RCAAP Repository

Halting operations for algorithmic alignment

Departing from the discourse on whether a specific (social, ethical) responsibility is attached to the creation and manipulation of algorithms, this article questions the prerequisite of having an identity of algorithms to which that responsibility could be attached. After showing that such identity is partly fictional due to the fact that algorithms are connected to other algorithms and their identity is always a selective reading of a series of transitions through which algorithms come into existence, the perspective is shifted to the algorithmic as the medium of algorithms and as the actual agential domain. This shift translates responsibility into the ability to respond to otherness and non-identity through sensitive forms of alignment. Comparing the algorithmic with the desiring-machines of Deleuze and Guattari, this article proposes that its dynamics of flows and interruptions could be artistically reflected as halting operations that controvert the superficial evaluation of algorithms, for example under the classical decision problem or halting problem. A possible strategy for making the inner dynamics perceivable is proposed through a balancing act between the credible and the incredible, the plausible and the implausible.

Year

2022-11-18T13:06:39Z

Creators

Rutz, Hanns Holger

Think the image, don't make it! On algorithmic thinking, art education, and re-coding

In conceptual art, the idea is not only starting point and motivation for the material work, it is often considered the work itself. In algorithmic art, thinking the process of generating the image as one instance of an entire class of images becomes the decisive kernel of the creative work. This is so because the generative algorithm is the innovative component of the artist's work. We demonstrate this by critically looking at attempts to re-construct works of early computer art by the re-coding movement. Thinking images is not the same as thinking of images. For thinking images is the act of preparing precise descriptions that control the machinic materialization of images. This kind of activity is a case of algorithmic thinking which, in turn, has become an important general aspect of current society. Art education may play an important role in establishing concrete connections between open artistic and more confined technological ways of thinking when thinking pro-gresses algorithmically.

Year

2022-11-18T13:06:39Z

Creators

Nake, Frieder Grabowski, Susan

Language without code: intentionally unusable, uncomputable, or conceptual programming languages

The esoteric class of programming languages, commonly called esolangs, have long challenged the norms of programming practice and computational culture. Esolangs are a practice of hacker/hobbyists, who don’t primarily think of their work as art. Most esolangs are experiential works; we understand the languages by writing code in them. Through this action, the logic of the language becomes clear. However, a smaller subset of esolangs make their point not through actively writing code, but instead by simply contemplating their rules. We can think of these esolangs as conceptual rather than experiential. Some are designed in such a way that they don’t allow any code to be written for them at all. By stepping away from usability, the conceptual esolangs offer the most direct challenge to the definition of programming language, a commonly used term which is surprisingly unspecific, and usually understood through utility, despite the fact that programming languages predate digital computers. This paper delves into the conceptual esolangs and looks at their challenge to the idea of programming languages.

Year

2022-11-18T13:06:39Z

Creators

Temkin, Daniel

Editorial

No summary/description provided

Year

2022-11-18T13:06:39Z

Creators

Cardoso, Jorge C. S.

What can and cannot be felt: the paradox of affectivity in post-internet art

Focusing on the paradox of embodiment/ disembodiment in virtual space, and on the recent history of Net Art, this article proposes to go back to Roy Ascott’s metaphor of the ‘telematic embrace’ in order to examine different artistic and theoretical approaches to online affectivity. While the first generation of artists who founded the net.art movement was openly fascinated by the novelty of cyberspace as a medium, currently artists are adopting online tools to produce also offline works, revealing the presence of Internet culture in contemporary society instead of focusing on the nature of the medium in itself. In this scenario, marked by the current Post-Internet discourse, real and virtual worlds overlap, and hybrid artistic forms emerge. But are Net artists still reinterpreting the idea of virtual embrace? Or have they moved away from a romantic stance, highlighting the perils of the digital revolution in the so-called Post-Digital age? Adopting a phenomenological perspective, this essay aims to address these questions, exploring the paradox of affectivity in contemporary networked cultures through the analysis of emblematic artworks.

