I’ve seen the argument before but this is the first time I’ve seen an academic supporting the thesis that digital piracy can be a boon for business. From a January 28, 2019 news item on phys.org,
HBO’s popular television series “Game of Thrones” returns in April, but millions of fans continue to illegally download the program, giving it the dubious distinction of being the most pirated program.
Many may wonder why the TV network hasn’t taken a more aggressive approach to combating illegal streaming services and downloaders. Perhaps it is because the benefits to the company outweigh the consequences. Research analysis by faculty in Indiana University’s Kelley School of Business and two other schools found that a moderate level of piracy can have a positive impact on the bottom line for both the manufacturer and the retailer—and not at the expense of consumers.
“When information goods are sold to consumers via a retailer, in certain situations, a moderate level of piracy seems to have a surprisingly positive impact on the profits of the manufacturer and the retailer while, at the same time, enhancing consumer welfare,” wrote Antino Kim, assistant professor of operations and decision technologies at Kelley, and his co-authors.
“Such a win-win-win situation is not only good for the supply chain but is also beneficial for the overall economy.”
While not condoning piracy, Kim and his colleagues were surprised to find that it can actually reduce, or completely eliminate at times, the adverse effect of double marginalization, an economic concept where both manufacturers and retailers in the same supply chain add to the price of a product, passing these markups along to consumers.
The professors found that, because piracy can affect the pricing power of both the manufacturer and the retailer, it injects “shadow” competition into an otherwise monopolistic market.
“From the manufacturer’s point of view, the retailer getting squeezed is a good thing,” Kim said. “It can’t mark up the product as before, and the issue of double marginalization diminishes. Vice versa, if the manufacturer gets squeezed, the retailer is better off
“What we found is, by both of them being squeezed together — both at the upstream and the downstream levels — they are able to get closer to the optimal retail price that a single, vertically integrated entity would charge.”
In the example of “Game of Thrones,” HBO is the upstream “manufacturer” in the supply chain, and cable and satellite TV operators are the downstream “retailers.”
Kim and his co-authors — Atanu Lahiri, associate professor of information systems at the University of Texas-Dallas, and Debabrata Dey, professor of information systems at the University of Washington — presented their findings in the article, “The ‘Invisible Hand’ of Piracy: An Economic Analysis of the Information-Goods Supply Chain,” published in the latest issue of MIS Quarterly.
They suggest that businesses, government and consumers rethink the value of anti-piracy enforcement, which can be quite costly, and consider taking a moderate approach. Australia, for instance, due to prohibitive costs, scrapped its three-strikes scheme to track down illegal downloaders and send them warning notices. Though the Australian Parliament passed a new anti-piracy law last year, its effectiveness remains unclear until after it is reviewed in two years.
As with other studies, Kim and his colleagues found that when enforcement is low and piracy is rampant, both manufacturers and retailers suffer. But they caution against becoming overzealous in prosecuting illegal downloaders or in lobbying for more enforcement.
“Our results do not imply that the legal channel should, all of a sudden, start actively encouraging piracy,” they said. “The implication is simply that, situated in a real-world context, our manufacturer and retailer should recognize that a certain level of piracy or its threat might actually be beneficial and should, therefore, exercise some moderation in their anti-piracy efforts.
“This could manifest itself in them tolerating piracy to a certain level, perhaps by turning a blind eye to it,” they add. “Such a strategy would indeed be consistent with how others have described HBO’s attitude toward piracy of its products.”
This research was first made available online in August 2018, ahead of final publication in print in December 2018.
While my main interest is the group’s temporary art gallery, I am providing a brief explanatory introduction and a couple of previews for SIGGRAPH 2018.
For anyone unfamiliar with the Special Interest Group on Computer GRAPHics and Interactive Techniques (SIGGRAPH) and its conferences, from the SIGGRAPH Wikipedia entry Note: Links have been removed),
Some highlights of the conference are its Animation Theater and Electronic Theater presentations, where recently created CG films are played. There is a large exhibition floor, where several hundred companies set up elaborate booths and compete for attention and recruits. Most of the companies are in the engineering, graphics, motion picture, or video game industries. There are also many booths for schools which specialize in computer graphics or interactivity.
Dozens of research papers are presented each year, and SIGGRAPH is widely considered the most prestigious forum for the publication of computer graphics research. The recent paper acceptance rate for SIGGRAPH has been less than 26%. The submitted papers are peer-reviewed in a single-blind process. There has been some criticism about the preference of SIGGRAPH paper reviewers for novel results rather than useful incremental progress. …
This is the third SIGGRAPH Vancouver has hosted; the others were in 2011 and 2014. The theme for the 2018 iteration is ‘Generations’; here’s more about it from an Aug. 2, 2018 article by Terry Flores for Variety,
While its focus is firmly forward thinking, SIGGRAPH 2018, the computer graphics, animation, virtual reality, games, digital art, mixed reality, and emerging technologies conference, is also tipping its hat to the past thanks to its theme this year: Generations. The conference runs Aug. 12-16 in Vancouver, B.C.
