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Item Interactive Oil Paint Filtering On Mobile Devices(The Eurographics Association, 2016) Semmo, Amir; Trapp, Matthias; Pasewaldt, Sebastian; Döllner, Jürgen; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoImage stylization enjoys a growing popularity on mobile devices to foster casual creativity. However, the implementation and provision of high-quality image filters for artistic rendering is still faced by the inherent limitations of mobile graphics hardware such as computing power and memory resources. This work presents a mobile implementation of a filter that transforms images into an oil paint look, thereby highlighting concepts and techniques on how to perform multi-stage nonlinear image filtering on mobile devices. The proposed implementation is based on OpenGL ES and the OpenGL ES shading language, and supports on-screen painting to interactively adjust the appearance in local image regions, e.g., to vary the level of abstraction, brush, and stroke direction. Evaluations of the implementation indicate interactive performance and results that are of similar aesthetic quality than its original desktop variant.Item Gaze-Based Biometric Authentication: Hand-Eye Coordination Patterns as a Biometric Trait(The Eurographics Association, 2016) Çig, Çagla; Sezgin, Tevfik Metin; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoWe propose a biometric authentication system for pointer-based systems including, but not limited to, increasingly prominent pen-based mobile devices. To unlock a mobile device equipped with our biometric authentication system, all the user needs to do is manipulate a virtual object presented on the device display. The user can select among a range of familiar manipulation tasks, namely drag, connect, maximize, minimize, and scroll. These simple tasks take around 2 seconds each and do not require any prior education or training [ÇS15]. More importantly, we have discovered that each user has a characteristic way of performing these tasks. Features that express these characteristics are hidden in the user's accompanying hand-eye coordination, gaze, and pointer behaviors. For this reason, as the user performs any selected task, we collect his/her eye gaze and pointer movement data using an eye gaze tracker and a pointer-based input device (e.g. a pen, stylus, finger, mouse, joystick etc.), respectively. Then, we extract meaningful and distinguishing features from this multimodal data to summarize the user's characteristic way of performing the selected task. Finally, we authenticate the user through three layers of security: (1) user must have performed the manipulation task correctly (e.g. by drawing the correct pattern), (2) user's hand-eye coordination and gaze behaviors while performing this task should confirm with his/her hand-eye coordination and gaze behavior model in the database, and (3) user's pointer behavior while performing this task should confirm with his/her pointer behavior model in the database.Item Bodygraphe: Gestural Computing for Visual Music(The Eurographics Association, 2016) Garcia, E.; McGraw, T.; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoBodygraphe is an interactive, visual music application that unifies gestural computing with live performance art. Through motion, dancers become instruments and conductors of a visual music experience, and wholly generate graphics and sounds that correspond with their movements. This study is our initial approach to this idea, explaining our inspiration as well as the technical aspects of new work in computational aesthetics. Through this project, we seek to make a dramatic impact in the global arts community, offering new implications for research regarding the interconnectivity between body and technology. Bodygraphe incorporates real-time motion data into a multimedia performance art experience.Item What Auto Completion Tells Us About Sketch Recognition(The Eurographics Association, 2016) Altiok, Ozan Can; Yesilbek, Kemal Tugrul; Sezgin, Tevfik Metin; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoAuto completion is generally considered to be a difficult problem in sketch recognition as it requires a decision to be made with fewer strokes. Therefore, it is generally assumed that the classification of fully completed object sketches should yield higher accuracy rates. In this paper, we report results from a comprehensive study demonstrating that the first few strokes of an object are more important than the lastly drawn ones. Once the first few critical strokes of a symbol are observed, recognition accuracies reach a plateau and may even decline. This indicates that less is more in sketch recognition. Our results are supported by carefully designed computational experiments using Tirkaz et. al.'s sketch auto completion framework on the dataset of everyday object sketches collected by Eitz et. al..Item The Rhythm of Consumption(The Eurographics Association, 2016) Maçãs, Catarina; Machado, Penousal; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoIn this project, we create a set of visualizations that represent the variation of consumption in