{"title":"Absorbed in Architectural Representations: Venomenon as an Example for Stereoscopic Video Connecting Cultural Heritage and Media Art","authors":"E. Reinhuber","doi":"10.1109/Culture.and.Computing.2017.40","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.40","url":null,"abstract":"The constant rise and fall of media developments is prevalent. Mixed, Virtual and Augmented Reality is currently hyped until the next (re-)discovered media or new invention will enter the market. Stereoscopic movies experienced several waves, though not only the market expected an enduring revolution in 2009. Five years after the second breakthrough of 3D movies, it has become virtually impossible to purchase equipment on a consumer and prosumer level, even the screenings in cinemas for 3D movies disappeared mostly. Despite the innovations and reluctance of a general audience, I argue in this paper that there are still niches for this exciting medium, specifically in culture, heritage and media art, in particular to convey experiences, emotions and relations, since I sense a neglected potential in this technology, which I aim to combine in the video piece Venomenon and discuss in the following as artistic research.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128318649","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Postures and Movements of Balinese Dance","authors":"Minako Nakamura","doi":"10.1109/Culture.and.Computing.2017.37","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.37","url":null,"abstract":"This study analyzed the Balinese female dance motion from the viewpoint of a researcher in \"Culture and Computing\". I found that a dancer's inner power came out from inside as a movement, and that the tracking of multiple markers of Motion Capture described \"Kinesphere\", the sphere around the body whose periphery can easily be reached by a dancer's extended limbs without his or her weight shift.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122028558","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Reality Determination through Action","authors":"G.W.M. Rauterberg","doi":"10.1109/Culture.and.Computing.2017.16","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.16","url":null,"abstract":"The question about the nature of real worlds (true reality) and virtual worlds (artificial reality) is not as easy to answer as it appears at first glance. How do we perceive real or virtual worlds? How can we differentiate between real and virtual worlds? In order to understand what real and virtual worlds are and what their definite distinctions are at best, it is necessary to first outline the fundamental aspects of perception and knowledge, as well as assume the various epistemological positions. Since the meaning of the world is primarily established by actions, the individual knowledge of the world is stored in an action-related manner. Instead of a passive portrayal, the world is determined actively. Understanding is only possible in the re-construction of the world. Re-constructions that can be inter-subjectively experienced with the senses in an objectivised or inter-subjectively imparted form enable new dimensions of communication. Modern technology can contribute to this cultural development.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122952222","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analyzing Facial Expressions and Hand Gestures in Filipino Students' Programming Sessions","authors":"Thomas James Z. Tiam-Lee, Kaoru Sumi","doi":"10.1109/Culture.and.Computing.2017.12","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.12","url":null,"abstract":"This paper discusses facial expressions and gestures of Filipino students while doing a series of programming exercises. It was found that Filipino students are facially expressive throughout a programming session especially while typing, with the most common facial expressions being the widening of the eye, raising the brow, dimpling, pressing or sucking the lip, and opening the mouth. It was also found that an increase in the frequency of hand gestures occurs during moments of confusion and frustration in programming, which is supported by previous studies. The findings of this study can help towards the development of affectively aware intelligent tutoring systems that are also culturally sensitive.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124434299","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yoshihiro Ikeda, Hiromi T. Tanaka, H. Noma, Kohei Matsumura, R. Lopez-Gulliver
{"title":"Design of Virtual Tea Ceremony \"Otemae\" from Remote Place Using Haptic Retargeting","authors":"Yoshihiro Ikeda, Hiromi T. Tanaka, H. Noma, Kohei Matsumura, R. Lopez-Gulliver","doi":"10.1109/Culture.and.Computing.2017.26","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.26","url":null,"abstract":"In recent years, Japanese tea ceremony has become increasingly popular outside of Japan. In Japan, there are many tea ceremony facilities (called chashitsu). However, there is not enough number of both chashitsu, and tea masters outside of Japan. In this paper, we propose virtual chashitsu that allows remotely located tea masters and students to practice Otemae (tea-serving manners) by using a common HMD based VR system. During a tea ceremony, it is important to handle the real tea ceremony sets. Therefore, we place both real and virtual tea sets in the student's side. Here, when the student handle a virtual tea object, he/she also handles the corresponding real tea object. On the other hand, we only place virtual tea sets in the teacher's side. In the Otemae, if the student place a tea object in the wrong position, the tea master adjusts the object position. At that time, discrepancy in the position of the virtual and real tea object may occur at the student's side. In this paper, we employ a \"haptic retargeting\" method to solve this positional discrepancy between real and virtual tea objects.