8.3 Robotics
Tracks
Track 3
Wednesday, June 26, 2024 |
1:30 PM - 3:00 PM |
Plaza P7 |
Speaker
Associate Professor Daniel Miller
University of Iowa
AT: In a Mutual Light
1:30 PM - 1:45 PMAbstract
Since 2015 artist Daniel Miller has pursued creative research that merges sustainable sculptural practices with robotic technologies. Miller’s research has been primarily centered around the recycling and reuse of HDPE plastics in activated sculptural forms. His artist talk will highlight this progress starting with earlier works including Ouroboros and Failure to Launch and then focusing on his latest project titled Mutual Light, that will be included in the ISEA 2024 exhibition. Future projects will also be discussed.
Biography
Daniel Miller uses robotics, electronics, sound, video and light to investigate systems and ecologies in the contemporary land-scape. Currently he is an Associate Professor and Area Head of Sculpture & Intermedia in the School of Art and Art History, University of Iowa. In addition to many exhibitions in the USA, Miller’s artwork has been shown in Italy, Switzerland, Ireland, Korea, and Columbia. He has received numerous commissions, grants and awards to support his research.
Dr John McCormick
Associate Professor
Swinburne University of Technology
SP: Track Back: A Human Robot Movement Installation
1:45 PM - 2:00 PMAbstract
Track Back is a human-robot art installation that investigates both live human robot interactions as well as human movement embedded in historical video repositories as sources for the robot’s movement. The artwork leverages the unity game engine as a mediating platform for the robot to access human movement and repurpose it for its own body. This allows the robot’s movement to be procured from multiple sources. The unity environment can also be used to connect robots of different morphologies to the movement sources enabling flexibility in the engagement between human and robot.
Biography
John McCormick is a technology based artist with a major interest in movement. John has collaborated on works worldwide, including at International Symposium of Electronic Art (ISEA), ZERO1SJ, SIGGRAPH, Melbourne Festival, Venice Biennale, Siggraph Asia, Ars Electronica Futurelab, Tokyo International Forum and Art Science Museum Singapore. John’s current artistic work explores human robot interaction mediated by extended reality environments. John was an Australian Antarctic Arts Fellow in 2020 supported by the Australian Antarctic Division and Australian Network for Art and Technology. John was lucky enough to travel on the last Australian Antarctic voyage of the research vessel Aurora Australis to the Antarctic continent. John is currently acting director of the Centre for Transformative Media Technologies at Swinburne University of Technology where he investigates artis-tic practice in extended reality environments, robotics, artificial intelligence and human action.
Recent Exhibitions include: Aurora Australis Ultimo Choro VR, Siggraph Asia Art Gallery, Tokyo In-ternational Forum (2021); Antarctica Breaking, Polar Patterns, Capitol Theatre Melbourne (2021); Eve of Dust, Powerhouse Museum Brisbane Australia, Tokyo International Forum Japan (2019); Neuron Conductor, RMIT Gallery Melbourne (2019); Child In The Wild, Art Science Museum Singapore (2017).
Dr Stine Johansen
Queensland University of Technology
SP: Robotic Blended Sonification: Consequential Robot Sound as Creative Material for Human-Robot Interaction
2:00 PM - 2:15 PMAbstract
Current research in robotic sounds generally focuses on either masking the consequential sound produced by the robot or on sonifying data about the robot to create a synthetic robot sound. We propose to utilise and modify rather than mask the sounds that robots are already producing. In short, this approach relies on capturing a robot’s sounds, processing them according to contextual information (e.g., collaborators' proximity or particular work sequences), and playing back the modified sound. Previous research indicates the usefulness of non-semantic, and even mechanical, sounds as a communication tool for conveying robotic affect. Adding to this, this paper presents a novel approach which makes two key contributions: (1) a technique for real-time capture and processing of consequential robot sounds, and (2) an approach to explore these sounds through direct human-robot interaction. Drawing on methodologies from design, human-robot interaction, and creative practice, the resulting 'Robotic Blended Sonification' is a concept which transforms the consequential robot sounds into a creative material that can be explored artistically and within application-based studies.
Biography
Dr. Stine Johansen is a Postdoctoral Research Fellow in the Australian Cobotics Centre, Queensland University of Technology. Her research focuses on designing interactions with complex technical, cyber-physical systems such as robots and sound zone systems. This includes designing for human-robot collaboration and supporting interaction with spatial sound through visualisations. Her research relies on principles from participatory design and physical prototyping methods. Stine has a PhD in Computer Science, focusing on Human-Computer Interaction. She has published in top venues in this field, including the CHI and DIS conferences and the Transactions on Computer-Human Interaction journal. Throughout her research career, Stine has maintained close collaborations with industry, including electronics and audio companies Bang & Olufsen and Soundfocus in Denmark. Personally, Stine has a strong interest in arts and music, painting digitally and playing music, and she actively uses these hobbies to support her research.
Dr Marília Lyra Bergamo
University of Newcastle
AT: Deceptive Practices
2:15 PM - 2:30 PMAbstract
Charles Darwin wrote six botany books, three on flower reproduction, given the importance of the reproductive process in life's evolutionary complexity. This paper pre-sents an experimental design/art small-world system of three robotic deceptive flowers and their reproductive behaviour. The system shown is the first generation of robotic individualisations. The concept is based on the idea that deceptive flowers decoy pollinators by adver-tising a reward, which is not provided. The artwork is in-spired by the genus Aristolochia, which uses fly-trapping to spread its pollen. This study seeks aesthetic visual fabrics and sizes to impress people to interact with the robotic structures. Once a person is close enough to the flower, it will trap the person for a few seconds. The project is also a feasible design experiment intending to study individuals' reactions to the trap conditions. The installation aims to sensibilise individuals to the high cost of the mind and body's reproductive circumstances.
Biography
Marilia Bergamo has been a computer artist and lecturer of Design and Digital Art for the last fifteen years. She graduated in Design and Computer Science and worked with interface design during the beginning of her career. Her work as an educator also began in Interface Design and traditional printed graphics. As an artist, she sought to produce and research art related to interaction, digital images and the concept of evolution and interaction with digital systems. Now her research and production emphasize Art, Poetics and Computer Technology, Complex Systems, and Design for interactive media. She is working mainly on the following topics: art and digital systems, computer art, artificial life, interaction design, and the creation of multimodal interfaces.
Assistant Professor Yamin Xu
Bowling Green State University
AT: Emotional Machines: Synthesis and Expression of Emotions in Interactive Installations
2:30 PM - 2:45 PMAbstract
How to make art installations capable of emotional interaction? Through research on robotics and cognitive psychology, we proposed a mechanism for emotion perception, synthesis, and expression in interactive art. This mechanism utilized deep neural networks as the unit of perception, psychological models as method for emotion synthesis to drive motions generated in real time based on signal processing. Based on this architecture, we created several interactive installations as our study of how emotional factors affect interaction.
Biography
Yamin Xu is an artist and electronics geek, working in the edge that blurs animation, artificial intelligence, and robotics with an emphasis on the exploration of computational perception as an inseparable part of art expression. Because of his interdisciplinary background, he strives to create and define new things, which have not been clearly perceived as art. This motivation is sustained by his rigorous art/engineering practice, which is informed by the convergence of divergent spheres of study: religion and science, privacy and surveillance, robotic and organic. The result is in innovation, feedback to affect and expand his understanding and definition of art. His artwork has been exhibited internationally, such as ACM SIGGRAPH, TEI and CAA. Currently, Yamin Xu is an Assistant Professor at Bowling Green State University Digital Arts program.
Session chair
Jonathan Parsons
Independent Curator
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