“In the literal people sense, pioneers in the computer graphics industry are standing shoulder to shoulder with researchers, practitioners and the future of the industry — young people — mentoring them, dabbling across multiple disciplines to innovate, relate, and grow,” says SIGGRAPH 2018 conference chair Roy C. Anthony, VP of creative development and operations at software and technology firm Ventuz. “This is really what SIGGRAPH has always been about. Generations really seemed like a very appropriate way of looking back and remembering where we all came from and how far we’ve come.”
SIGGRAPH 2018 has a number of treats in store for attendees, including the debut of Disney’s first VR film, the short “Cycles”; production sessions on the making of “Blade Runner 2049,” “Game of Thrones,” “Incredibles 2” and “Avengers: Infinity War”; as well as sneak peeks of Disney’s upcoming “Ralph Breaks the Internet: Wreck-It Ralph 2” and Laika’s “Missing Link.”
That list of ‘treats’ in the last paragraph makes the conference seem more like an iteration of a ‘comic-con’ than a technology conference.
CHICAGO–In the burgeoning world of virtual reality (VR) technology, it remains a challenge to provide users with a realistic perception of infinite space and natural walking capabilities in the virtual environment. A team of computer scientists has introduced a new approach to address this problem by leveraging a natural human phenomenon: eye blinks.
All humans are functionally blind for about 10 percent of the time under normal circumstances due to eye blinks and saccades, a rapid movement of the eye between two points or objects. Eye blinks are a common and natural cause of so-called “change blindness,” which indicates the inability for humans to notice changes to visual scenes. Zeroing in on eye blinks and change blindness, the team has devised a novel computational system that effectively redirects the user in the virtual environment during these natural instances, all with undetectable camera movements to deliver orientation redirection.
“Previous RDW [redirected walking] techniques apply rotations continuously while the user is walking. But the amount of unnoticeable rotations is limited,” notes Eike Langbehn, lead author of the research and doctoral candidate at the University of Hamburg. “That’s why an orthogonal approach is needed–we add some additional rotations when the user is not focused on the visuals. When we learned that humans are functionally blind for some time due to blinks, we thought, ‘Why don’t we do the redirection during eye blinks?'”
Human eye blinks occur approximately 10 to 20 times per minute, about every 4 to 19 seconds. Leveraging this window of opportunity–where humans are unable to detect major motion changes while in a virtual environment–the researchers devised an approach to synchronize a computer graphics rendering system with this visual process, and introduce any useful motion changes in virtual scenes to enhance users’ overall VR experience.
The researchers’ experiments revealed that imperceptible camera rotations of 2 to 5 degrees and translations of 4 to 9 cm of the user’s viewpoint are possible during a blink without users even noticing. They tracked test participants’ eye blinks by an eye tracker in a VR head-mounted display. In a confirmatory study, the team validated that participants could not reliably detect in which of two eye blinks their viewpoint was manipulated while walking a VR curved path. The tests relied on unconscious natural eye blinking, but the researchers say redirection during blinking could be carried out consciously. Since users can consciously blink multiple times a day without much effort, eye blinks provide great potential to be used as an intentional trigger in their approach.
The team will present their work at SIGGRAPH 2018, held 12-16 August in Vancouver, British Columbia. The annual conference and exhibition showcases the world’s leading professionals, academics, and creative minds at the forefront of computer graphics and interactive techniques.
“RDW is a big challenge since current techniques still need too much space to enable unlimited walking in VR,” notes Langbehn. “Our work might contribute to a reduction of space since we found out that unnoticeable rotations of up to five degrees are possible during blinks. This means we can improve the performance of RDW by approximately 50 percent.”
The team’s results could be used in combination with other VR research, such as novel steering algorithms, improved path prediction, and rotations during saccades, to name a few. Down the road, such techniques could some day enable consumer VR users to virtually walk beyond their living room.
Langbehn collaborated on the work with Frank Steinicke of University of Hamburg, Markus Lappe of University of Muenster, Gregory F. Welch of University of Central Florida, and Gerd Bruder, also of University of Central Florida. For the full paper and video, visit the team’s project page.
About ACM, ACM SIGGRAPH, and SIGGRAPH 2018
ACM, the Association for Computing Machinery, is the world’s largest educational and scientific computing society, uniting educators, researchers, and professionals to inspire dialogue, share resources, and address the field’s challenges. ACM SIGGRAPH is a special interest group within ACM that serves as an interdisciplinary community for members in research, technology, and applications in computer graphics and interactive techniques. SIGGRAPH is the world’s leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques. SIGGRAPH 2018, marking the 45th annual conference hosted by ACM SIGGRAPH, will take place from 12-16 August at the Vancouver Convention Centre in Vancouver, B.C.
They have provided an image illustrating what they mean (I don’t find it especially informative),
Caption: The viewing behavior of a virtual reality user, including fixations (in green) and saccades (in red). A blink fully suppresses visual perception. Credit: Eike Langbehn
Walt Disney Animation Studios will debut its first ever virtual reality short film at SIGGRAPH 2018, and the hope is viewers will walk away feeling connected to the characters as equally as they will with the VR technology involved in making the film.
Cycles, an experimental film directed by Jeff Gipson, centers around the true meaning of creating a home and the life it holds inside its walls. The idea for the film is personal, inspired by Gipson’s childhood spending time with his grandparents and creating memories in their home, and later, having to move them to an assisted living residence.