Year

2022-11-18T13:06:39Z

Creators

Monteiro, Rita Xavier Barranha, Helena

The art of digital scent - people, space and time

The sense of smell is closely related with people across time and space. The aesthetic, affective and evocative aspects of smell are widely portrayed in art practices. Olfactory art has its unique expression that other modalities hardly have. Yet this aesthetic medium seems to be underestimated when it comes to the digital age. Current digital olfaction researches mainly focus on meeting tasks and solving problems. The aesthetic experience and the meaning behind are seldom discussed. This paper proposes a potential area where the people from digital art and digital olfaction can contribute together. This paper firstly gives an overview about the affective and evocative impacts of scent on people across time and space, reviewing how scent is treated as the aesthetic medium in the art form, then examining current usages of olfactory display, and lastly discussing the opportunities lying ahead. It provides the way to appreciate the world aesthetically through this affective and evocative medium.  

Year

2022-11-18T13:06:39Z

Creators

Lai, Mei-Kei

Real time web-based toolbox for computer vision

The last few years have been strongly marked by the presence of multimedia data (images and videos) in our everyday lives. These data are characterized by a fast frequency of creation and sharing since images and videos can come from different devices such as cameras, smartphones or drones. The latter are generally used to illustrate objects in different situations (airports, hospitals, public areas, sport games, etc.). As result, image and video processing algorithms have got increasing importance for several computer vision applications such as motion tracking, event detection and recognition, multimedia indexation and medical computer-aided diagnosis methods. In this paper, we propose a real time cloud-based toolbox (platform) for computer vision applications. This platform integrates a toolbox of image and video processing algorithms that can be run in real time and in a secure way. The related libraries and hardware drivers are automatically integrated and configured in order to offer to users an access to the different algorithms without the need to download, install and configure software or hardware. Moreover, the platform offers the access to the integrated applications from multiple users thanks to the use of Docker (Merkel, 2014) containers and images. Experimentations were conducted within three kinds of algorithms: 1. image processing toolbox. 2. Video processing toolbox. 3. 3D medical methods such as computer-aided diagnosis for scoliosis and osteoporosis.  These experimentations demonstrated the interest of our platform for sharing our scientific contributions related to computer vision domain. The scientific researchers could be able to develop and share easily their applications fastly and in a safe way.

Year

2022-11-18T13:06:39Z

Creators

Mahmoudi, Sidi Ahmed Belarbi, Mohammed Amin Adoui, Mohammed El Larhmam, Mohammed Amine Lecron, Fabian

On the use of natural user interfaces in physical rehabilitation: a web-based application for patients with hip prosthesis

This study aims to develop a telemedicine platform for self-motor rehabilitation and remote monitoring by health professionals, in order to enhance recovery in patients after hip replacement. The implementation of such a technology is justified by medical (improvement of the recovery process by the possibility to perform rehabilitation exercises more frequently), economic (reduction of the number of medical appointments and the time patients spend at the hospital), mobility (diminution of the transportation to and from the hospital) and ethics (healthcare democratization and increased empowerment of the patient) purposes. The Kinect camera is used as a Natural User Interface to capture the physical exercises performed at home by the patients. The quality of the movement is evaluated in real-time by an assessment module implemented according to a Hidden-Markov Model approach. The results show a high accuracy in the evaluation of the movements (92% of correct classification). Finally, the usability of the platform is tested through the System Usability Scale (SUS). The overall SUS score is 81 out of 100, which suggests a good usability of the Web application. Further work will focus on the development of additional functionalities and an evaluation of the impact of the platform on the recovery process.

Year

2022-11-18T13:06:39Z

Creators

Rybarczyk, Yves Cointe, Clément Gonçalves, Tiago Minhoto, Vitor Deters, Jan Kleine Villarreal, Santiago Gonzalo, Arián Aladro Baldeón, Jonathan Esparza, Danilo

User-centred design actions for lightweight evaluation of an interactive machine learning toolkit

Machine learning offers great potential to developers and end users in the creative industries. For example, it can support new sensor-based interactions, procedural content generation and end-user product customisation. However, designing machine learning toolkits for adoption by creative developers is still a nascent effort. This work focuses on the application of user-centred design with creative end-user developers for informing the design of an interactive machine learning toolkit. We introduce a framework for user-centred design actions that we developed within the context of an European Union innovation project, RAPID-MIX. We illustrate the application of the framework with two actions for lightweight formative evaluation of our toolkit—the JUCE Machine Learning Hackathon and the RAPID-MIX API workshop at eNTERFACE’17. We describe how we used these actions to uncover conceptual and technical limitations. We also discuss how these actions provided us with a better understanding of users, helped us to refine the scope of the design space, and informed improvements to the toolkit. We conclude with a reflection about the knowledge we obtained from applying user-centred design to creative technology, in the context of an innovation project in the creative industries.  