different departments of the SONAE's hypermarket chain, the biggest hypermarket's chain in Portugal. With this project, we aim to visualise the shopping preferences, and represent how the costumers change their shopping lists over time. We focus on highlighting the rhythm/pulse of consumptions and times of the year that disrupt the normal consumption patterns.Item The Aesthetics of Routine(The Eurographics Association, 2016) Correia, Ana Beatriz; Machado, Penousal; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoPeople that collect data about themselves are not necessarily interested on the data, but in the resulting information and how it can be used in order to learn something about them [Yau09]. This project proposes an artistic approach to the use of data from self-tracking applications. By combining an artistic perspective with an information visualization approach, we expand the frontier of the visual translation of data from self-tracking, with the goal of enabling the users to seem themselves in the artworks using their own data.Item Alchimia: an Inexplicable or Mysterious Transmutation, a Seemingly Magical Process of Transformation, Creation, or Combination(The Eurographics Association, 2016) Veiga, P. A.; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoAlchimia V2 is an interactive installation that relies on a single spectator/interactor standing in front of a screen/webcam. It has been coded in Processing 3.0 and is calculation intensive, using the webcam to perform facial detection, while simultaneously processing pre-prepared images and sounds, thus creating a virtual space of constant audio-visual movement to deliberately interfere with real-time self-perception and self-recognition. Alchimia V2 questions and changes our relationship with our own representation through the (ever present) camera and screen by focusing on the spectator's face, altering the expression, gender, assigning masks, making the facial traits diffuse, mixed, funny or scary, always mysterious, in a search for another "self", oblivious of the "selfie" pose and attitude, while allowing for self discovery and playfulness - or intimidation. Through the interaction the spectator/interactor is absorbed in the transmutation process, unaware of the fact that they also have become part of a performance: unique, unrepeatable, transformed.Item Building a Gold Standard for Perceptual Sketch Similarity(The Eurographics Association, 2016) Cakmak, S.; Sezgin, T. M.; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoSimilarity is among the most basic concepts studied in psychology. Yet, there is no unique way of assessing similarity of two objects. In the sketch recognition domain, many tasks such as classification, detection or clustering require measuring the level of similarity between sketches. In this paper, we propose a carefully designed experiment setup to construct a gold standard for measuring the similarity of sketches. Our setup is based on table scaling, and allows efficient construction of a measure of similarity for large datasets containing hundreds of sketches in reasonable time scales. We report the results of an experiment involving a total of 9 unique assessors, and 8 groups of sketches, each containing 300 drawings. The results show high interrater agreement between the assessors, which makes the constructed gold standard trustworthy.Item Artistic Inspired Data Visualization Design Process(The Eurographics Association, 2016) Etemad, Katayoon; Samavati, Faramarz; Carpendale, Sheelagh; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoIn this paper we describe our design process for creating artistically inspired data visualizations. We consider graphs as an example of interest for data visualization, and present several novel graph layouts developed using this design process. Through our exploration, we have become increasingly convinced that any intriguing pattern, mesmerizing ornament or exciting art piece may be a source of inspiration for new graph layouts. However creating a mapping between a graph and the selected pattern is hard and challenging, and can be helped by using a methodical and iterative design process.Item Composition and Perception beyond Photorealism(The Eurographics Association, 2016) Ji, Li; Wyvill, Brian; Gammon, Lynda; Gooch, Amy; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoComposition is an important aestheic aspect of celebrated works of art, and we examine a few common compositional techniques in the context of computer graphics rendering and perception. In computer graphics, photorealistic rendering simulates a camera, which defines an image of a scene in a single instant after the shutter is released. In contrast, a human observer looks at one part of a scene at a time and stitches a series of visual memories together to form a complete impression of the scene. This perception process is related to visual composition, in which an artist selectively articulates and suppresses details to direct the viewers' eyes. In non-photorealistic rendering research, painting is an important source of examples for stylized rendering. We discuss the importance of painting's