“Every house has a story unique to the people, the characters who live there,” says Gipson. “We wanted to create a story in this single place and be able to have the viewer witness life happening around them. It is an emotionally driven film, expressing the real ups and downs, the happy and sad moments in life.”
For Cycles, Gipson also drew from his past life as an architect, having spent several years designing skate parks, and from his passion for action sports, including freestyle BMX. In Los Angeles, where Gipson lives, it is not unusual to find homes with an empty swimming pool reserved for skating or freestyle biking. Part of the pitch for Cycles came out of Gipson’s experience riding in these empty pools and being curious about the homes attached to them, the families who lived there, and the memories they made.
SIGGRAPH attendees will have the opportunity to experience Cycles at the Immersive Pavilion, a new space for this year’s conference. The Pavilion is devoted exclusively to virtual, augmented, and mixed reality and will contain: the VR Theater, a storytelling extravaganza that is part of the Computer Animation Festival; the Vrcade, a space for VR, AR, and MR games or experiences; and the well-known Village, for showcasing large-scale projects. SIGGRAPH 2018, held 12-16 August in Vancouver, British Columbia, is an annual gathering that showcases the world’s leading professionals, academics, and creative minds at the forefront of computer graphics and interactive techniques.
The production team completed Cycles in four months with about 50 collaborators as part of a professional development program at the studio. A key difference in VR filmmaking includes getting creative with how to translate a story to the VR “screen.” Pre-visualizing the narrative, for one, was a challenge. Rather than traditional storyboarding, Gipson and his team instead used a mix of Quill VR painting techniques and motion capture to “storyboard” Cycles, incorporating painters and artists to generate sculptures or 3D models of characters early on and draw scenes for the VR space. The creators also got innovative with the use of light and color saturation in scenes to help guide the user’s eyes during the film.
“What’s cool for VR is that we are really on the edge of trying to figure out what it is and how to tell stories in this new medium,” says Gipson. “In VR, you can look anywhere and really be transported to a different world, experience it from different angles, and see every detail. We want people watching to feel alive and feel emotion, and give them a true cinematic experience.”
This is Gipson’s VR directorial debut. He joined Walt Disney Animation Studios in 2013, serving as a lighting artist on Disney favorites like Frozen, Zootopia, and Moana. Of getting to direct the studio’s first VR short, he says, “VR is an amazing technology and a lot of times the technology is what is really celebrated. We hope more and more people begin to see the emotional weight of VR films, and with Cycles in particular, we hope they will feel the emotions we aimed to convey with our story.”
Apparently this is a still from the ‘short’,
Caption: Disney Animation Studios will present ‘Cycles’ , its first virtual reality (VR) short, at ACM SIGGRAPH 2018. Credit: Disney Animation Studios
Google has unveiled a new virtual reality (VR) immersive experience based on a novel system that captures and renders high-quality, realistic images from the real world using light fields. Created by a team of leading researchers at Google, Welcome to Light Fields is the tech giant’s splash into the nascent arena of light fields VR experiences, an exciting corner of VR video technology gaining traction for its promise to deliver extremely high-quality imagery and experiences in the virtual world.
Google released Welcome to Light Fields earlier this year as a free app on Steam VR for HTC Vive, Oculus Rift, and Windows Mixed Reality headsets. The creators will demonstrate the VR experience at SIGGRAPH 2018, in the Immersive Pavilion, a new space for this year’s conference. The Pavilion is devoted exclusively to virtual, augmented, and mixed reality and will contain: the Vrcade, a space for VR, AR, and MR games or experiences; the VR Theater, a storytelling extravaganza that is part of the Computer Animation Festival; and the well-known Village, for showcasing large-scale projects. SIGGRAPH 2018, held 12-16 August in Vancouver, British Columbia, is an annual gathering that showcases the world’s leading professionals, academics, and creative minds at the forefront of computer graphics and interactive techniques.
Destinations in Welcome to Light Fields include NASA’s Space Shuttle Discovery, delivering to viewers an astronaut’s view inside the flight deck, which has never been open to the public; the pristine teak and mahogany interiors of the Gamble House, an architectural treasure in Pasadena, CA; and the glorious St. Stephen’s Church in Granada Hills, CA, home to a stunning wall of more than 14,000 pieces of glimmering stained glass.
“I love that light fields in VR can teleport you to exotic places in the real world, and truly make you believe you are there,” says Ryan Overbeck, software engineer at Google who co-led the project. “To me, this is magic.”
To bring this experience to life, Overbeck worked with a team that included Paul Debevec, senior staff engineer at Google, who managed the project and led the hardware piece with engineers Xueming Yu, Jay Busch, and Graham Fyffe. With Overbeck, Daniel Erickson and Daniel Evangelakos focused on the software end. The researchers designed a comprehensive system for capturing and rendering high-quality, spherical light field still images from footage captured in the real world. They developed two easy-to-use light field camera rigs, based on the GoPro Hero4action sports camera, that efficiently capture thousands of images on the surface of a sphere. Those images were then passed through a cloud-based light-field-processing pipeline.