Year

2022-11-18T13:06:39Z

Creators

Bernardo, Francisco Grierson, Mick Fiebrink, Rebecca

King's speech: pronounce a foreign language with style

Computer assisted pronunciation training requires strategies that capture the attention of the learners and guide them along the learning pathway. In this paper, we introduce an immersive storytelling scenario for creating appropriate learning conditions. The proposed learning interaction is orchestrated by a spoken karaoke. We motivate the concept of the spoken karaoke and describe our design. Driven by the requirements of the proposed scenario, we suggest a modular architecture designed for immersive learning applications. We present our prototype system and our approach for the processing of spoken and visual interaction modalities. Finally, we discuss how technological challenges can be addressed in order to enable the learner's self-evaluation.

Year

2022-11-18T13:06:39Z

Creators

Athanasopoulos, Georgios Lucas, Céline Cierro, Alessandro Guérit, Robin Hagihara, Kaori Chatelain, Julie Lugan, Sébastien Macq, Benoît

Editorial

No summary/description provided

Year

2022-11-18T13:06:39Z

Creators

Rangel, André Ribas, Luísa Verdicchio, Mario Carvalhais, Miguel

Absences within and surrounding light-to-sound translations

Within the material-immaterial dichotomy structuring the creation of media artworks and its inherent informational aesthetic, one may observe fractures or continuities. Considering media artworks through the notion of translation of materialities, the aim of this paper is to analyse some of the multiple roles that absence play within and surround this sort of aesthetic experimentation. The discussion is unfolded through the articulation of Vilém Flusser’s media theory – namely considering the zero-dimensionality of electronic and digital media and the concept of Mediumsprünge. These concepts are exemplified through historical and contemporary media devices and artworks technically based on light-to-sound translations. The discussed examples were partially selected from references and methodological tools used in a cross-disciplinary practice-based PhD research on photosensitivity in relation to media history and media art history conducted between 2014 and 2018. The methodology combines a historical and analytical approach, through new materialism, media archaeology, cultural techniques and second-order cybernetics. The significance of the discussion is exposing both the artistic freedom (or emancipation) and the arbitrariness (and responsibility) implied in bridging the gaps involved in media artworks.

Year

2022-11-18T13:06:39Z

Creators

Lautenschlaeger, Graziele

Someone is always already there in front of you even though you may not like it

In many ways, humans in modern societies seem to be occupied to a considerable amount by a longing to establish whatever they do as if it were the first time any human has ever done it. The arts are full of this myth of originality and firstness. However, at closer inspection, there often appear events or activities by someone else that were at least foreshadowing what later appeared as totally new and the first time. The article takes up a few cases of this kind related to digital art.

Year

2022-11-18T13:06:39Z

Creators

Nake, Frieder

"I make films to be seen": the narrative issue of Flora Gomes

The feature films by Flora Gomes: Mortu nega (1988), Udju azul di Yonta (1992), Po di sangui (1996), Nha fala (2002) and Republica di mininus (2012) narrate stories that speak of transits, music, woman, children, war, (neo)colonialism, cosmogony, life, death, love, birth, migration, of tradition, modernity, collectivity; using as scenario, the countryside, outdoors, with ironic, critical and metaphorical speeches. In this sense, the present abstract "I make films to be seen": an analysis of the film narrative of Flora Gomes" proposes emphasizing the elements of narrative cinematography of the fiction films of Flora Gomes present in the discourse, in themes, in the soundtrack, in orality, in time, in duration, in space, in camera movements, in the preparation of actors, in the work of illumination of the black body, in the scenery, not the visual metaphors of this director.

Year

2022-11-18T13:06:39Z

Creators

Oliveira, Jusciele

Forging strategic alliances: the agency of human–algorithmic curation under conditions of Platform Capitalism

Under conditions of so-called “Platform Capitalism”, software and algorithms undertake the important task of designing the interaction amongst online users and establishing criteria of relevance for content. As such, they operate as curatorial agents of platforms’ content, establishing what is there to see, know and consume. This state of affairs calls for a revision of the traditional role of the (human) curator who is confronted with an online environment characterised by the unprecedented collision of commercial, aesthetic, cultural and political interests. The question of what kind of relationship the curator shall create with the algorithm then becomes crucial: is this a relationship of antagonism, resistance or alliance? How do these two curatorial agents influence each other? In this article, I analyse a cluster of hybrid artistic and curatorial experiments (including my own curatorial work) that foregrounds online platforms as discrete modes of socio-technical assemblages that curate particular forms of connectivity amongst networks of users, data layers and technical infrastructures. By doing so, I argue for the forging of strategic alliances between human and machinic curators as a strategy to channel new forms of creativity and cooperation under conditions of “Platform Capitalism” and to operationalise human-algorithmic curation as a political and aesthetic practice within the networked culture.

