27 February 2022

Special Issue Technologies and Applications for Ubiquitous Interactive Media

Modern interactive media are reactive, context-aware, ambient, and ubiquitous - and embedded in everyday life. The challenge of developing interactive media that are engaging and effective is necessarily an interdisciplinary one, involving a blend of human and technological, applied and theoretical research, technology and application design.

This special issue aims to explore the connections and synergies between disciplines, and new interdisciplinary connections between them, in the creation of new forms of interactive media. The issue will bring together contributions from diverse domains including artificial intelligence, virtual and augmented reality, ubiquitous computing and human computer interaction.

More information:

https://www.springer.com/journal/779/updates/20120914

26 February 2022

Human Anatomy in AR

The medical software company unveiled AnatomyX, an enterprise-level augmented reality platform for the HoloLens and the Magic Leap One targeting universities and teaching hospitals for the purpose of anatomy, physiology and pathology studies. The platform supplies detailed 3D models of more than 5,000 anatomical structures rendered from CT and MRI data from real patients. Students can interact with the models via hand gestures and more than 100 voice commands. Using the Magic Leap One, users can also leverage the 6DoF controller to manipulate the models.

In addition, AnatomyX boasts secure account creation that enables access by students, professors, and administrators as well as the storage of test results and class analytics. The platform's multiuser mode supports up to 20 users at the same time, which makes it ideal for observing activities such as virtual dissection. The company has already reported positive results through initial AnatomyX pilot programs. Among students who participated, 90% experienced reported an improved understanding of the subject matter and a better classroom experience.

More information:

https://magic-leap.reality.news/news/medivis-app-for-magic-leap-one-hololens-lets-you-study-human-anatomy-augmented-reality-0195370/

24 February 2022

AI Faces More Convincing Than Real Faces

AI can create such realistic human faces that people can’t distinguish them from real faces – and they actually trust the fake faces more. Fictional, computer-generated human faces are so convincing they can fool even trained observers. They can be easily downloaded online and used for internet scams and fake social media profiles. AI programs called generative adversarial networks (GANs), can learn to create fake images that are less and less distinguishable from real images, by pitting two neural networks against each other. Researchers at the University of California, Berkeley, asked 315 participants, recruited on a crowdsourcing website, to say whether they could distinguish a selection of 400 fake photos from 400 photographs of real people. Each set consisted of 100 people from each of four ethnic groups: white, Black, East Asian and South Asian. 

This group had an accuracy rate of 48.2% (slightly worse than chance). A second group of 219 participants were given training to recognise computer-generated faces. This group had an accuracy rate of 59%. White faces were the hardest for people to distinguish between real and fake, perhaps because the synthesis software was trained on disproportionally more white faces. The researchers also asked a separate group of 223 participants to rate a selection of the same faces on their level of trustworthiness, on a scale of 1 to 7. They rated the fake faces as 8 per cent more trustworthy, on average, than the real faces (a small yet significant difference). That might be because synthetic faces look more like average human faces, and people are more likely to trust typical-looking faces. Looking at the extremes, the four faces rated most untrustworthy were real, whereas the three most trustworthy faces were fake.

More information:

https://www.newscientist.com/article/2308312-fake-faces-created-by-ai-look-more-trustworthy-than-real-people/


19 February 2022

Sony's AI Driver GT Sophy

Video games have become an important sandbox for AI research in recent years, with computers mastering a growing array of titles. But Gran Turismo represents a significant new challenge for a machine. Researchers at Sony and Polyphony Digital created the first AI system, called GT Sophy, which can beat professional esports players in the motorsport game Gran Turismo. This shows how important simulated environments have become for real-world AI systems.

While AI has mastered board games like chess or Go, mastering video games like Gran Turismo requires high-speed reflexes and the ability to make continuous judgments. A Gran Turismo ace must balance pushing a virtual car to its limits and wrestling with friction, aerodynamics, and precise driving lines with the subtle dance of trying to overtake an opponent without unfairly blocking their line and incurring a penalty.

More information:

https://www.wired.com/story/sony-ai-drives-race-car-champ/