Among other things, explains Overbeck, “The processing pipeline uses computer vision to place the images in 3D and generate depth maps, and we use a modified version of our vp9 video codec
to compress the light field data down to a manageable size.” To render a light field dataset, he notes, the team used a rendering algorithm that blends between the thousands of light field images in real-time.
The team relied on Google’s talented pool of engineers in computer vision, graphics, video compression, and machine learning to overcome the unique challenges posed in light fields technology. They also collaborated closely with the WebM team (who make the vp9 video codec) to develop the high-quality light field compression format incorporated into their system, and leaned heavily on the expertise of the Jump VR team to help pose the images and generate depth maps. (Jump is Google’s professional VR system for achieving 3D-360 video production at scale.)
Indeed, with Welcome to Light Fields, the Google team is demonstrating the potential and promise of light field VR technology, showcasing the technology’s ability to provide a truly immersive experience with a level of unmatched realism. Though light fields technology has been researched and explored in computer graphics for more than 30 years, practical systems for actually delivering high-quality light field experiences has not yet been possible.
Part of the team’s motivation behind creating this VR light field experience is to invigorate the nascent field.
“Welcome to Light Fields proves that it is now possible to make a compelling light field VR viewer that runs on consumer-grade hardware, and we hope that this knowledge will encourage others to get involved with building light field technology and media,” says Overbeck. “We understand that in order to eventually make compelling consumer products based on light fields, we need a thriving light field ecosystem. We need open light field codecs, we need artists creating beautiful light field imagery, and we need people using VR in order to engage with light fields.”
I don’t really understand why this image, which looks like something belongs on advertising material, would be chosen to accompany a news release on a science-based distribution outlet,
Caption: A team of leading researchers at Google, will unveil the new immersive virtual reality (VR) experience “Welcome to Lightfields” at ACM SIGGRAPH 2018. Credit: Image courtesy of Google/Overbeck
Advances in computer-generated imagery have brought vivid, realistic animations to life, but the sounds associated with what we see simulated on screen, such as two objects colliding, are often recordings. Now researchers at Stanford University have developed a system that automatically renders accurate sounds for a wide variety of animated phenomena.
“There’s been a Holy Grail in computing of being able to simulate reality for humans. We can animate scenes and render them visually with physics and computer graphics, but, as for sounds, they are usually made up,” said Doug James, professor of computer science at Stanford University. “Currently there exists no way to generate realistic synchronized sounds for complex animated content, such as splashing water or colliding objects, automatically. This fills that void.”
The researchers will present their work on this sound synthesis system as part of ACM SIGGRAPH 2018, the leading conference on computer graphics and interactive techniques. In addition to enlivening movies and virtual reality worlds, this system could also help engineering companies prototype how products would sound before being physically produced, and hopefully encourage designs that are quieter and less irritating, the researchers said.
“I’ve spent years trying to solve partial differential equations – which govern how sound propagates – by hand,” said Jui-Hsien Wang, a graduate student in James’ lab and in the Institute for Computational and Mathematical Engineering (ICME), and lead author of the paper. “This is actually a place where you don’t just solve the equation but you can actually hear it once you’ve done it. That’s really exciting to me and it’s fun.”
Informed by geometry and physical motion, the system figures out the vibrations of each object and how, like a loudspeaker, those vibrations excite sound waves. It computes the pressure waves cast off by rapidly moving and vibrating surfaces but does not replicate room acoustics. So, although it does not recreate the echoes in a grand cathedral, it can resolve detailed sounds from scenarios like a crashing cymbal, an upside-down bowl spinning to a stop, a glass filling up with water or a virtual character talking into a megaphone.
Most sounds associated with animations rely on pre-recorded clips, which require vast manual effort to synchronize with the action on-screen. These clips are also restricted to noises that exist – they can’t predict anything new. Other systems that produce and predict sounds as accurate as those of James and his team work only in special cases, or assume the geometry doesn’t deform very much. They also require a long pre-computation phase for each separate object.
“Ours is essentially just a render button with minimal pre-processing that treats all objects together in one acoustic wave simulation,” said Ante Qu, a graduate student in James’ lab and co-author of the paper.
The simulated sound that results from this method is highly detailed. It takes into account the sound waves produced by each object in an animation but also predicts how those waves bend, bounce or deaden based on their interactions with other objects and sound waves in the scene.
In its current form, the group’s process takes a while to create the finished product. But, now that they have proven this technique’s potential, they can focus on performance optimizations, such as implementing their method on parallel GPU hardware, that should make it drastically faster.
And, even in its current state, the results are worth the wait.
“The first water sounds we generated with the system were among the best ones we had simulated – and water is a huge challenge in computer-generated sound,” said James. “We thought we might get a little improvement, but it is dramatically better than previous approaches even right out of the box. It was really striking.”
Although the group’s work has faithfully rendered sounds of various objects spinning, falling and banging into each other, more complex objects and interactions – like the reverberating tones of a Stradivarius violin – remain difficult to model realistically. That, the group said, will have to wait for a future solution.
Timothy Langlois of Adobe Research is a co-author of this paper. This research was funded by the National Science Foundation and Adobe Research. James is also a professor, by courtesy, of music and a member of Stanford Bio-X.
