scholarly journals The Robot is Present: Creative Approaches for Artistic Expression With Robots

2021 ◽  
Vol 8 ◽  
Author(s):  
Carlos Gomez Cubero ◽  
Maros Pekarik ◽  
Valeria Rizzo ◽  
Elizabeth Jochum

There is growing interest in developing creative applications for robots, specifically robots that provide entertainment, companionship, or motivation. Identifying the hallmarks of human creativity and discerning how these processes might be replicated or assisted by robots remain open questions. Transdisciplinary collaborations between artists and engineers can offer insights into how robots might foster creativity for human artists and open up new pathways for designing interactive systems. This paper presents an exploratory research project centered on drawing with robots. Using an arts-led, practice-based methodology, we developed custom hardware and software tools to support collaborative drawing with an industrial robot. A team of artists and engineers collaborated over a 6-month period to investigate the creative potential of collaborative drawing with a robot. The exploratory project focused on identifying creative and collaborative processes in the visual arts, and later on developing tools and features that would allow robots to participate meaningfully in these processes. The outcomes include a custom interface for controlling and programming robot motion (EMCAR) and custom tools for replicating experimental techniques used in visual art. We report on the artistic and technical outcomes and identify key features of process-led (as opposed to outcome-led) approaches for designing collaborative and creative systems. We also consider the value of embodied and tangible interaction for artists working collaboratively with computational systems. Transdisciplinary research can help researchers uncover new approaches for designing interfaces for interacting with machines.

Gamification ◽  
2015 ◽  
pp. 488-514
Author(s):  
Gonçalo Pereira ◽  
António Brisson ◽  
João Dias ◽  
André Carvalho ◽  
Joana Dimas ◽  
...  

Serious Games rely on interactive systems to provide an efficient communication medium between the tutor and the user. Designing and implementing such medium is a multi-disciplinary task that aims at an environment that engages the user in a learning activity. User engagement is significantly related to the users' sense of immersion or his willingness to accept the reality proposed by a game environment. This is a very relevant research topic for Artificial Intelligence (AI), since it requires computational systems to generate believable behaviors that can promote the users' willingness to enter and engage in the game environment. In order to do this, AI research has been relying on social sciences, in particular psychology and sociology models, to ground the creation of computational models for non-player characters that behave according to the users' expectations. In this chapter, the authors present some of the most relevant NPC research contributions following this approach.


Author(s):  
Francisco António Barreto Fernandes ◽  
Bernabé Ortuño Hernandis

Technological development has changed the way users relate to products, they are no longer passive receivers of functions to interact with increasingly complex systems. This research addresses the problem of consumer interaction with public electronic technology products. There are several studies dealing with the disciplines that study the interaction between the user and the electronic product (Preece, 2005; Johnson-Laird, 1983; Helander, 1997, Sutcliffe, 1995; Norman, 1990; Moraes, 2001), making it possible to obtain knowledge about human beings, technology and the way they operate. This research aims to identify the areas of interaction design that involve the human-machine system, in particular the disciplines that contribute to good usability. Six typologies are proposed that describe specific interface characteristics studied according to the model of complexity defined by Gomes Filho (2003). Exploratory research in Portugal identified twenty-six interactive systems. To characterize the public electronic systems, the study presents a structured analysis of the variables mentioned previously, in relation to both reliability and validity, as well as functionality. The results are compared with the literature and the implications discussed for the design of the User Interface System Model.DOI: http://dx.doi.org/10.4995/IFDP.2016.3287


2018 ◽  
Vol 10 (1) ◽  
pp. 55-64 ◽  
Author(s):  
João Pedro Sousa ◽  
Katarzyna Krot ◽  
Ricardo G. Rodrigues

