Ⓥ V.18 Virtual Discussion - Artist Talks

Wednesday, June 26, 2024
11:10 AM - 12:00 PM
Virtual

Overview

Group discussion giving virtual presenters the opportunity to discuss their work with colleagues and delegates


Details

Join the session here

This virtual discussion session will give virtual presenters the opportunity to participate in a live interactive virtual panel discussion facilitated by an academic chair. Virtual delegates will be encouraged to pre-watch the presentation videos (available via the OnAIR conference platform) and then join this discussion session, which will run through a provided Zoom link. The Aim of this session is to provide an opportunity for presenters to share and discuss their work with colleagues and for delegates to engage in Q&A. Each discussion will run for 30-50 minutes depending on how many virtual presenters and delegates are participating.


Speaker

Dr Pablo Gobira
estudante
UEMG

Pandemic Trilogy

Abstract

This artist talk showcases the Pandemic Trilogy, a series of 3 Application Poems (PoemApps) made during and dialoguing with pandemic times. These artworks, created from 2020 to 2022 by the Laboratório de Poéticas Fronteiriças team, are digital art mobile applications with game dynamics. Their goal is to react to reality as the Sars-COV-2 virus transformed it and aesthetically discuss, in different ways and with a different focus in each artwork, possible dialogue inserted in the field of digital arts. They are Covid-19 (2020), an augmented reality PoemApp that dialogues with the emergence of the virus; Lave as mãos (2020), an application that focuses on preventing the disease; and Vacina estética (2022), a virtual reality PoemAPP that utilises the vaccination/immunological protection as a poetic element.

Final Paper

Biography

Pablo Gobira is a professor doctor at the Guignard School (UEMG) and a member of the permanent staff of PPGArtes (UEMG), PPGACPS (UFMG) and PPGGOC (UFMG). Director of the Laboratório de Poéticas Fronteiriças (CNPq/UEMG).
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Mr Rem Rungu Lin
The Hong Kong University of Science and Technology (Guangzhou)

AT: Dancing with(in) Your Bio-body: from Neurofeedback to Embodied Cognition

Abstract

"Dancing with(in) Your Body Cosmos" is an art project at the intersection of dance, technology, and cognitive science, building upon our foundational work "Body Cosmos." . It introduces the concept of 'Bio-body', a dynamic digital embodiment of the dancer's physiological state, rendered in real-time using EEG, motion capture, and visualization technologies. The project offers two unique interactive experiences: 'Dancing within your Body Cosmos', which immerses dancers in their own inner space, and 'Dancing with your Body Cosmos', creating a bio-digital mirror for enhanced performance. This integration of bio-data with artistic expression transcends traditional neurofeedback, delve into the realm of embodied cognition. This research presents the development of the bio-body, exploring how dancers can engage with their bio-data to amplify awareness and augment performance. This artwork contributes to the evolving understanding of dance, positioning it within a broader context of interdisciplinary artistic exploration that fuses human cognition, creativity, and digital technology.

Final Paper

Biography

Rem RunGu Lin is a digital artist and the co-founder of Funtheory/Befun studio. He investigates the intersections of bio-data, generative art, mixed reality, and human-computer interaction in his research and artwork. He holds a master’s degree from MIT and is pursuing his PhD in Computational Media and Art (CMA) at HKUST. His works/papers have been Recognized in international conferences/exhibition including Ars Electronica, Siggraph Asia, IEEE VIS AP, VINCI, R.A.W.!, Bi-City Biennale of Urbanism/Architecture, “Vision Shenzhen” Shenzhen Light Art Museum, Guangzhou New Year Poetry Festival, Guangdong Modern Dancing Week, Guangdong Drama Art Center and etc. He also won the First Prize of Innovative Global Challenge for Beijing New Aerotropolis.
Dr Sahar Sajadieh
University of California, San Diego

AT: Interrogative Robot Theater

Abstract

“You are the hottest thing in the room! I couldn’t help but come over to introduce myself.” That’s how the conversation began between the human-sized female robot and an audience member during Come Hither to Me! In this robot theater the robotic agent charms the audience with her seductive humor and subtly enters them into a provocative dialogue that surfaces their stereotypical biases in gendered social interactions. Come Hither to Me! exemplifies “Interrogative Robot Theater,” our performative and critical method for social robotics research with an objective of designing robotic embodiment and interactivity for theatrical performances and public interventions. We apply various design and theater-making methods to develop a socially engaging, fun, and playful interactive experience for the audience. Using humorous conversation and embodied interaction design, our feminist robot theater makes
a satirical performative commentary on misogynistic dating culture and stereotypical gender roles. Inspired by the male-centered pickup artist community guidelines, we designed a chatbot decision tree for our female-gendered robot actor that flirts and provokes conversation with participants of all genders, subverting the imbalanced power dynamics of sexist social interactions. This interventionist theater-making methodology builds upon social justice-oriented interaction design, interrogative design, and Theater of the Oppressed. Through the application of this approach, Come Hither to Me! interrogates and problematizes gendered intimacy and agency in social interactions.