Researchers Timothy Langlois, Doug L. James, Ante Qu and Jui-Hsien Wang have created a video featuring highlights of animations with sounds synthesized using the Stanford researchers’ new system.,
The researchers have also provided this image,
By computing pressure waves cast off by rapidly moving and vibrating surfaces – such as a cymbal – a new sound synthesis system developed by Stanford researchers can automatically render realistic sound for computer animations. (Image credit: Timothy Langlois, Doug L. James, Ante Qu and Jui-Hsien Wang)
It does seem like we’re synthesizing the world around us, eh?
SIGGRAPH 2018, the world’s leading showcase of digital art created using computer graphics and interactive techniques, will present a special Art Gallery, entitled “Origins,” and historic Art Papers in Vancouver, B.C. The 45th SIGGRAPH conference will take place 12–16 August at the Vancouver Convention Centre. The programs will also honor the generations of creators that have come before through a special, 50th anniversary edition of the Leonard journal. To register for the conference, visit S2018.SIGGRAPH.ORG.
The SIGGRAPH 2018 ART GALLERY is a curated exhibition, conceived as a dialogical space that enables the viewer to reflect on man’s diverse cultural values and rituals through contemporary creative practices. Building upon an exciting and eclectic selection of creative practices mediated through technologies that represent the sophistication of our times, the SIGGRAPH 2018 Art Gallery will embrace the narratives of the indigenous communities based near Vancouver and throughout Canada as a source of inspiration. The exhibition will feature contemporary media artworks, art pieces by indigenous communities, and other traces of technologically mediated Ludic practices.
Andrés Burbano, SIGGRAPH 2018 Art Gallery chair and professor at Universidad de los Andes, said, “The Art Gallery aims to articulate myth and technology, science and art, the deep past and the computational present, and will coalesce around a theme of ‘Origins.’ Media and technological creative expressions will explore principles such as the origins of the cosmos, the origins of life, the origins of human presence, the origins of the occupation of territories in the Americas, and the origins of people living in the vast territories of the Arctic.”
He continued, “The venue [in Vancouver] hopes to rekindle the original spark that ignited the collaborative spirit of the SIGGRAPH community of engineers, scientists, and artists, who came together to create the very first conference in the early 1970s.”
Highlights from the 2018 Art Gallery include:
Transformation Mask (Canada) [Technology Based]
Shawn Hunt, independent; and Microsoft Garage: Andy Klein, Robert Butterworth, Jonathan Cobb, Jeremy Kersey, Stacey Mulcahy, Brendan O’Rourke, Brent Silk, and Julia Taylor-Hell, Microsoft Vancouver
TRANSFORMATION MASK is an interactive installation that features the Microsoft HoloLens. It utilizes electronics and mechanical engineering to express a physical and digital transformation. Participants are immersed in spatial sounds and holographic visuals.
Somnium (U.S.) [Science Based]
Marko Peljhan, Danny Bazo, and Karl Yerkes, University of California, Santa Barbara
Somnium is a cybernetic installation that provides visitors with the ability to sensorily, cognitively, and emotionally contemplate and experience exoplanetary discoveries, their macro and micro dimensions, and the potential for life in our Galaxy. Some might call it “space telescope.”
Ernest Edmonds Retrospective – Art Systems 1968-2018 (United Kingdom) [History Based]
Ernest Edmonds, De Montfort University
Celebrating one of the pioneers of computer graphics-based art since the early 1970s, this Ernest Edmonds career retrospective will showcase snapshots of Edmonds’ work as it developed over the years. With one piece from each decade, the retrospective will also demonstrate how vital the Leonardo journal has been throughout the 50-year journey.
In addition to the works above, the Art Gallery will feature pieces from notable female artists Ozge Samanci, Ruth West, and Nicole L’Hullier. For more information about the Edmonds retrospective, read THIS POST ON THE ACM SIGGRAPH BLOG.
The SIGGRAPH 2018 ART PAPERS program is designed to feature research from artists, scientists, theorists, technologists, historians, and more in one of four categories: project description, theory/criticism, methods, or history. The chosen work was selected by an international jury of scholars, artists, and immersive technology developers.
To celebrate the 50th anniversary of LEONARDO (MIT Press), and 10 years of its annual SIGGRAPH issue, SIGGRAPH 2018 is pleased to announce a special anniversary edition of the journal, which will feature the 2018 art papers. For 50 years, Leonardo has been the definitive publication for artist-academics. To learn more about the relationship between SIGGRAPH and the journal, listen to THIS EPISODE OF THE SIGGRAPH SPOTLIGHT PODCAST.
“In order to encourage a wider range of topics, we introduced a new submission type, short papers. This enabled us to accept more content than in previous years. Additionally, for the first time, we will introduce sessions that integrate the Art Gallery artist talks with Art Papers talks, promoting richer connections between these two creative communities,” said Angus Forbes, SIGGRAPH 2018 Art Papers chair and professor at University of California, Santa Cruz.