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129586317","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analysis of Interpersonal Effects in Dance Performance","authors":"Nao Shikanai, K. Hachimura","doi":"10.1109/Culture.and.Computing.2017.35","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.35","url":null,"abstract":"This research investigated the interaction between dancers when performing together, and the differences in dancers' emotions and movements in the presence and absence of an audience. Both qualitative and quantitative analyses were performed using psychological indices and motion capture techniques, respectively. First, we investigated the interaction between the dancers. A comparison of the results of movement and timing of face-to-face and face-to-back positioning showed that the face-to-face condition led to better synchronization of timing. In addition, the dancers actively moved their waist, knees, limbs, and trunk to create complicated dance movements rhythms. Next, we investigated dancers' emotional states and movements in the presence of an audience. The results showed that positive and negative emotions of dancers increased in the presence of an audience; and the speed and acceleration of body movements also increased. Moreover, the dancers tended to perform movements with more complicated rhythms. These results can contribute to the development of a learning and support system for dance education.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"216 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129158935","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Study on Variable Control of Sound Vibration Form (SVF) for Media Art Creation","authors":"Yunian Pang, Liang Zhao, R. Nakatsu, N. Tosa","doi":"10.1109/Culture.and.Computing.2017.34","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.34","url":null,"abstract":"Media arts created utilizing sound vibration have a big visual impact to audiences. One of the well-known artworks created by one of the authors, Naoko Tosa, is \"Sound of Ikebana,\" which combined physical phenomenon, sound shape computing, and traditional Japanese flower arrangement culture. The method she used to create the artwork is Sound Vibration Form (SVF), which uses sound vibration as the energy source to let pigment or other materials jump up from speaker, and be shot by a high-speed camera of 2000 frame/sec.In order to create appropriate shapes using SVF, we need to control key parameters such as sound frequency, the shape of sound, paint quantity, paint viscosity, type of materials, etc. We have carried out various experiments of SVF by changing these parameters and have analyzed how the changes of these parameters create various shapes. We believe that SVF could support artists to create high-quality artworks and therefore would become an art creation support tool.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124694886","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Issues in Visualizing Intercultural Dialogue Using Word2Vec and t-SNE","authors":"Heeryon Cho, S. Yoon","doi":"10.1109/Culture.and.Computing.2017.9","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.9","url":null,"abstract":"One way to visualize an intercultural dialogue is to plot keywords jointly used by the intercultural speakers to see how the keywords locate relatively to each other, with the position of the keywords signifying some kind of a similarity relationship. We processed a Japanese transcription of a Korean-Japanese dialogue using Word2Vec and t-SNE algorithm to generate various 2D plots of the noun words jointly used by the Korean and Japanese speakers. Through this visualization process, we tracked down some of the issues involved in generating a meaningful visualization of the noun words jointly used by the intercultural speakers.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129517547","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Evaluating the Use of Motion Capture in Practicing Local Folk Dance","authors":"Katsumi Sato, Yoko Usui, Erina Yanagida, Shinichi Watabe","doi":"10.1109/Culture.and.Computing.2017.15","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.15","url":null,"abstract":"In dance practice, it is often the case that the practice is done by looking at one's movement in the mirror. With current motion capture, it is possible to display the CG movement of people in real time. In other words, you can utilize it in the same way as a mirror. In this study, motion capture was used during practice of folk performing arts. As a result, by checking the CG, improving the position of hands and feet was possible. On the other hand, it was found to be unsuitable in understanding the overall flow.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121663195","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Digital Archives of Intangible Cultural Properties","authors":"K. Hachimura","doi":"10.1109/Culture.and.Computing.2017.38","DOIUrl":"https://doi.org/10.1109/Culture.and.Computing.2017.38","url":null,"abstract":"This paper describes the activities carried out at the Art Research Center, Ritsumeikan University, Japan, which is a base of collaboration between the Humanities and Information Technologies on the preservation and usage of digitized cultural properties. Topics presented here are about the digitization of intangible cultural properties and its use for various aspects, quantitative and qualitative analysis of human body motions by using the motion captured body motion data. Topics also include those on the use of dance notation scheme, Labanotation and recording and restoring big cultural events, Gion Festival in Japan.","PeriodicalId":244911,"journal":{"name":"2017 International Conference on Culture and Computing (Culture and Computing)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114562826","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}