Final Paper

Biography

Sahar Sajadieh is a computational performance/media artivist (artist+activist) and theorist. She is a UC Chancellor’s Postdoctoral Fellow at UC San Diego Department of Visual Arts with a Ph.D. in Media Arts and Technology from University of California, Santa Barbara. Sahar is also currently an Open Documentary Lab fellow at The Massachusetts Institute of Technology. Her educational background is in Performance Studies (MA @NYU, the Tisch School of the Arts) and Computer Science and Theater (BSc and BA @UBC). Her research lies at the intersection of computational arts, generative/ethica artificial intelligence, social justice-oriented design, and performance/media theory. She is interested in the creative and critical applications of natural language processing, machine learning, extended reality, and robotics as means of storytelling, poetic expression, and social intervention. Her research focuses on making interactive technologies and artificial intelligence more alive and their societal applications more ethical.
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Dr Hannen Wolfe
Assistant Professor
Colby College

Co-presenter

Biography

Hannen Wolfe (they/them) is a media artist and Assistant Professor of Computer Science at Colby College. They earned a PhD in Media Arts and Technology and a M.S. in Computer Science from the University of California, Santa Barbara. Their research is at the intersection of art and computation, building interactive art installations and staging robot performances that uplift underrepresented voices, question how we use technology, and dismantle systemic and structural inequalities. Their work has been shown at SIGGRAPH Art Gallery winning “Best in Show”, the International Symposium on Electronic Art, NIME, CHI Interactivity, IEEE VIS Art Program, Contemporary Istanbul and others. Their research has been published in Leonardo and IEEE Transactions on Affective Computing.
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Dr Mengyao Guo
Assistant Professor
Shenzhen International School of Design, Harbin Institute of Technology

AT: SubmergeShots: A VR-based Serious Game for Enhancing Marine Bioscience Knowledge and Conservation Awareness

Abstract

The intersection of virtual reality (VR) and serious gaming presents a novel approach to enhancing knowledge and environmental awareness in marine bioscience research and education. This approach realized the development of ``SubmergeShots", which simulates underwater photography and provides an immersive educational experience for participants without the risks associated with actual diving. It is designed to address underwater photographers' challenges, such as equipment handling, safety procedures, and ethical interaction with marine life while promoting conservation awareness. By applying Unity, the game has three levels that guide the player from pre-dive preparations to underwater exploration and post-dive equipment management and include the scenarios of ``game over" if proper procedures are not followed as a warning. The game's potential is a collaboration with professional underwater photography institutions and promises to further educational value, with certification upon successful completion, to realize outstanding production achievement.

Final Paper

Biography

Mengyao Guo is an award-winning Artist, Illustrator, and Graphic Designer and Researcher based in Shenzhen and Macau. She is an assistant professor at Shenzhen International School of Design, Harbin Institute of Technology, and a Ph.D. candidate in Visual Communication at the University of Macau. Her works have been widely included in several worldwide exhibitions, including CITYA, Art Vancouver, Art Fair Tokyo, Art on Paper, etc., and her research has been published at the ACM Artech, ACM Chinese CHI, ACM TEI, ISEA and EVA London etc., in Digital Media Art, HCI and Art & Technologies.
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Miss Zoe Qi-Jing Li
PhD student
The Hong Kong University of Science and Technology (Guangzhou)

AT: Reimagining Anthropomorphism: Artistic Explorations in Humanizing Machines

Abstract

This artist presentation introduces a practice-based research endeavor aimed at exploring novel possibilities for machines in presenting anthropomorphic features. It unveils three innovative practices by Zoe Li, seeking to reimagine the anthropomorphic potential of robots. These projects delve into novel approaches to humanizing machines, employing performative anthropomorphic features that transcend overt appearances and reveal themselves through choreographed machine performance. The artistic strategy investigates subtle anthropomorphic qualities, fostering empathic connections without relying on a humanoid facade. The aspiration is to open new possibilities for human-robot interaction.

Final Paper

Biography

Zoe Qi-Jing Li is a PhD student in Computational Media and Arts at the Hong Kong University of Science and Technology (Guangzhou). She is also an interdisciplinary artist investigating the abstract roles of human beings in a technological world and exploring the position of "self" within a system. She exhibited her project in Ming Contemporary Art Museum, xCoAx 2021, 2022 Beijing Biennial, Macao International Art Biennale 2023, TEI 2024, etc.
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Xin Feng
Creative Technologist

AT: Gaze into Legends: Crafting Personalized Narratives through VR Eye-tracking

Abstract

This project introduces an innovative paradigm for mythological storytelling within a gaze-controlled virtual reality environment. Departing from conventional mediums such as audio and text, it enables users to engage in first-person explorations of global mythologies and folktales. Leveraging intuitive eye-tracking mechanisms and interactive chatbot technology, it fosters immersive narrative experiences. Informed by user interaction patterns, the system facilitates dynamic co-creation. This adaptive storytelling not only delivers personalized experiences but also encourages diverse interpretations and deeper connections with mythological content. By transcending simplistic symbols prevalent in static storytelling, our work redefines narrative exploration, offering a multi-layered journey into mythological realms.

Final Paper

Biography

Xin Feng is a creative technologist and multidisciplinary designer who is currently working at Meta Reality Labs. She completed her master’s degree in Design Technology at Harvard University. Her work spans a mixture of game development, interaction design, XR prototyping, and web development, with an emphasis on human-centered multimodal experiences that connect the digital and physical realms. Her research areas cover social wellbeing in XR, affective computing and immersive storytelling. Her recent project was showcased at the SIGGRAPH Immersive Pavilion 2023.
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Ms Meichun Cai
Independent

Co-presenter

Biography

Meichun Cai is an interdisciplinary designer and artist working across digital media, installations, interactive technology, and mixed realities. She creates research-based experiments for immersive storytelling, spatial and cognitive augmentation, and plural futures within a more-than-human context. Her professional practice ranges from building next-generation platforms for democratizing 3D content creation to designing multi-modal interfaces with emotional AI. Meichun graduated from Harvard with a master’s degree in Design Technology and received her BFA from School of Visual Arts.
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