Art Papers highlights include:
Alienating the Familiar with CGI: A Recipe for Making a Full CGI Art House Animated Feature [Long]
Alex Counsell and Paul Charisse, University of Portsmouth
This paper explores the process of making and funding an art house feature film using full CGI in a marketplace where this has never been attempted. It explores cutting-edge technology and production approaches, as well as routes to successful fundraising.
Augmented Fauna and Glass Mutations: A Dialogue Between Material and Technique in Glassblowing and 3D Printing [Long]
Tobias Klein, City University of Hong Kong
The two presented artworks, “Augmented Fauna” and “Glass Mutations,” were created during an artist residence at the PILCHUCK GLASS SCHOOL. They are examples of the qualities and methods established through a synthesis between digital workflows and traditional craft processes and thus formulate the notion of digital craftsmanship.
Inhabitat: An Imaginary Ecosystem in a Children’s Science Museum [Short]
Graham Wakefield, York University, and Haru Hyunkyung Ji, OCAD University
“Inhabitat” is a mixed reality artwork in which participants become part of an imaginary ecology through three simultaneous perspectives of scale and agency; three distinct ways to see with other eyes. This imaginary world was exhibited at a children’s science museum for five months, using an interactive projection-augmented sculpture, a large screen and speaker array, and a virtual reality head-mounted display.
What’s the what?
My father used to say that and I always assumed it meant summarize the high points, if you need to, and get to the point—fast. In that spirit, I am both fascinated and mildly appalled. The virtual, mixed, and augmented reality technologies, as well as, the others being featured at SIGGRAPH 2018 are wondrous in many ways but it seems we are coming ever closer to a world where we no longer interact with nature or other humans directly. (see my August 10, 2018 posting about the ‘extinction of experience’ for research that encourages more direct interaction with nature) I realize that SIGGRAPH is intended as a primarily technical experience but I think a little more content questioning these technologies and their applications (social implications) might be in order. That’s often the artist’s role but I can’t see anything in the art gallery descriptions that hint at any sort of fundamental critique.
The US television network, Home Box Office (HBO) is getting ready to première Westworld, a new series based on a movie first released in 1973. Here’s more about the movie from its Wikipedia entry (Note: Links have been removed),
Westworld is a 1973 science fiction Western thriller film written and directed by novelist Michael Crichton and produced by Paul Lazarus III about amusement park robots that malfunction and begin killing visitors. It stars Yul Brynner as an android in a futuristic Western-themed amusement park, and Richard Benjamin and James Brolin as guests of the park.
Westworld was the first theatrical feature directed by Michael Crichton. It was also the first feature film to use digital image processing, to pixellate photography to simulate an android point of view. The film was nominated for Hugo, Nebula and Saturn awards, and was followed by a sequel film, Futureworld, and a short-lived television series, Beyond Westworld. In August 2013, HBO announced plans for a television series based on the original film.
The latest version is due to start broadcasting in the US on Sunday, Oct. 2, 2016 and as part of the publicity effort the producers are profiled by Sean Captain for Fast Company in a Sept. 30, 2016 article,
As Game of Thrones marches into its final seasons, HBO is debuting this Sunday what it hopes—and is betting millions of dollars on—will be its new blockbuster series: Westworld, a thorough reimagining of Michael Crichton’s 1973 cult classic film about a Western theme park populated by lifelike robot hosts. A philosophical prelude to Jurassic Park, Crichton’s Westworld is a cautionary tale about technology gone very wrong: the classic tale of robots that rise up and kill the humans. HBO’s new series, starring Evan Rachel Wood, Anthony Hopkins, and Ed Harris, is subtler and also darker: The humans are the scary ones.
“We subverted the entire premise of Westworld in that our sympathies are meant to be with the robots, the hosts,” says series co-creator Lisa Joy. She’s sitting on a couch in her Burbank office next to her partner in life and on the show—writer, director, producer, and husband Jonathan Nolan—who goes by Jonah. …
Their Westworld, which runs in the revered Sunday-night 9 p.m. time slot, combines present-day production values and futuristic technological visions—thoroughly revamping Crichton’s story with hybrid mechanical-biological robots [emphasis mine] fumbling along the blurry line between simulated and actual consciousness.
Captain never does explain the “hybrid mechanical-biological robots.” For example, do they have human skin or other organs grown for use in a robot? In other words, how are they hybrid?
That nitpick aside, the article provides some interesting nuggets of information and insight into the themes and ideas 2016 Westworld’s creators are exploring (Note: A link has been removed),
… Based on the four episodes I previewed (which get progressively more interesting), Westworld does a good job with the trope—which focused especially on the awakening of Dolores, an old soul of a robot played by Evan Rachel Wood. Dolores is also the catchall Spanish word for suffering, pain, grief, and other displeasures. “There are no coincidences in Westworld,” says Joy, noting that the name is also a play on Dolly, the first cloned mammal.
The show operates on a deeper, though hard-to-define level, that runs beneath the shoot-em and screw-em frontier adventure and robotic enlightenment narratives. It’s an allegory of how even today’s artificial intelligence is already taking over, by cataloging and monetizing our lives and identities. “Google and Facebook, their business is reading your mind in order to advertise shit to you,” says Jonah Nolan. …
“Exist free of rules, laws or judgment. No impulse is taboo,” reads a spoof home page for the resort that HBO launched a few weeks ago. That’s lived to the fullest by the park’s utterly sadistic loyal guest, played by Ed Harris and known only as the Man in Black.