specific presentation conditions, and how painting composition takes effect through a viewer's attentive looking. Based on these analysis, we demonstrate how to apply knowledge of composition to digital image synthesis with an interpolative material model and a staged photography art project.Item Relational Interactive Art: A Framework for Interaction in a Social Context(The Eurographics Association, 2016) Cabrita, Nuno; Bernardes, Gilberto; Ergun Akleman, Lyn Bartram, Anıl Çamcı, Angus Forbes, Penousal MachadoInteractive art implies an active dialogue between the participant and the surrounding space, mediated by a computational system. Reciprocity and recursiveness are key principles to the bidirectional flux of information in this setting, guaranteeing a continuous interaction loop between the participant and the digital system. Viewing the human body as a natural interface, we focus on non-invasive tracking methods for embodiment sensing, such as infra-red depth cameras. Current limitations in participant engagement of interactive artworks in public spaces are introduced and analyzed from the perspective of group dynamics. In this paper we approach Bourriaud's concept of relational aesthetics, relate it to the inherent social context of interactive artwork exhibition, and propose a framework for the development of relational interactive artworks. Interactive art implies an active dialogue between the participant and the surrounding space, mediated by a computational system. Reciprocity and recursiveness are key principles to the bidirectional flux of information in this setting, guaranteeing a continuous interaction loop between the participant and the digital system. Viewing the human body as a natural interface, we focus on non-invasive tracking methods for embodiment sensing, such as infra-red depth cameras. Current limitations in participant engagement of interactive artworks in public spaces are introduced and analyzed from the perspective of group dynamics. In this paper we approach Bourriaud's concept of relational aesthetics and relate it to the inherent social context of interactive artwork exhibition, and propose a framework for the development of relational interactive artworks.Item Transhuman Expression - Human-Machine Interaction as a Neutral Base for a New Artistic and Creative Practice(The Eurographics Association, 2019) Grayver, Liat; Volpe, Gualtiero; Berio, Daniel and Cruz, Pedro and Echevarria, JoseTranshuman Expression is an interactive room installation created by Liat Grayver in collaboration with the EU-H2020-ICT project weDRAW in the context of a Vertigo STARTS residency at the Casa Paganini - InfoMus reseach center of DIBRIS - University of Genova, Italy. Data captured via motion detection of visitors is analyzed, processed, and projected on large screens positioned in the exhibition area. The collaboration benefited, was built on, and furthered experiences that both the artist and the research team have had in ongoing work exploring convergence of artistic and scientific practices. Grayver's work in robotics-assisted painting gained new tools that can be integrated into the system she works with at the University of Konstanz, whilst Casa Paganini - InfoMus has acquired new perspectives on the range, scope, and scale of real-time, automated movement analysis. This paper reports about goals, methodology, and results of such a joint multidisciplinary activity.Item Mutator VR: Vortex Artwork and Science Pedagogy Adaptations(The Eurographics Association, 2019) Putnam, Lance; Todd, Stephen; Latham, William; Williams, Duncan; Berio, Daniel and Cruz, Pedro and Echevarria, JoseWe present our virtual reality artwork Mutator VR: Vortex that immerses the viewer in procedurally-generated alien environments inhabited by interactive ''mutoid'' agents. The artwork was adapted into two science pedagogy experiences. Techniques and considerations regarding the dynamical, spatial, and graphical composition of the experiences are provided.Item SURFACE: Xbox Controlled Hot-wire Foam Cutter(The Eurographics Association, 2019) Hong, Freddie Taewoo; Berio, Daniel and Cruz, Pedro and Echevarria, JoseThis artwork is a 3-axis sculpting instrument controlled by an Xbox controller, which allows anyone to intuitively apply one's creativity in a real-time flow without the aid of pre-drawn digital geometry. Surface runs purely on user instinct rather than on any digital geometry. The artwork explores the ambiguous boundary between the analogue and digital; it also challenges conventional methods of digital fabrication, which rely vitally on CAD software.Item The CyberAnthill: A Computational Sculpture(The Eurographics Association, 2019) Raskob, Evan; Berio, Daniel and Cruz, Pedro and Echevarria, JoseThe CyberAnthill is both a generative sculpture and a Live Computational Sculpting (LCS) system that uses a 3D printer and custom software to build plastic sculptures out of layered cellular automata. As the title alludes to, the cellular automata are inspired by Langston's Ant and the light cycle racers in the cult 1980's science-fiction movie Tron. Instead of the normal process of printing exacting, predetermined 