2022
DOI: 10.1016/j.dib.2022.108319
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Representations of machine vision technologies in artworks, games and narratives: A dataset

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Cited by 11 publications
(8 citation statements)
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“…The study could be repeated and used for other XAI algorithms, such GradCAM, to improve auguring problems. Furthermore, algorithms that mimic natural occurrences can be applied to heterogeneous datasets for false imaging modalities, such as the most current developments in computational capacity, deepfake technologies, and digital phenotyping tools [ 54 ].…”
Section: Discussionmentioning
confidence: 99%
“…The study could be repeated and used for other XAI algorithms, such GradCAM, to improve auguring problems. Furthermore, algorithms that mimic natural occurrences can be applied to heterogeneous datasets for false imaging modalities, such as the most current developments in computational capacity, deepfake technologies, and digital phenotyping tools [ 54 ].…”
Section: Discussionmentioning
confidence: 99%
“…We developed the concept of the machine vision situation as we worked on the Database of Machine Vision in Art, Games, and Narratives . Completed in 2021, the database documents 77 digital games, 190 digital artworks, and 233 movies, novels, and other narratives that use or represent machine vision technologies ( Rettberg et al , 2022a ; Rettberg et al , 2022b ). Within a total corpus of 500 works, we have identified and analysed 874 specific situations where machine vision is central ( Rettberg et al , 2022a ; Rettberg et al , 2022b ).…”
Section: Machine Vision Situationsmentioning
confidence: 99%
“…Completed in 2021, the database documents 77 digital games, 190 digital artworks, and 233 movies, novels, and other narratives that use or represent machine vision technologies ( Rettberg et al , 2022a ; Rettberg et al , 2022b ). Within a total corpus of 500 works, we have identified and analysed 874 specific situations where machine vision is central ( Rettberg et al , 2022a ; Rettberg et al , 2022b ). Based on the definition of machine vision mentioned above, and an initial survey of creative works, we developed a list of 26 different technologies that formed the basis for identifying machine vision situations in the works.…”
Section: Machine Vision Situationsmentioning
confidence: 99%
“…The dataset I will test the method on is from the Database of Machine Vision in Art, Games and Narratives , which contains structured analyses of how machine vision technologies are represented and used in 500 digital artworks, video games, novels and movies. The dataset is fully documented in Rettberg et al (2022b). The subset of data used for this test consists of 747 verbs describing an interaction between fictional characters and machine vision technologies.…”
Section: Introductionmentioning
confidence: 99%
“… Data Availability Statement The software used in the analysis is available on Github at https://github.com/jilltxt/algorithmicfailure and consists of a file with R scripts and comments explaining the code (Rettberg, 2022). The dataset is available on DataverseNO (Rettberg et al, 2022a), and there is also a data paper providing documentation (Rettberg et al 2022b). The Database of Machine Vision in Art, Games and Narratives can also be viewed in a web browser at https://machine-vision.no.…”
mentioning
confidence: 99%