The article also features some quotes from scientists on the topic of artificial intelligence (Note: Links have been removed),
“In some sense, being human, but less than human, it’s a good thing,” says Jon Gratch, professor of computer science and psychology at the University of Southern California [USC]. Gratch directs research at the university’s Institute for Creative Technologies on “virtual humans,” AI-driven onscreen avatars used in military-funded training programs. One of the projects, SimSensei, features an avatar of a sympathetic female therapist, Ellie. It uses AI and sensors to interpret facial expressions, posture, tension in the voice, and word choices by users in order to direct a conversation with them.
“One of the things that we’ve found is that people don’t feel like they’re being judged by this character,” says Gratch. In work with a National Guard unit, Ellie elicited more honest responses about their psychological stresses than a web form did, he says. Other data show that people are more honest when they know the avatar is controlled by an AI versus being told that it was controlled remotely by a human mental health clinician.
“If you build it like a human, and it can interact like a human. That solves a lot of the human-computer or human-robot interaction issues,” says professor Paul Rosenbloom, also with USC’s Institute for Creative Technologies. He works on artificial general intelligence, or AGI—the effort to create a human-like or human level of intellect.
Rosenbloom is building an AGI platform called Sigma that models human cognition, including emotions. These could make a more effective robotic tutor, for instance, “There are times you want the person to know you are unhappy with them, times you want them to know that you think they’re doing great,” he says, where “you” is the AI programmer. “And there’s an emotional component as well as the content.”
Achieving full AGI could take a long time, says Rosenbloom, perhaps a century. Bernie Meyerson, IBM’s chief innovation officer, is also circumspect in predicting if or when Watson could evolve into something like HAL or Her. “Boy, we are so far from that reality, or even that possibility, that it becomes ludicrous trying to get hung up there, when we’re trying to get something to reasonably deal with fact-based data,” he says.
Gratch, Rosenbloom, and Meyerson are talking about screen-based entities and concepts of consciousness and emotions. Then, there’s a scientist who’s talking about the difficulties with robots,
… Ken Goldberg, an artist and professor of engineering at UC [University of California] Berkeley, calls the notion of cyborg robots in Westworld “a pretty common trope in science fiction.” (Joy will take up the theme again, as the screenwriter for a new Battlestar Galactica movie.) Goldberg’s lab is struggling just to build and program a robotic hand that can reliably pick things up. But a sympathetic, somewhat believable Dolores in a virtual setting is not so farfetched.
Captain delves further into a thorny issue,
“Can simulations, at some point, become the real thing?” asks Patrick Lin, director of the Ethics + Emerging Sciences Group at California Polytechnic State University. “If we perfectly simulate a rainstorm on a computer, it’s still not a rainstorm. We won’t get wet. But is the mind or consciousness different? The jury is still out.”
While artificial consciousness is still in the dreamy phase, today’s level of AI is serious business. “What was sort of a highfalutin philosophical question a few years ago has become an urgent industrial need,” says Jonah Nolan. It’s not clear yet how the Delos management intends, beyond entrance fees, to monetize Westworld, although you get a hint when Ford tells Theresa Cullen “We know everything about our guests, don’t we? As we know everything about our employees.”
AI has a clear moneymaking model in this world, according to Nolan. “Facebook is monetizing your social graph, and Google is advertising to you.” Both companies (and others) are investing in AI to better understand users and find ways to make money off this knowledge. …
As my colleague David Bruggeman has often noted on his Pasco Phronesis blog, there’s a lot of science on television.
For anyone who’s interested in artificial intelligence and the effects it may have on urban life, see my Sept. 27, 2016 posting featuring the ‘One Hundred Year Study on Artificial Intelligence (AI100)’, hosted by Stanford University.
Points to anyone who recognized Jonah (Jonathan) Nolan as the producer for the US television series, Person of Interest, a programme based on the concept of a supercomputer with intelligence and personality and the ability to continuously monitor the population 24/7.
There’s a very interesting June 20, 2014 posting by Charles Day on his Dayside blog (located on the Physics Today website). Day manages to relate the Game of Thrones tv series to nuclear power and nanotechnology,
The military technology of A Song of Ice and Fire, George R. R. Martin’s series of fantasy novels, is medieval with an admixture of the supernatural. Dragons aside, among the most prized weapons are swords made from Valyrian steel, which are lighter, stronger, and sharper than ordinary steel swords.
Like many of the features in the rich world of the novels and their TV adaptation, Game of Thrones, Valyrian steel has a historical inspiration. Sometime before 300 BC, metalworkers in Southern India discovered a way to make small cakes of high-carbon steel known as wootz. Thanks to black wavy bands of Fe3C particles that pervade the metal, wootz steel was already strong. …
Perhaps because the properties of wootz and Damascus steels depended, in part, on a particular kind of iron ore, the ability of metallurgists to make the alloys was lost sometime in the 18th century. In A Song of Ice and Fire, the plot plays out during an era in which making Valyrian steel is a long-lost art.