3D models, the 3D printer generates its plastic forms by running unpredictable computer code.Item Visual Communication with Successive Reading of Public and Secret Information by Generating Dual-Layer Images(The Eurographics Association, 2019) Hammoudi, Karim; Benhabiles, Halim; Melkemi, Mahmoud; Kadapanatham, Shashank Rao; Berio, Daniel and Cruz, Pedro and Echevarria, JoseIn visual communication, visual cryptography is a technique that permits to share secret information through a two-step process. In a common processing scheme, two key images (ciphered images) are generated from a binary secret image. Then, the generated key images are sent to a recipient via two different communication channels. Once key images collected, the secret information is decoded via the human vision system by observing the superposition of the two key images. In this context, each key image generally has its appearance as a mix of black and white pixels. In this paper, we present a technique that permits to personalize the appearance of generated key images by making them exploitable for displaying visible information (e.g.; textual information) while simultaneously embedding secret information. A family of dual-layer images is thus highlighted towards fostering the development of visual creations. Experimental results show visual applications with successive reading of public and secret information from generated Dual-Layer key images.Item Artistic Sketching for Expressive Coding(The Eurographics Association, 2019) Fourquet, Elodie; Berio, Daniel and Cruz, Pedro and Echevarria, JoseThis experiential paper describes using computer graphics and animation to motivate students taking their first programming course. An artistic context encourages students to create expressive images and animations. Their creative work consists in first abstracting a piece of art as a paper sketch, which they then abstract into code. Assessing the artistic merit of this activity will help our research community quest to better understand aesthetic, perception and meaning of visual representations [DS10].Item Emergence in the Expressive Machine(The Eurographics Association, 2019) Dekker, Laura; Berio, Daniel and Cruz, Pedro and Echevarria, JoseThe ''Expressive Machine'' is a series of interactive artworks which explore a machine's-eye view of the world. The machine- an assemblage of hardware and software-provokes sensual interaction with viewer-participants, playing with transduction across multiple modes: from touch to sound, to word, to vision, to taste, to uniquely machinic states with no particular human analogue. These stimuli are processed in various interpretations, elaborations, in a relatively unstructured ''data soup''. Asynchronous processes consume data from the soup. When trigger conditions for a particular expressive process are satisfied, the machine produces externalised outputs in various forms: sound, shift of attention, fragments of narrative, and so on. What can be considered as creativity arises as an emergent property-a serendipitous by-product of the machine working through its experiences, rather than an explicit creative process. To make this conceptual exploration possible, an adaptable, extensible, decentralised system is presented: its requirements, architecture and some implementations as interactive artworks. Each new site and context gives rise to a unique instantiation of the machine, as it explores and expresses its experiences.Item Sketch-Based Modeling of Parametric Shapes(The Eurographics Association, 2019) Wailly, Bastien; Bousseau, Adrien; Berio, Daniel and Cruz, Pedro and Echevarria, JoseWe demonstrate a sketch-based modeling system running on a multi-touch pen tablet. Our system takes inspiration from the work of Nishida et al. [NGDGA*16], who proposed to use deep convolutional networks to interpret sketches of parametric shapes. While Nishida et al. applied this approach to the creation of procedural buildings, we focus on the creation of simple shapes (cuboids, cylinders, cones, spheres, pyramids) that users can assemble to create more complex objects. In this poster we describe the main components of our system - the deep convolutional networks used for sketch interpretation, the training data, the user interface, and the overall software architecture that combines these components. We will allow conference attendees to test our system on a pen tablet.Item Wandering Without Wondering(The Eurographics Association, 2019) Williams, Peter J.; Wong, Sala; Berio, Daniel and Cruz, Pedro and Echevarria, JoseWandering Without Wondering is a hybrid-media installation distilling and chronicling artists Sala Wong and Peter Williams' collaborative walking practice. The project uses various digital technologies to augment human senses, metaphorically linking and complicating the concepts of immersion and interaction through disruptive and hypermediated approaches to technologies such as 360-degree imaging, projection mapping, virtual reality and spatial audio produce an expressive, visually-saturated, physical/virtual hybrid space through which visitors journey between states of technologically-facilitated expression.