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Computing Feelings

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Cross-Cultural Computing: An Artist's Journey

Part of the book series: Springer Series on Cultural Computing ((SSCC))

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Abstract

In this chapter, I will describe the concepts and specifications of artworks I have created (we call them ‘systems,’ from a technical perspective). As discussed in the Introduction, I have created media artworks (Tribe M, Jana R, Grosenick U (eds), New media art. Taschen Publisher, Amsterdam, 2006; Schwarz H-P, Media-art-history: media museum, ZKM, center for art and media Karlsruhe. Prestel, München, 1997; Shanken E, Art and electronic media (themes & movements). Phaidon Press, London, 2009; Rush M, New media in art. Thames & Hudson, London, 2005) while approaching how to deal with feelings. Through this process, I gradually noticed the importance of stories, and I expanded my work to connect with people’s unconsciousness, as well as consciousness. Finally, I conceptualized ‘cultural computing’ (Tosa N, Matsuoka S, Ellis B, Ueda H, Nakatsu R (2005) Cultural computing with context-aware application: ZENetic computer. In: Springer lecture notes in computer science, vol 3711, pp 13–23, 2005; Hu J, Bartneck C, Salem B, Rauterberg M, Int J Arts Technol 1(1/2008):102–118, 2008; Rauterberg M, Hu J, Langereis G, Cultural computing – how to investigate a form of unconscious user experiences in mixed realities. In: Cultural computing: IFIP advances in information and communication technology, vol 333, Springer, Berlin/Heidelberg/New York, pp 190–197, 2010). In describing my works chronologically, I trace the path that I followed from the fields of media arts to cultural computing.

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Notes

  1. 1.

    The Interactive Plant Growing is the interactive installation created by two media artists; Christa Sommerer and Laurent Mignonneau. By using this installation users can create their own artificial creatures and can then interact with the creatures they have developed.

  2. 2.

    Neuro Drummer is a project by Fujitsu that started in 1991. Through this project a neural network software was developed that has the structure of self-modifying networks of connections, similar to the way some neural nets in the human brain process information.

  3. 3.

    Linear predictive coding (LPC) is a tool used mostly in speech signal processing. It is used to represent the spectral envelope of a digital speech signal in compressed form. LPC is one of the most useful methods for encoding good quality speech at a low bit rate and has been used in speech coding, speech recognition, speech synthesis, etc.

  4. 4.

    Ryohei Nakatsu (born 19 October 1946) is a researcher who has been pursuing communication technologies, focusing on emotion extraction from speech and facial images, emotion recognition, nonverbal communications, and integration of multimodalities in communications. At the same time, he has been trying to cross the boundary between pure technology and other areas such as art/design, cognitive science, social science, etc. Based on such trials, he has succeeded in developing new interdisciplinary research areas such as art and technology, entertainment computing, entertainment robotics, cultural computing, etc.

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Tosa, N. (2016). Computing Feelings. In: Cross-Cultural Computing: An Artist's Journey. Springer Series on Cultural Computing. Springer, London. https://doi.org/10.1007/978-1-4471-6512-5_2

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