Abstract Focusing on the industrial sector, this research aims to identify conditions for the implementation of internal marketing concepts among employees and its impact on the organisational performance. Only one study was found simultaneously integrating the two constructs. It concerned the cork processing industry alone, yet considered expanding the efforts – namely, using qualitative exploratory research in the form of 10 in-depth interviews based on a script of generally open questions – to the entire industry in the Portuguese region between rivers Douro and Vouga. The unit of analysis was constructed considering distinct features as well as activity criteria and the geographic location, thus ensuring the necessary heterogeneity. The results inform about the awareness of the internal marketing conceptualisation. The research found that all analysed enterprises had more or less structured model frames and worked with the conceptualisation of the guidance for the internal market, a strategic concern, and in some instances, this concept was an organisational desideratum in the sector. In addition to the lapse of the research according to a qualitative paradigm of exploratory nature, the main limitation is the need for objective sustainably of the results obtained through future quantitative studies to promote an integrated triangulation of their outcomes. The research allowed identifying the companies that use organisational models conducive to the individual well-being of employees and facilitating the desired orientation to the market.


2021 ◽  
Vol 9 (10) ◽  
pp. 379-385
Author(s):  
Julia Martins De Brito ◽  
Paulo Lourenço Domingues Jr ◽  
Jorge Alberto Veloso Saldanha

The object of this article is related to QWL (Quality of Life at Work) from the point of view of workers in a transport and tourism company in the interior of Rio de Janeiro. It had as problematic the factors that impact the Quality of Life linked to the work environment, workload, remuneration and benefits policies, as well as those related to the individual's family life and professional performance, among others. The general objective of the research was to understand which factors impact QWL and differentiate the positive and negative factors that impact this quality of life, in addition to contributing to improving QWL in the organization studied. A qualitative and exploratory research was carried out, through interviews with questions composed by the employee's profile and also open questions about QWL. It was concluded that the company needs to better identify the factors that contribute to the achievement and development of employees, and mainly, implement the suggestions for improvement indicated in the survey in order to achieve greater employee satisfaction with work and with their quality of life.


Author(s):  
Gonçalo Pereira ◽  
António Brisson ◽  
João Dias ◽  
André Carvalho ◽  
Joana Dimas ◽  
...  

Serious Games rely on interactive systems to provide an efficient communication medium between the tutor and the user. Designing and implementing such medium is a multi-disciplinary task that aims at an environment that engages the user in a learning activity. User engagement is significantly related to the users’ sense of immersion or his willingness to accept the reality proposed by a game environment. This is a very relevant research topic for Artificial Intelligence (AI), since it requires computational systems to generate believable behaviors that can promote the users’ willingness to enter and engage in the game environment. In order to do this, AI research has been relying on social sciences, in particular psychology and sociology models, to ground the creation of computational models for non-player characters that behave according to the users’ expectations. In this chapter, the authors present some of the most relevant NPC research contributions following this approach.


2018 ◽  
Vol 44 (3) ◽  
pp. 547-612 ◽  
Author(s):  
Varada Kolhatkar ◽  
Adam Roussel ◽  
Stefanie Dipper ◽  
Heike Zinsmeister

This article provides an extensive overview of the literature related to the phenomenon of non-nominal-antecedent anaphora (also known as abstract anaphora or discourse deixis), a type of anaphora in which an anaphor like “that” refers to an antecedent (marked in boldface) that is syntactically non-nominal, such as the first sentence in “It’s way too hot here. That’s why I’m moving to Alaska.” Annotating and automatically resolving these cases of anaphora is interesting in its own right because of the complexities involved in identifying non-nominal antecedents, which typically represent abstract objects such as events, facts, and propositions. There is also practical value in the resolution of non-nominal-antecedent anaphora, as this would help computational systems in machine translation, summarization, and question answering, as well as, conceivably, any other task dependent on some measure of text understanding. Most of the existing approaches to anaphora annotation and resolution focus on nominal-antecedent anaphora, classifying many of the cases where the antecedents are syntactically non-nominal as non-anaphoric. There has been some work done on this topic, but it remains scattered and difficult to collect and assess. With this article, we hope to bring together and synthesize work done in disparate contexts up to now in order to identify fundamental problems and draw conclusions from an overarching perspective. Having a good picture of the current state of the art in this field can help researchers direct their efforts to where they are most necessary. Because of the great variety of theoretical approaches that have been brought to bear on the problem, there is an equally diverse array of terminologies that are used to describe it, so we will provide an overview and discussion of these terminologies. We also describe the linguistic properties of non-nominal-antecedent anaphora, examine previous annotation efforts that have addressed this topic, and present the computational approaches that aim at resolving non-nominal-antecedent anaphora automatically. We close with a review of the remaining open questions in this area and some of our recommendations for future research.


