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THE CREATIVE USE OF ARTIFICIAL INTELLIGENCE IN XR APPLICATIONS

Year 2022, Volume: 12 Issue: 3, 587 - 605, 01.07.2022

Abstract

In this study, the conceptual relationships between artificial intelligence and augmented reality are examined from the perspective of design and creativity. The article raises three main questions. What results are obtained from the combination of Artificial Intelligence (AI) and Extended Reality (AR) concepts? How and to what applications are these results translated today? How can the combination of Artificial Intelligence and Extended Reality technologies transform the design and art of the future? The results of the content analysis were classified according to "Conceptual Innovations" "Technical Innovations" and "User Experience" It has been evaluated through current examples that Artificial Intelligence and Extended Reality will add a lot to people in the fields of creativity and design.

References

  • Bergamasco, M. (2005) Multimodal Interfaces: and Introduction to ENACTIVE systems. Eurographics 2005, The Eurographics Association.
  • Biocca, F. (2002) The evolution of interactive media: Toward “being there” in nonlinear narrative worlds. In M. C. Green, J. J. Strange, & T. C. Brock (Eds.), Narrative impact: Social and cognitive foundations (pp. 97-130). New York: Psychology Press.
  • Bissonnette, V., Mirchi, N., Ledwos, N., Alsidieri, G., Winkler-Schwartz, A. & Del Maestro, R. (2019). Artificial Intelligence Distinguishes Surgical Training Levels in a Virtual Reality Spinal Task. The Journal of Bone and Joint Surgery, 101 (23).
  • Collier, J. E., Sherrell, D.L. (2010) Examining the influence of control and convenience in a self-service setting. Journal of the Academy of Marketing Science, 38(4), 490-509.
  • Cover, T. M., Thomas, J.A. (2006) Elements of Information Theory, Second Edition, John Wiley.
  • de Souza e Silva, A.; Sutko, D. M. (2009) Digital Cityscapes: merging digital and urban playspaces. New York: Peter Lang Publishing, Inc.
  • Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). Gamification: Toward a Definition. In CHI2011 gamification workshop proceedings, pages 1–4,Vancouver, BC, Canada. Association for ComputingMachinery.
  • Fiore, A. M., Jin, H. (2003) “Influence of image interactivity on approach responses towards an online retailer”, Internet Research, Vol. 13 No. 1, pp. 38-48.
  • Goodfellow, I., Pouget-Abadie, J., Mirza, M., Xu, B., Warde-Farley, D., Ozair, S., … Bengio, Y. (2014). Generative adversarial nets. In Advances in neural information processing systems (pp. 2672–2680).
  • Grossi, E. & Buscema, M. (2008) “Introduction to artificial neural networks”. European Journal of Gastroenterology Hepatology. 19 pp. 1046-54.
  • Harshavardhan,A., Archana,T., Sridevi,M., Bhukya,H. (2020) Face smile determination using face and smile detection for perceptual user interfaces (PUIs) for real-time interaction, Materials Today: Proceedings.
  • Kesim, M., Ozarslan Y., (2012) Augmented reality in education: Current technologies and the potential for education. Procedia-Social and Behavioral Sciences. 47: 297-302
  • Legrenzi, P. (2005) Creatività e innovazione (Creativity and Innovation). Il Mulino, Bologna.
  • Liddy, E.D. (2001). Natural Language Processing. In Encyclopedia of Library and Information Science, 2nd Ed. NY. Marcel Decker, Inc.
  • Maglio, P. P., Matlock, T., Campbell, C. S., Zhai, S., & Smith, B. A. (2000) Gaze and Speech in Attentive User Interfaces. Lecture Notes in Computer Science, 1–7.
  • Manovich, L. (2002). Data Visualization as New Abstraction and Anti-Sublime. http://manovich.net/content/04-projects/040-data-visualisation-as-new-abstraction-and-anti-sublime/37_article_2002.pdf
  • Marín-Morales, J., Higuera-Trujillo, J. L., Greco, A., Guixeres, J., Llinares, C., Scilingo, E. P., et al. (2018). Affective Computing in Virtual Reality: Emotion Recognition from Brain and Heartbeat Dynamics Using Wearable Sensors. Sci. Rep. 8, 13657.
  • Nirkin, Y., Keller, Y., and Hassner, T. (2019). “Fsgan: subject agnostic face swapping and reenactment,” In Proceedings of the IEEE/CVF International Conference on Computer Vision (Seoul), 7184–7193
  • Reeves, B., Nass, C. (2000) Perceptual user interfaces: perceptual bandwidth. Commun. ACM 43, 3 (March 2000), 65–70.
  • Schranz, C. (2013) Von der Dampf- zur Nebelmaschine. Szenografische Strategien zur Vergegenwärtigung von Industriegeschichte am Beispiel der Ruhrtriennale (Szenografie & Szenologie, Bd. 8). Bielefeld 2013. Diss.
  • Sutton, R.S., Barto, A.G. (2018). Reinforcement Learning: An Introduction, Second Edition. The MIT press, Cambridge MA.
  • Weiner, R. (2000) Creativity and Beyond: Cultures, Values, and Change. Albany, NY: State University of New York Press.
  • Weiser, M., (1991) “The computer for the 21st Century”, Scientific American, vol. 265, No.3, p. 94-104.
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GENİŞLETİLMİŞ GERÇEKLİK UYGULAMALARINDA YAPAY ZEKANIN YARATICI KULLANIMI

