Artificial intelligence-mediated interactions in virtual reality art

Hdl Handle:
http://hdl.handle.net/10149/58303
Title:
Artificial intelligence-mediated interactions in virtual reality art
Authors:
Lugrin, J-L. (Jean-Luc); Cavazza, M. O. (Marc); Crooks, S. (Sean); Palmer, M. (Mark)
Affiliation:
University of Teesside; University of the West of England.
Citation:
Lugrin, J-L. et al. (2006) 'Artificial intelligence-mediated interactions in virtual reality art', IEEE Intelligent Systems, 21 (5), pp.54-62.
Publisher:
IEEE
Journal:
IEEE Intelligent Systems
Issue Date:
Oct-2006
URI:
http://hdl.handle.net/10149/58303
DOI:
10.1109/MIS.2006.87
Abstract:
In entertainment applications, artificial intelligence techniques have most often been used to implement embodied agents or to automatically generate artistic content. A more recent development concerns using AI to support the user experience through new AI-based interactivity techniques. This is especially of interest for the development of artistic installations based on interactive 3D worlds. A major difficulty in developing such installations is to properly translate the artistic intention into actual elements of interactivity, which in turn determine the user experience. The starting point of this research was to facilitate the description of high-level behaviors for virtual worlds that would form part of virtual reality (VR) art installations. In our approach to interactivity, the consequences of user interaction can be dynamically computed to produce cascaded effects eliciting a specific kind of user experience. This chain of events is computed from first principles embedding elements of the artistic brief (the artist's initial conceptual description of the interactive installation and the intended user experience). In other words, AI techniques are used for their ability to represent actions and to compute analogical transformations on them to create a user experience.
Type:
Article
Keywords:
virtual world; virtual reality; art; artificial intelligence; entertainment; causal perception; immersive displays; virtual reality art; AI; VR
ISSN:
1541-1672
Rights:
Author can archive publisher's version/PDF. For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 24/06/2010]
Citation Count:
0 [Web of Science and Scopus, 12/10/2009]

Full metadata record

DC FieldValue Language
dc.contributor.authorLugrin, J-L. (Jean-Luc)-
dc.contributor.authorCavazza, M. O. (Marc)-
dc.contributor.authorCrooks, S. (Sean)-
dc.contributor.authorPalmer, M. (Mark)-
dc.date.accessioned2009-04-01T10:48:30Z-
dc.date.available2009-04-01T10:48:30Z-
dc.date.issued2006-10-
dc.identifier.citationIEEE Intelligent Systems 21(5):54-62-
dc.identifier.issn1541-1672-
dc.identifier.doi10.1109/MIS.2006.87-
dc.identifier.urihttp://hdl.handle.net/10149/58303-
dc.description.abstractIn entertainment applications, artificial intelligence techniques have most often been used to implement embodied agents or to automatically generate artistic content. A more recent development concerns using AI to support the user experience through new AI-based interactivity techniques. This is especially of interest for the development of artistic installations based on interactive 3D worlds. A major difficulty in developing such installations is to properly translate the artistic intention into actual elements of interactivity, which in turn determine the user experience. The starting point of this research was to facilitate the description of high-level behaviors for virtual worlds that would form part of virtual reality (VR) art installations. In our approach to interactivity, the consequences of user interaction can be dynamically computed to produce cascaded effects eliciting a specific kind of user experience. This chain of events is computed from first principles embedding elements of the artistic brief (the artist's initial conceptual description of the interactive installation and the intended user experience). In other words, AI techniques are used for their ability to represent actions and to compute analogical transformations on them to create a user experience.-
dc.languageen-
dc.publisherIEEE-
dc.rightsAuthor can archive publisher's version/PDF. For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 24/06/2010]-
dc.subjectvirtual world-
dc.subjectvirtual reality-
dc.subjectart-
dc.subjectartificial intelligence-
dc.subjectentertainment-
dc.subjectcausal perception-
dc.subjectimmersive displays-
dc.subjectvirtual reality art-
dc.subjectAI-
dc.subjectVR-
dc.titleArtificial intelligence-mediated interactions in virtual reality art-
dc.typeArticle-
dc.contributor.departmentUniversity of Teesside; University of the West of England.-
dc.identifier.journalIEEE Intelligent Systems-
ref.assessmentRAE 2008-
ref.citationcount0 [Web of Science and Scopus, 12/10/2009]-
or.citation.harvardLugrin, J-L. et al. (2006) 'Artificial intelligence-mediated interactions in virtual reality art', IEEE Intelligent Systems, 21 (5), pp.54-62.-
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