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研究生:陳威諭
研究生(外文):Chen, Wei-Yu
論文名稱:以作品反思虛擬實境與人工智慧之當代科技
論文名稱(外文):The Reflection of Art Works Based on Virtual Reality and Artificial Intelligence
指導教授:孫士韋
指導教授(外文):Sun, Shih-Wei
口試委員:戴嘉明江振維葉奕成
口試委員(外文):Day, Jia-mingChiang, Chen-weiYeh, I-Cheng
口試日期:2019-01-29
學位類別:碩士
校院名稱:國立臺北藝術大學
系所名稱:新媒體藝術學系碩士班
學門:藝術學門
學類:應用藝術學類
論文種類:學術論文
論文出版年:2019
畢業學年度:107
語文別:中文
論文頁數:70
中文關鍵詞:人工智慧非智能性虛擬實境機器學習
外文關鍵詞:Artificial IntelligenceNon-intelligenceVirtual RealityMachine Learning
相關次數:
  • 被引用被引用:0
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  • 下載下載:72
  • 收藏至我的研究室書目清單書目收藏:2
此篇論文以科技的本質反思當代科技。筆者認為,科技既是媒材又是主體。從現今的社會發展中,對於科技的了解越來越深,科技逐漸地成為人普世價值的一環。順應這樣的潮流,如何用技術本身去喚起對於此媒介的延伸議題成了本篇重要的方向。
第一件作品〈身體變形〉,是從VR技術的本質發想。怎樣回歸到虛擬內容中,成了此件作品希望關注的方向。身體變形,一般存在於虛擬畫面中,可能是漫畫、電影。去體驗這樣的虛擬感受似乎回到了VR本質上的討論。
第二件作品〈我正在成為一個盒子〉,試圖將一個日常物件,乘載著所謂機器學習的演算法。使用NEAT生物神經網路演算法,其概念來自於人類神經網路與生物演化的結合。為了展現科技進步過程中的突破與矛盾,利用一種物件與生物性的數學結構,引導出整件作品的互補與衝突關係。
第三件作品〈錯誤機器〉,以《Chinese Room Argument》做為此作品的基礎,探討人工智慧的非智能性。透過具有Causal Power的演算法來生成電腦錯誤訊息,設計出一套系統來解釋機器。
綜合上述三件作品,筆者希望利用對於技術的理解力,探討當代科技的矛盾現象。

In this thesis, we discuss the essence of technology which have both content and artistic perspective. In author’s thought, technology is not only a media but also a subject. However, technology gradually becomes a part of the universal value of human in today’s society, and human's comprehension of technology will be much deeper. Hence, complying with this trend, how to make technology evoke art? The following three artworks is used to discuss the essence of technology by producing “Artificial Stupidity”.
First work is named “Body Transformation” , its concept come from the essence of virtual reality. How to return to the essence of virtual concept is the topic of concern in this work. Body transformation normally exist in virtual image, like comic or movie. To some extent, experiencing it is closer to the discussion of virtual reality’s essence.
Second work is named “I’m evolving into a box”. Try to merge a machine learning algorithm into a simple daily object. NEAT algorithm is a biological neural network algorithm which is used, its concept come from human’s neural structure and organic evolution. Try to put some questions to the contradiction of the progressive process of technology.
The third work named “Error Machine”, The basis of this work come from “Computer Room Argument”, trying to discuss the non-intelligence in artificial intelligence. However, produce ERROR MASSAGE through algorithms which have casual power. Design a system to explain machine.
Combine the above three works, author hope to discuss the contradictory phenomenon in contemporary technology by utilizing the understanding of technology.

摘要 I
ABSTRACT II
致謝 III
目次 IV
表次 V
圖次 VI
第一章 緒論
第二章 文獻探討
第一節 發想作品之探討
第二節 相關技術之探討
第三章 創作論述與執行
第一節 〈身體變形〉(Body Transformation)
第二節 〈我正在成為一個盒子〉(I’m evolving into a box
第三節 〈錯誤機器〉(Error Machine)
第四章 結論
參考文獻
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[2]譚力勤(2018). 奇點藝術. 机械工业出版社
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[5]Aleksandar Zivanovic. The Development of a Cybernetic Sculptor: Edward Ihnatowicz and The Senster. Proceedings of the 5th Conference on Creativity & Cognition, London, United ; Imperial College London. 2005.
[6]Yoo, Doo-sung. Organ-machine Hybrids (Artificial Animals). The Ohio State University. 2010.
[7]O'Connell, Micheál. Art as ‘Artificial Stupidity’(p.31). University of Sussex. 2016.
[8]Liebowitz, Jay. If there is artificial intelligence? Is there such a thing as artificial stupidity. SIGART Newsletter. 1989.
[9]Alderman, Ray. Artificial intelligence (AI)…and artificial stupidity (AS). Military Embedded systems. 2017
[10]Searle, John. R. MINDS, BRAINS, AND PROGRAMS. Cambridge University. 1980.
[11]McCarthy, John. Some Expert System need Common Sense. 1984
[12]Kenneth O. Stanley, Risto Miikkulainen. Evolving Neural Networks through Augmenting Topologies. Evolutionary Computation archive Volume 10 Issue 2. 2002.
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[14]Keigo Matsumoto, Yuki Ban, Takuji Narumi, Yohei Yanase, Tomohiro Tanikawa and Michitaka Hirose. Unlimited Corridor: Redirected Walking Techniques Using Visuo-Haptic Interaction. SIGGRAPH 2016 Emerging Technologies. Jul, 2016
[15]Keigo Matsumoto, Takeru Hashimoto, Junya Mizutani, Hibiki Yonahara, Ryohei Nagao, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose. Magic Table: Deformable Props Using Visuo Haptic Redirection, SIGGRAPH ASIA Emerging Technologies. 2017.
[16]Konstantina Kilteni, Jean-Marie Normand, Maria V. Sanchez-Vives, Mel Slater, Extending Body Space in Immersive Virtual Reality: A Very Long Arm Illusion, Plos One, 2012.
[17]Robert W. Lindeman John L. Sibert James K. Hahn. Hand-Held Windows: Towards Effective 2D Interactionin Immersive Virtual Environments. Proceedings IEEE Virtual Reality (Cat. No. 99CB36316). 1999.
[18]Emanuel Vonach, Clemens Gatterer, Hannes Kaufmann. VRRobot: Robot Actuated Props in an Infinite Virtual Environment. IEEE Virtual Reality (VR). 2017.
[19]RootMotion. FINAL IK . http://root-motion.com/

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