Year 2022, Volume: 12 Issue: 3, 587 - 605, 01.07.2022

Abstract

Bu çalışmada yapay zeka ve genişletilmiş gerçeklik konuları arasındaki kavramsal ilişkiler, tasarım ve yaratıcılık perspektifinde incelenmiştir. Makale üç ana soruyu gündeme getirmektedir. Yapay Zekâ (YZ) ve Genişletilmiş Gerçeklik (GG) kavramlarının birleşiminden hangi sonuçlar elde edilmektedir? Bu sonuçlar bugün nasıl ve hangi uygulamalara çevrilmektedir? Yapay Zekâ ve Genişletilmiş Gerçeklik teknolojilerinin birleşimi geleceğin tasarımını ve sanatını nasıl dönüştürebilir? İçerik analizinin sonuçları “Kavramsal Yenilikler”, “Teknolojik Yenilikler” ve 'Kullanıcı Deneyimi başlıklarına göre sınıflandırılmıştır. Yapay Zekâ ve Genişletilmiş Gerçekliğin birlikte yaratıcılık ve tasarım alanında insanlara çok şey katacağı güncel örnekler üzerinden değerlendirilmiştir.

References

  • Bergamasco, M. (2005) Multimodal Interfaces: and Introduction to ENACTIVE systems. Eurographics 2005, The Eurographics Association.
  • Biocca, F. (2002) The evolution of interactive media: Toward “being there” in nonlinear narrative worlds. In M. C. Green, J. J. Strange, & T. C. Brock (Eds.), Narrative impact: Social and cognitive foundations (pp. 97-130). New York: Psychology Press.
  • Bissonnette, V., Mirchi, N., Ledwos, N., Alsidieri, G., Winkler-Schwartz, A. & Del Maestro, R. (2019). Artificial Intelligence Distinguishes Surgical Training Levels in a Virtual Reality Spinal Task. The Journal of Bone and Joint Surgery, 101 (23).
  • Collier, J. E., Sherrell, D.L. (2010) Examining the influence of control and convenience in a self-service setting. Journal of the Academy of Marketing Science, 38(4), 490-509.
  • Cover, T. M., Thomas, J.A. (2006) Elements of Information Theory, Second Edition, John Wiley.
  • de Souza e Silva, A.; Sutko, D. M. (2009) Digital Cityscapes: merging digital and urban playspaces. New York: Peter Lang Publishing, Inc.
  • Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). Gamification: Toward a Definition. In CHI2011 gamification workshop proceedings, pages 1–4,Vancouver, BC, Canada. Association for ComputingMachinery.
  • Fiore, A. M., Jin, H. (2003) “Influence of image interactivity on approach responses towards an online retailer”, Internet Research, Vol. 13 No. 1, pp. 38-48.
  • Goodfellow, I., Pouget-Abadie, J., Mirza, M., Xu, B., Warde-Farley, D., Ozair, S., … Bengio, Y. (2014). Generative adversarial nets. In Advances in neural information processing systems (pp. 2672–2680).
  • Grossi, E. & Buscema, M. (2008) “Introduction to artificial neural networks”. European Journal of Gastroenterology Hepatology. 19 pp. 1046-54.
  • Harshavardhan,A., Archana,T., Sridevi,M., Bhukya,H. (2020) Face smile determination using face and smile detection for perceptual user interfaces (PUIs) for real-time interaction, Materials Today: Proceedings.
  • Kesim, M., Ozarslan Y., (2012) Augmented reality in education: Current technologies and the potential for education. Procedia-Social and Behavioral Sciences. 47: 297-302
  • Legrenzi, P. (2005) Creatività e innovazione (Creativity and Innovation). Il Mulino, Bologna.
  • Liddy, E.D. (2001). Natural Language Processing. In Encyclopedia of Library and Information Science, 2nd Ed. NY. Marcel Decker, Inc.
