CreativeBioMan: Brain and Body Wearable Computing based Creative Gaming System
June 05, 2019 Β· Declared Dead Β· π IEEE Systems Man and Cybernetics Magazine
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Authors
Min Chen, Yingying Jiang, Yong Cao, Albert Y. Zomaya
arXiv ID
1906.01801
Category
cs.HC: Human-Computer Interaction
Citations
19
Venue
IEEE Systems Man and Cybernetics Magazine
Last Checked
4 months ago
Abstract
Current artificial intelligence (AI) technology is mainly used in rational work such as computation and logical analysis. How to make the machine as aesthetic and creative as humans has gradually gained attention. This paper presents a creative game system (i.e., CreativeBioMan) for the first time. It combines brain wave data and multimodal emotion data, and then uses an AI algorithm for intelligent decision fusion, which can be used in artistic creation, aiming at separating the artist from repeated labor creation. To imitate the process of humans' artistic creation, the creation process of the algorithm is related to artists' previous artworks and their emotion. EEG data is used to analyze the style of artists and then match them with a style from a data set of historical works. Then, universal AI algorithms are combined with the unique creativity of each artist that evolve into a personalized creation algorithm. According to the results of cloud emotion recognition, the color of the artworks is corrected so that the artist's emotions are fully reflected in the works, and thus novel works of art are created. This allows the machine to integrate the understanding of past art and emotions with the ability to create new art forms, in the same manner as humans. This paper introduces the system architecture of CreativeBioMan from two aspects: data collection of the brain and body wearable devices, as well as the intelligent decision-making fusion of models. A Testbed platform is built for an experiment and the creativity of the works produced by the system is analyzed.
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