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dc.contributor.authorAzevedo, Bruno
dc.contributor.authorSilva, Helder
dc.contributor.authorLapenta, Olívia Morgan
dc.contributor.authorPartesotti, Elena
dc.date.accessioned2026-02-19T19:44:04Z
dc.date.available2026-02-19T19:44:04Z
dc.date.issued2026
dc.identifier.citationBrooks, A.L., Banakou, D., Ceperkovic, S. (eds.). ArtsIT, Interactivity and Game Creation. ArtsIT 2024. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 651, p. 95-111. Springer.es
dc.identifier.isbn9783031972560es
dc.identifier.urihttps://uvadoc.uva.es/handle/10324/82917
dc.descriptionProducción Científicaes
dc.description.abstractContemplative environments can significantly impact our mental health, and recent research highlights their importance for well-being. Guided by the principles and aesthetics of Zen Gardens and Zen Buddhism, the medium-term objective is to create an immersive, therapeutic environment with restorative qualities, utilizing a data-driven generative approach. This paper explores the initial phase of translating brainwave data, specifically electroencephalographic recordings of brainwaves, into dynamic abstract visual patterns. In this process, the data serves as the pigment, while algorithms shape the visual aesthetics. In this first iteration, a dataset related to the research of brain activity in a resting-state experiment was used, and a Fast Fourier Transform was implemented in the Processing programming language to calculate the average amplitude and frequency. The average amplitude was used as input for the Flow Field algorithm, influencing the velocity visualized through dynamic curves with fading trails. By presenting the current work, this article aims to show the transformative potential of generative art in creating abstract immersive environments.es
dc.format.extent17 p.es
dc.format.mimetypeapplication/pdfes
dc.language.isoenges
dc.publisherSpringeres
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subject.classificationEEG data-driven Visualizationes
dc.subject.classificationComputational Aestheticses
dc.subject.classificationImmersive Environmentses
dc.subject.classificationZen Gardenses
dc.titleCreating Generative Data-driven Aesthetics Based on Brain Waveses
dc.typeinfo:eu-repo/semantics/conferenceObjectes
dc.rights.holder© 2026 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineeringes
dc.identifier.doi10.1007/978-3-031-97257-7_7es
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007/978-3-031-97257-7_7es
dc.title.eventInternational Conference on ArtsIT, Interactivity and Game Creation Search within this conference (Abu Dhabi. 2024)es
dc.description.projectFCT–Fundação para a Ciência e Tecnologia within the R&D Units Project Scope: UIDB/00319/2020, DOI10.54499/UIDB/00319/2020es
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.type.hasVersioninfo:eu-repo/semantics/acceptedVersiones
dc.subject.unesco6203.05 Estética de las Bellas Arteses
dc.subject.unesco3304 Tecnología de Los Ordenadoreses


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