2019 ◽  
Vol 10 ◽  
pp. 20
Author(s):  
Emanuel Felipe Duarte ◽  
Luiz Ernesto Merkle ◽  
M. Cecília  C. Baranauskas

The mutual efforts of joining art and science have been an important source of innovation in many fields throughout history. In this article, we investigate the relatively common origins, differences, and similarities between the Interactive Art and Human-Computer Interaction (HCI) areas of knowledge. We also investigate what kind of human-computer interactions are sought by artists or emerge in Interactive Art examples, as well as what kind of frameworks, evaluation criteria or methodologies are reported in the literature to support the design and evaluation of Interactive Art. As a result of our analysis of Interactive Art examples found in the literature and beyond, we derived four genres of dialogue that emerge naturally or are stressed by authors: visual, embodied, tangible and social. These genres, albeit not comprehensive, can inspire the design of novel forms of interaction in computational systems with or without artistic intent. Moreover, frameworks, evaluation criteria, and methodologies may allow a cross-pollination between Interactive Art and HCI. While interactive artists may provide novel ways to look at the design and evaluation of interactive systems, these artists may also benefit from appropriating traditional HCI methods, tools, and technologies for new purposes. Lastly, we draw on our findings and learned lessons to outline a research agenda with the main objectives of 1) encouraging Interactive Art research, 2) studying Interactive Art examples, 3) practicing Interactive Art design and evaluation, and 4) designing Interactive Art for all.


Arts ◽  
2019 ◽  
Vol 8 (3) ◽  
pp. 115 ◽  
Author(s):  
Bob L. T. Sturm ◽  
Maria Iglesias ◽  
Oded Ben-Tal ◽  
Marius Miron ◽  
Emilia Gómez

The application of artificial intelligence (AI) to music stretches back many decades, and presents numerous unique opportunities for a variety of uses, such as the recommendation of recorded music from massive commercial archives, or the (semi-)automated creation of music. Due to unparalleled access to music data and effective learning algorithms running on high-powered computational hardware, AI is now producing surprising outcomes in a domain fully entrenched in human creativity—not to mention a revenue source around the globe. These developments call for a close inspection of what is occurring, and consideration of how it is changing and can change our relationship with music for better and for worse. This article looks at AI applied to music from two perspectives: copyright law and engineering praxis. It grounds its discussion in the development and use of a specific application of AI in music creation, which raises further and unanticipated questions. Most of the questions collected in this article are open as their answers are not yet clear at this time, but they are nonetheless important to consider as AI technologies develop and are applied more widely to music, not to mention other domains centred on human creativity.


Author(s):  
Anna Brosius ◽  
Michael Hameleers ◽  
Toni G. L. A. van der Meer

AbstractMany public opinion surveys compare trust in a number of different information and (mediated) knowledge sources, typically using closed questions with a set of answer categories that are imposed by researchers. We aim to validate these categories by quantitatively comparing survey responses about trustworthy sources using open and closed questions, and by qualitatively analyzing the open answers. The results show that answer options typically used for closed questions in academic research are generally valid and closely match categories that respondents come up with unprimed. In some cases, answers to open questions can be non-exhaustive, particularly when sources are considered trustworthy but are not salient for respondents. Open questions, however, may still be useful for exploratory research or more detailed investigations of media diets on the outlet-level. Qualitative approaches to open questions can also give more insight into motivations for distrust, e.g. perceptions of inconsistency or a fundamental rejection of the shared factual basis of an issue. In addition, our results indicate that respondents’ interpretation of answer categories may change reported levels of trust: those that think of more specific outlets tend to report higher general media trust. This study provides new insights into how question design, and particularly the choice of answer options, may influence reported levels and sources of trust, and how qualitative and quantitative approaches to trust measurement can be combined.


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