Martin’s knowledge of metallurgy is perhaps shaky. …
Interestingly, the comments on the blog posting largely concern themselves with whether George RR Martin knows anything about metallurgy. The consensus being that he does and that the problems in the Game of Thrones version of metallurgy lie with the series writers.
Damascus steel blades were first made in the 8th century CE when they acquired a legendary status as unlike other blades they were able to cut through bone and stone while remaining sharp enough to cut a piece of silk. They were also flexible which meant they didn’t break off easily in a sword fight. The secret for making the blades died (history does not record how) about 1700 CE and there hasn’t been a new blade since.
The blades were generally made from metal ingots prepared in India using special recipes which probably put just the right amount of carbon and other impurities into the iron. By following these recipes and following specific forging techniques craftsmen ended up making nanotubes … When these blades were nearly finished, blacksmiths would etch them with acid. This brought out the wavy light and dark lines that make Damascus swords easy to recognize.3
It turns out part of the secret to the blade is nanotechnology. Scientists discovered this by looking at a Damascus steel blade from 1700 under an electron microscope. It seems those unknown smiths were somehow encasing cementite nanowires in carbon nanotubes then forging them into the steel blades giving them their legendary strength and flexibility.
The reference information I used then seems to be no longer available online but there is this more than acceptable alternative, a Sept. 27, 2008 postiing by Ed Yong from his Not Exactly Rocket Science blog (on ScienceBlogs.com; Note: A link has been removed),
In medieval times, crusading Christian knights cut a swathe through the Middle East in an attempt to reclaim Jerusalem from the Muslims. The Muslims in turn cut through the invaders using a very special type of sword, which quickly gained a mythical reputation among the Europeans. These ‘Damascus blades‘ were extraordinarily strong, but still flexible enough to bend from hilt to tip. And they were reputedly so sharp that they could cleave a silk scarf floating to the ground, just as readily as a knight’s body.
They were superlative weapons that gave the Muslims a great advantage, and their blacksmiths carefully guarded the secret to their manufacture. The secret eventually died out in the eighteenth century and no European smith was able to fully reproduce their method.
Two years ago, Marianne Reibold and colleagues from the University of Dresden uncovered the extraordinary secret of Damascus steel – carbon nanotubes. The smiths of old were inadvertently using nanotechnology.
Getting back to Day, he goes on to explain the Damascus/Valyrian steel connection to nuclear power (Note: Links have been removed),
Valyrian and Damascus steels were on my mind earlier this week when I attended a session at TechConnect World on the use of nanotechnology in the nuclear power industry.
Scott Anderson of Lockheed Martin gave the introductory talk. Before the Fukushima disaster, Anderson pointed out, the principal materials science challenge in the nuclear industry lay in extending the lifetime of fuel rods. Now the focus has shifted to accident-tolerant fuels and safer, more durable equipment.
Among the other speakers was MIT’s Ju Li, who described his group’s experiments with incorporating carbon nanotubes (CNTs) in aluminum to boost the metal’s resistance to radiation damage. In a reactor core, neutrons and other ionizing particles penetrate vessels, walls, and other structures, where they knock atoms off lattice sites. The cumulative effect of those displacements is to create voids and other defects that weaken the structures.
Li isn’t sure yet how the CNTs resist irradiation and toughen the aluminum, but at the end of his talk he recalled their appearance in another metal, steel.
In 2006 Peter Paufler of Dresden University of Technology and his collaborators used high-resolution transmission electron microscopy (TEM) to examine the physical and chemical microstructure of a sample of Damascus steel from the 17th century.
The saber from which the sample was taken was forged in Isfahan, Persia, by the famed blacksmith Assad Ullah. As part of their experiment, Paufler and his colleagues washed the sample in hydrochloric acid to remove Fe3C particles. A second look with TEM revealed the presence of CNTs.
There’s still active interest in researching Damascus steel blades as not all the secrets behind the blade’s extraordinary qualities have been revealed yet. There is a March 13, 2014 posting here which describes a research project where Chinese researchers are attempting (using computational software) to uncover the reason for the blade’s unique patterns,
It seems that while researchers were able to answer some questions about the blade’s qualities, researchers in China believe they may have answered the question about the blade’s unique patterns, from a March 12, 2014 news release on EurekAlert,
Blacksmiths and metallurgists in the West have been puzzled for centuries as to how the unique patterns on the famous Damascus steel blades were formed. Different mechanisms for the formation of the patterns and many methods for making the swords have been suggested and attempted, but none has produced blades with patterns matching those of the Damascus swords in the museums. The debate over the mechanism of formation of the Damascus patterns is still ongoing today. Using modern metallurgical computational software (Thermo-Calc, Stockholm, Sweden), Professor Haiwen Luo of the Central Iron and Steel Research Institute in Beijing, together with his collaborator, have analyzed the relevant published data relevant to the Damascus blades, and present a new explanation that is different from other proposed mechanisms.
At the time the researchers were hoping to have someone donate a piece of genuine Damascus steel blade. From my March 13, 2014 posting,
Note from the authors: It would be much appreciated if anyone would like to donate a piece of genuine Damascus blade for our research.