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The generative visual renku project: integrating multimedia semantics, animation, and interface design

Published: 10 April 2010 Publication History

Abstract

This paper presents Generative Visual Renku (GVR), a new genre of visual interactive/generative art form inspired by Japanese renku poetry and generative contemporary art. GRIOT, a system for composing generative and interactive multimedia discourse, is used to semantically constrain generated output both visually and conceptually. GVR utilizes GRIOT to implement constraints for visual composition, revealing new technical and aesthetic challenges. Since modular animated graphical systems are ubiquitous in computing culture, ranging from avatars to GUIs, GVR works pose a contribution to a breadth of HCI research and to the development of new theory and technology for integrating AI and the arts.

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References

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Harrell, D.F., Theory and Technology for Computational Narrative: An Approach to Generative and Interactive Narrative with Bases in Algebraic Semiotics and Cognitive Linguistics, in Computer Science and Engineering. 2007, University of California, San Diego: La Jolla.
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Galanter, P., Generative Art and Rules-based Art. Vague Terrain, 2006. 3.
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Hiraga, M., Metaphor and iconicity : a cognitive approach to analysing texts. 2005, Houndmills, Basingstoke, Hampshire ; New York: Palgrave Macmillan.
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Turner, M., The literary mind. 1996, New York: Oxford University Press.
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Fauconnier, G. and M. Turner, The way we think : conceptual blending and the mind's hidden complexities. 2002, New York: Basic Books.
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Goguen, J., An Introduction to Algebraic Semiotics, with Applications to User Interface Design, in Computation for Metaphors, Analogy, and Agents. 1998: Yakamatsu, Japan.
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Harrell, D.F., GRIOT's Tales of Haints and Seraphs: A Computational Narrative Generation System, in Second person : role-playing and story in games and playable media, P. Harrigan and N. Wardrip-Fruin, Editors. 2007, MIT Press: Cambridge, Mass.
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Goguen, J. and D.F. Harrell, Style as a Choice of Blending Principles, in The Structure of Style: Algorithmic Approaches to Understanding Manner and Meaning, S. Argamon, K. Burns, and S. Dubnov, Editors. 2009, Springer: Berlin.
[10]
Harrell, D.F., GRIOT's Tales of Haints and Seraphs: A Computational Narrative Generation System, in Second Person: Role-Playing and Story in Games and Playable Media, N. Wardrip-Fruin and P. Harrigan, Editors. 2007, MIT Press: Cambridge, MA.
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  • (2015)Designing and Analyzing Swing Compass: A Lively Interactive System Provoking Imagination and Affect for PersuasionPersuasive Technology10.1007/978-3-319-20306-5_10(107-120)Online publication date: 2015

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        cover image ACM Conferences
        CHI EA '10: CHI '10 Extended Abstracts on Human Factors in Computing Systems
        April 2010
        2219 pages
        ISBN:9781605589305
        DOI:10.1145/1753846

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        Association for Computing Machinery

        New York, NY, United States

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        Published: 10 April 2010

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        Author Tags

        1. animation
        2. artificial intelligence
        3. generative
        4. interactive
        5. interface design
        6. multimedia
        7. visual art

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        • (2015)Designing and Analyzing Swing Compass: A Lively Interactive System Provoking Imagination and Affect for PersuasionPersuasive Technology10.1007/978-3-319-20306-5_10(107-120)Online publication date: 2015

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