  • Maglio, P. P., Matlock, T., Campbell, C. S., Zhai, S., & Smith, B. A. (2000) Gaze and Speech in Attentive User Interfaces. Lecture Notes in Computer Science, 1–7.
  • Manovich, L. (2002). Data Visualization as New Abstraction and Anti-Sublime. http://manovich.net/content/04-projects/040-data-visualisation-as-new-abstraction-and-anti-sublime/37_article_2002.pdf
  • Marín-Morales, J., Higuera-Trujillo, J. L., Greco, A., Guixeres, J., Llinares, C., Scilingo, E. P., et al. (2018). Affective Computing in Virtual Reality: Emotion Recognition from Brain and Heartbeat Dynamics Using Wearable Sensors. Sci. Rep. 8, 13657.
  • Nirkin, Y., Keller, Y., and Hassner, T. (2019). “Fsgan: subject agnostic face swapping and reenactment,” In Proceedings of the IEEE/CVF International Conference on Computer Vision (Seoul), 7184–7193
  • Reeves, B., Nass, C. (2000) Perceptual user interfaces: perceptual bandwidth. Commun. ACM 43, 3 (March 2000), 65–70.
  • Schranz, C. (2013) Von der Dampf- zur Nebelmaschine. Szenografische Strategien zur Vergegenwärtigung von Industriegeschichte am Beispiel der Ruhrtriennale (Szenografie & Szenologie, Bd. 8). Bielefeld 2013. Diss.
  • Sutton, R.S., Barto, A.G. (2018). Reinforcement Learning: An Introduction, Second Edition. The MIT press, Cambridge MA.
  • Weiner, R. (2000) Creativity and Beyond: Cultures, Values, and Change. Albany, NY: State University of New York Press.
  • Weiser, M., (1991) “The computer for the 21st Century”, Scientific American, vol. 265, No.3, p. 94-104.
  • ELECTRONIC REFERENCES URL-1. https://www.agence.ai/ (Date of access: 21.11.2021)
  • URL-2. https://clipdrop.co/ (Date of access: 16.08.2021)
  • URL-3. https://lens.google/ (Date of access: 24.07.2021)
  • URL-4. https://youtu.be/myI4P9C34A0 (Date of access: 08.05.2021)
  • URL-5. https://nirkin.com/fsgan/ (Date of access: 28.10.2021)
  • URL-6. https://readyplayer.me/ (Date of access: 13.12.2021)
  • URL-7. https://youtu.be/8pR28Zs3TYM (Date of access: 03.01.2022)
  • URL-8. https://www.phiar.net/ (Date of access: 08.01.2022)
  • URL-9. https://youtu.be/7ZrmPTPgY3I (Date of access: 11.04.2021)
  • URL-10. https://youtu.be/gUnxzVOs3rk (Date of access: 18.04.2021)
  • URL-11. https://www.wired.co.uk/article/snapchat-launches-local-lenses (Date of access: 09.06.2021)
  • URL-12. https://lensstudio.snapchat.com/ (Date of access: 25.05.2021)
  • URL-13. https://www.cnet.com/home/smart-home/samsung-neon-project-finally-unveiled-humanoid-ai-chatbot-artificial-humans/ (Date of access: 16.01.2021)
  • URL-14. https://zeekit.me/ (Date of access: 19.10.2021)
  • URL-15. https://sketchar.io/ (Date of access: 07.10.2021)
There are 38 citations in total.

Details

Primary Language English
Journal Section Makaleler
Authors

Barış Atiker 0000-0002-4622-7409

Publication Date July 1, 2022
Submission Date April 11, 2022
Acceptance Date May 30, 2022
Published in Issue Year 2022 Volume: 12 Issue: 3

Cite

APA Atiker, B. (2022). THE CREATIVE USE OF ARTIFICIAL INTELLIGENCE IN XR APPLICATIONS. Turkish Online Journal of Design Art and Communication, 12(3), 587-605.


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