George Legrady

ORCID: 0000-0002-9177-257X
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About
Contact & Profiles
Research Areas
  • Aesthetic Perception and Analysis
  • Computer Graphics and Visualization Techniques
  • Data Visualization and Analytics
  • Photography and Visual Culture
  • Video Analysis and Summarization
  • Art, Technology, and Culture
  • Cultural Insights and Digital Impacts
  • Advanced Vision and Imaging
  • Visual Culture and Art Theory
  • Design Education and Practice
  • Digital Games and Media
  • Artistic and Creative Research
  • Museums and Cultural Heritage
  • Interactive and Immersive Displays
  • Human Motion and Animation
  • Color perception and design
  • Tactile and Sensory Interactions
  • Virtual Reality Applications and Impacts
  • Adversarial Robustness in Machine Learning
  • Visual Attention and Saliency Detection
  • Explainable Artificial Intelligence (XAI)
  • Digital Media and Visual Art
  • Digital Storytelling and Education
  • Reinforcement Learning in Robotics
  • 3D Surveying and Cultural Heritage

University of California, Santa Barbara
2010-2023

University of California System
2017-2019

University of California, Berkeley
2013

New Media Studio
2013

While a number of information visualization software frameworks exist, creating new visualizations, especially those that involve novel metaphors, interaction techniques, data analysis strategies, and specialized rendering algorithms, is still often difficult process. To facilitate the creation visualizations we present framework, behaviorism, which provides wide range flexibility when working with dynamic on visual, temporal, ontological levels, but at same time providing appropriate...

10.1109/tvcg.2010.126 article EN IEEE Transactions on Visualization and Computer Graphics 2010-11-01

This paper presents a real-time, interactive fluid simulation and vector visualization technique that can be incorporated in media arts projects. These techniques-- referred to collectively as the Fluid Automata system-- have been adapted for various configurations, including mobile applications, 2D 3D projections, multi-touch tables, presented number of different environments-- both academic artistic-- galleries, conferences, virtual reality research lab. We describe specific details about...

10.1145/2487276.2487287 article EN 2013-07-19

The complexity of digital media technologies requires artists to form teams specialized experts integrating their contributions. Studies on interdisciplinary collaborations in organizational and scientific research-and-development have revealed that three processes—communication, coordination knowledge-sharing—significantly influence efficiency effectiveness. This model was applied an international art production team analyze the effects members' geographical dispersion, differing...

10.1162/0024094041724436 article EN Leonardo 2004-08-01

Site-specific data visualization installations have distinct conditions of collection, analysis, audience interaction and archiving. This article describes features five projects related to their successful staging within different contexts.

10.1162/leon_a_01228 article EN Leonardo 2016-12-06

Conceived as an installation on the topic of archive and memory, Pockets Full Memories was exhibited main floor Centre Pompidou National Museum Modern Art, Paris from 10 April to 3 September 2001. During this time, approximately 20,000 visitors came view contributed over 3300 objects in their possession, digitally scanning describing them. This information stored a database organized by Kohonen Self-Organizing Map algorithm [http://www.cis.hut.fi/teuvo/] that positioned similar descriptions...

10.1177/147035720200100202 article EN Visual Communication 2002-06-01

This paper describes the conceptual background, artificial intelligent system design, and visualization strategies of an interactive art experience: Cangjie's Poetry. artwork provides a response to human-machine reality in context language, symbols, semantic meanings. In Poetry installation, (Cangjie) constantly observes surroundings through lens camera, writes poetry using its symbolic based on interpretation, explains evolving poem natural language audiences real time. Due global pandemic...

10.1145/3465619 article EN Proceedings of the ACM on Computer Graphics and Interactive Techniques 2021-07-30

The author presents his interactive digital installations of the past decade, featured in museums, media arts festivals and galleries, that engage audience to contribute data is then transformed into content visually projected large scale exhibition space. Collected over time, occasions further data-mining, algorithmic processing, with visualization results.

10.1162/leon_a_00378 article EN Leonardo 2012-03-12

Digital arts is by nature a hybrid practice, integrating the poetics, aesthetics and conceptual strategies of art with logical, systematic methods technological processes from engineering sciences. This article reviews development interdisciplinary, collaborative arts-engineering research education at University California Santa Barbara, focusing on Media Arts & Technology graduate program visual/spatial perspective.

10.1162/leon.2006.39.3.215 article EN Leonardo 2006-05-29

To experience space is to engage with it through one's presence, possess by being immersed in it, the way one possesses when inside a room, park, or on streets. Computer generated virtual, immersive environments create illusion of simulating visual clues such as boundary delineations which allows us perceive directionally and circulate. Internet metaphoric accesses technological window, linking individuals real-time across geographical territories. In process interacting digital world, we...

