Computer Vision
I found the reading on “Computer Vision for Artists and Designers” to be quite interesting and informative. It introduced a variety of projects that piqued my curiosity. While I was familiar with the term “computer vision” before, this reading provided me with a better understanding of its scope and the various concepts it encompasses. One key takeaway from the reading was the realization that computer vision techniques can be used to gather real-time information about various aspects of human interactions, including identities, locations, gestures, facial expressions, gait characteristics, and gaze directions. What intrigued me the most was the accessibility of some of these techniques, which can be implemented by novice programmers in a relatively short time.
I didn’t notice biases in the reading and didn’t affect my beliefs on computer vision much. However, as I read the material, I couldn’t help but wonder about the connection between computer vision and virtual reality (VR). It just so happens that I am currently enrolled in a virtual reality research course, and the reading prompted me to explore this relationship further. Hence I searched online and most sources highlighted how computer vision plays a crucial role in AR and VR, particularly in areas such as object detection, gaze tracking, spatial mapping, gesture recognition, and real-time image processing. These applications not only enhance the immersion and interactivity of AR and VR experiences but also bridge the gap between the virtual and physical worlds. I was also able to make a connection between VR experience and one passage in the reading that particularly resonated with me was the description of the “Messa di Voce” project, which used whole-body vision-based interactions, speech analysis, and projection-based augmented reality to create an audiovisual performance. This project demonstrated the power of computer vision algorithms in tracking performers’ movements and analyzing audio signals to create real-time visualizations, which seem indispensable when it comes to creating a virtual reality experience. Overall, this reading expanded my understanding of computer vision and its wide-ranging applications in various fields, including the arts and virtual reality. It sparked my interest in exploring the intersection of computer vision and VR further and how these technologies can be harnessed to create more immersive and interactive virtual experiences that are safe and ethical for different age groups.