Year

2022-11-18T13:06:39Z

Creators

Tedone, Gaia

Wandering machines: narrativity in generative art

The development of automatic narrative systems has been largely driven by the engineering tendency to anthropomorphize the machine logic so they can ‘tell stories’ similar to how humans do. From the artists’ perspective, however, the experimentation with their media is often more important than the (plausibility of) storytelling, and it often unfolds in non-verbal events that have a potential to generate diverse narratives through experience of the audience. We discuss the emergence of the creative practices that enrich the poetic repertoire of new media art by playfully utilizing the machine flaws, irregularities, errors and systemic technical imperfections thus revealing the human biases and fallacies entangled with technology. One of the implications of these practices is that if the AI research opens up a broader space in which a machine could achieve its own authorial voice, our concept and understanding of the narrative would need to be reconsidered.

Year

2022-11-18T13:06:39Z

Creators

Todorovic, Vladimir Grba, Dejan

Capture and transformation of urban soundscape data for artistic creation

URB is a research project designed to collect and store raw data from soundscapes analysis. This paper presents a survey about using URB based on the analysis of work developed by several artists, focusing on the description of their creative process and outcome. By comparing the processes and statements of each artists, the authors identified diverse systematic approaches to reinterpreting raw data provided by urban soundscapes, raising questions about the artistic outcomes vs original sound sources. Furthermore, some considerations are inferred about the artistic relevance of using this process in the creation process.

Year

2022-11-18T13:06:39Z

Creators

Gomes, José Alberto Pinho, Nuno Peixoto de Lopes, Filipe Costa, Gustavo Dias, Rui Tudela, Diogo Barbosa, Álvaro

Perspectives on digital computational systems as aesthetic artifacts

This paper addresses the study of digital computational systems as aesthetic artifacts seeking to provide instruments for their analysis and critical understanding. What this aim implies is the need to articulate complementary perspectives for considering not only their specificity as digital computational (software-driven) systems, but also the different aesthetic intents that drive the creation of these artifacts, as well as the kinds of experience they propose. This approach entails articulating the viewpoint of their creation or poetics with the viewpoint of their experience or aesthetics, while tackling into their enacted processes. Accordingly, this paper discusses concepts, models and frameworks that not only argue on the distinctive processual nature of these systems, but also stress the interdependency of views on their principles, mechanics and experience.

Year

2022-11-18T13:06:39Z

Creators

Ribas, Luísa

Hallucinating Gonçalo M. Tavares’ "Short Movies"

Short Movies, by the Portuguese author Gonçalo M. Tavares (2011), is hard to define in the field of literary or artistic genres. There are no movies in this book, just verbal descriptions of possible movies, usually marked by intense violence; but these descriptions, in turn, resemble to cinematic scripts, suggesting a set of shots, camera movements, the grammar of a montage. In this hybrid way of writing, the film is an object that remains both present and absent, continually summoned and always deferred. What operation is then required of the reader of this book, what gesture between reading and seeing, what theory of epistemology, what kind of controlled hallucination? In short, this essay proposes that Short Movies invites to the development of a subtle and painful art of suspicion.

Year

2022-11-18T13:06:39Z

Creators

Eiras, Pedro

Fundamentals and principles of musical telepresence

The idea of playing livemusic with someone abroad represents a major challenge for musicians and sound engineers likewise. Cognitive, technical and purely musical aspects make high demands on a network music performance that should fulfill conditions of a realistic rehearsing scenarios in the same room. In turn the idea of a network music performance has generally been considered as an impracticable application. However, a precise and comprehensive analysis has so far not been published, which equally issue_covers technical, cognitive aspects and their interdependencies equally. In order to give a final and valid statement about the feasibility of distributed real time music we take any of such relevant aspect into consideration and explain it accordingly to the reader. Finally we conclude that in recent wide area networks remote music sessions are possible assuming an awareness of latency conditions and appropriate interaction categories.

Year

2022-11-18T13:06:39Z

Creators

Carôt, Alexander Werner, Christian