10.1353/wan.1999.0005 article EN Wide angle 1999-01-01

Modern vision-based reinforcement learning techniques often use convolutional neural networks (CNN) as universal function approximators to choose which action take for a given visual input. Until recently, CNNs have been treated like black-box functions, but this mindset is especially dangerous when used control in safety-critical settings. In paper, we present our extensions of CNN visualization algorithms the domain learning. We simulated drone environment an example scenario. These are...

10.48550/arxiv.1809.06781 preprint EN other-oa arXiv (Cornell University) 2018-01-01

Over the past year, emergence of advanced text-to-image Generative AI models has significantly impacted art world, challenging traditional notions creativity and role artists. This study explores how artists interact with these technologies, using a 5P model (Purpose, People, Process, Product, Press) based on Rhodes' framework to compare artistic processes behind Conceptual Art Image AI. To exemplify this framework, practical case titled "Equivalence", multi-screen interactive installation...

10.48550/arxiv.2404.18385 preprint EN arXiv (Cornell University) 2024-04-28

Toward noon he lay down for a nap. … On awakening, thought that saw an extraordinary mobile creature next to his face, insect or mollusk which stirred in the shadow of head. An almost terrifying power life dwelt within fragile thing. In less than instant, and even before vision could be formulated thought, Zeno realized what was seeing only own eye reflected enlarged by glass, behind grass sand formed backing like mirror.

10.1080/00043249.1990.10792701 article EN Art Journal 1990-09-01

Swarm Vision is an installation consisting of multiple pan-tilt-zoom cameras on rails positioned above spectators in exhibition space. Each camera behaves autonomously based programmed rules computer vision.

10.1145/2503649.2503668 article EN 2013-07-16

Fencing Hallucination is a multi-screen interactive installation that enables real-time human-AI interaction in the form of game and generates chronophotograph based on audience's movement. It mitigates conflicts between interactivity, modality variety, computational limitation creative AI tools. captures pose data as an input to Multilayer Perceptron(MLP), which virtual Fencer's data. also uses synthesize chronophotograph. The system first represents stick figures. Then it diffusion model...

10.1145/3544549.3583929 article EN 2023-04-19

Imagining Macondo is a public artwork that commemorates Nobel Prize-winning author Gabriel García Márquez. It was first showcased at the Bogota International Book Fair in April 2015 to an audience of more than 300,000 over course two weeks. The project involved extensive collaboration between international team artists, designers, and programmers. This article explores historical artistic contexts for creation work, discusses reception describes significant software production requirements...

10.1109/mcg.2015.105 article EN IEEE Computer Graphics and Applications 2015-09-01

A platform of exploratory networked robotic cameras was created, utilizing an aesthetic approach to experimentation. Initiated by research in autonomous swarm camera behavior, SwarmVision is installation consisting multiple Pan-Tilt-Zoom on rails positioned above spectators exhibition space, where each behaves autonomously based its own rules computer vision and control. Each the programmed detect visual information interest a different algorithm, negotiates with other two, influencing what...

10.1145/2502081.2502192 article EN 2013-10-21

August 01 2013 Swarm Vision George Legrady, Legrady Search for other works by this author on: This Site Google Scholar Marco Pinter, Pinter Danny Bazo Author and Article Information Online Issn: 1530-9282 Print 0024-094X © Bazo2013 Leonardo (2013) 46 (4): 408–409. https://doi.org/10.1162/LEON_a_00621 Cite Icon Permissions Share MailTo Twitter LinkedIn Views contents Figures & tables Video Audio Supplementary Data Peer Review Citation Bazo; Vision. 2013; doi: Download citation file: Ris...

10.1162/leon_a_00621 article EN Leonardo 2013-07-10

"We Are Stardust"" is a digital media interactive installation consisting of two large projected visualizations and ceiling mounted full rotational FLIR systems infrared imaging camera. Both projections in the map sequence locations sky observations by Spitzer Space Telescope, an temperature sensing instrument managed NASA Science Center. The intent project to visually schedule scientific observations: What celestial bodies were looked at, when, for how long, whom. This document describes...

10.1145/1631272.1631516 article EN Proceedings of the 30th ACM International Conference on Multimedia 2009-10-19

In this paper, different techniques for the creation of time coherent figurative animations from a video input are presented. The generated using an analysis-synthesis approach. Information scene is extracted only 2D RGB image. No markers or depth planes needed. After analysis, image drawn again information. To guarantee temporal coherence when redrawing image, alternatives have been explored: matching and interpolation on parameters domain gradient descent parameter update. All methods...

10.1504/ijart.2014.060945 article EN International Journal of Arts and Technology 2014-01-01
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