jorge C. S. Cardoso (University of Coimbra, Portugal) Jun Hu (Eindhoven University of Technology, Netherlands) Lau Bee Theng (Swinburne University of Technology Sarawak Campus, Malaysia) Mel Krokos (University of Portsmouth, United Kingdom) Michail Kalogiannakis (Faculty of Education, University of Crete, Greece) Milton Luiz Horn Vieira (Federal University of Santa Catarina, Brazil) Mikkel Kirkedahl Lysholm Nielsen (Aalborg University, Denmark) Pedro Campos (ITI/Larsys, University of Madeira, Funchal, Portugal) Pieter Jan Maes (McGill University, Canada) Rainer Malaka (University of Bremen, Germany) Radu-Daniel Vatavu (University of Suceava, Romania) Robin Bargar (Columbia College Chicago, USA) Robby van Delden (University of Twente, Netherlands) Sudarshan Khanna (National Institute of Design, India) Surabhi Khanna (National Institute of Design Haryana, India) Thierry Dutoit (University of Mons, Belgium) Tiago Cardoso (University Nova of Lisbon, Portugal) Tracy Harwood (De Montfort University, Leicester, United Kingdom) Vincent Courboulay (University of La Rochelle, France) Valentina Nisi (University of Madeira, Portugal) Yves Rybarczyk (University Nova of Lisbon, Portugal) Mohd Shahrizal Sunar (Universiti Teknologi, Malaysia) more »
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Journal Blurb
Visit the new journal website to submit and consult our contents: https://publications.eai.eu/index.php/ct/indexVisit the new journal website to submit and consult our contents: https://publications.e
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ai.eu/index.php/ct/index more »
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Publisher
EAI
ISSN
2409-9708
Volume
3
Published
2016-04-25