Behavior Understanding for Arts and Entertainment

This editorial introduction complements the shorter introduction to the first part of the two-part special issue on Behavior Understanding for Arts and Entertainment. It offers a more expansive discussion of the use of behavior analysis for interactive systems that involve creativity, either for the producer or the consumer of such a system. We first summarise the two articles that appear in this second part of the special issue. We then discuss general questions and challenges in this domain that were suggested by the entire set of seven articles of the special issue and by the comments of the reviewers of these articles.

[1]  Gwenn Englebienne,et al.  How Was It?: Exploiting Smartphone Sensing to Measure Implicit Audience Responses to Live Performances , 2015, ACM Multimedia.

[2]  Nick Bryan-Kinns,et al.  Using affective and behavioural sensors to explore aspects of collaborative music making , 2015, Int. J. Hum. Comput. Stud..

[3]  Hatice Gunes,et al.  The LuminUs: Providing Musicians with Visual Feedback on the Gaze and Body Motion of Their Co-performers , 2015, INTERACT.

[4]  Nadir Weibel,et al.  The VideoMob Interactive Art Installation Connecting Strangers through Inclusive Digital Crowds , 2015, ACM Trans. Interact. Intell. Syst..

[5]  Hatice Gunes,et al.  Brief Introduction to the Special Issue on Behavior Understanding for Arts and Entertainment , 2015, ACM Trans. Interact. Intell. Syst..

[6]  Patrick Gebhard,et al.  Context-Aware Automated Analysis and Annotation of Social Human--Agent Interactions , 2015, ACM Trans. Interact. Intell. Syst..

[7]  Rita Cucchiara,et al.  A General-Purpose Sensing Floor Architecture for Human-Environment Interaction , 2015, ACM Trans. Interact. Intell. Syst..

[8]  Nicu Sebe,et al.  Affective Analysis of Professional and Amateur Abstract Paintings Using Statistical Analysis and Art Theory , 2015, ACM Trans. Interact. Intell. Syst..

[9]  Hayley Hung,et al.  Emotional and Social Signals: A Neglected Frontier in Multimedia Computing? , 2015, IEEE Multim..

[10]  Andrew Zisserman,et al.  In Search of Art , 2014, ECCV Workshops.

[11]  Chen Wang,et al.  Sensing a live audience , 2014, CHI.

[12]  B. Dervin,et al.  Standing in Two Worlds Looking at an Art Exhibition: Sense-Making in the Millennial Generation , 2014 .

[13]  Hatice Gunes,et al.  Creative Applications of Human Behavior Understanding , 2013, HBU.

[14]  Yiannis Demiris,et al.  Creative Dance: An Approach for Social Interaction between Robots and Children , 2013, HBU.

[15]  Björn W. Schuller,et al.  Categorical and dimensional affect analysis in continuous input: Current trends and future directions , 2013, Image Vis. Comput..

[16]  Dana Kulic,et al.  Gender Differences in the Perception of Affective Movements , 2012, HBU.

[17]  Maurizio Mancini,et al.  Expressive Copying Behavior for Social Agents: A Perceptual Analysis , 2012, IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.

[18]  Gerardo Hermosillo,et al.  Learning From Crowds , 2010, J. Mach. Learn. Res..

[19]  Alan F. Smeaton,et al.  Biometric Responses to Music-Rich Segments in Films: The CDVPlex , 2009, 2009 Seventh International Workshop on Content-Based Multimedia Indexing.

[20]  A. Crawley,et al.  Viewing artworks: Contributions of cognitive control and perceptual facilitation to aesthetic experience , 2009, Brain and Cognition.

[21]  Albert Ali Salah,et al.  Technoscience Art: A Bridge between Neuroesthetics and Art History? , 2008 .

[22]  Je suis d’ailleurs,et al.  Expressions , 2021, Cross-Cultural Pragmatics.

[23]  Julian Allen Art Since 1900: Modernism, Antimodernism, Postmodernism , 2006 .

[24]  J. Gregory Trafton,et al.  Enabling effective human-robot interaction using perspective-taking in robots , 2005, IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.

[25]  Simon Brown,et al.  Affective gaming: measuring emotion through the gamepad , 2003, CHI Extended Abstracts.

[26]  Kristina Höök,et al.  Sense and sensibility: evaluation and interactive art , 2003, CHI '03.

[27]  Carolina Cruz-Neira,et al.  Surround-Screen Projection-Based Virtual Reality: The Design and Implementation of the CAVE , 2023 .

[28]  Hatice Gunes,et al.  Human Behavior Understanding , 2016, Lecture Notes in Computer Science.

[29]  Hatice Gunes,et al.  Human Nonverbal Behaviour Understanding in the Wild for New Media Art , 2013, HBU.

[30]  Rob Tieben,et al.  Human Behavior Analysis in Ambient Gaming and Playful Interaction , 2011, Computer Analysis of Human Behavior.

[31]  Magy Seif El-Nasr,et al.  A Scientific Look at the Design of Aesthetically and Emotionally Engaging Interactive Entertainment Experiences , 2009 .

[32]  A. Salah,et al.  Discontents of Computer Art: A discourse analysis on the intersection of arts, sciences and technology , 2008 .

[33]  J. Durlak The Language of New Media , 2002 .

[34]  J. Rabins,et al.  Techniques of the observer: On vision and modernity in the nineteenth century , 1992 .

[35]  Jasia Reichardt,et al.  Cybernetic serendipity : the computer and the arts , 1969 .

[36]  Ernst Gombrich,et al.  The Story of Art , 1950 .