School of Visual Arts is a for-profit art and design college located in Manhattan, New York, founded in 1947. The college is a member of the Association of Independent Colleges of Art and Design, a consortium of 36 leading art schools in the United States.SVA offers 11 undergraduate and 22 graduate degree programs and is accredited by the Commission on Higher Education of the Middle States Association of Colleges and Schools and the National Association of Schools of Art and Design. The BFA interior design program is accredited by the Council for Interior Design Accreditation; the MPS art therapy program is approved by the American Art Therapy Association; and the MA art education program is accredited by the Council for the Accreditation of Educator Preparation.SVA's stated mission is to provide "undergraduate degree programs in art and design that prepare students for entry into an array of professional fields in or related to the visual arts, while also equipping students with the skills necessary to become productive and thoughtful members of society; rigorous and practice-based graduate programs in the visual arts and its allied fields; a continuing education program intended to meet the diverse needs of New York City’s professional art and design community and the larger community within which the college resides; and a commitment to serving the greater good through community service." Wikipedia.
Kim S.J.J.,School of Visual Arts
Proceedings - 2012 International Symposium on Ubiquitous Virtual Reality, ISUVR 2012 | Year: 2012
Augmented reality (AR) and virtual reality (VR) are becoming a part of everyday life with the advance of other technologies such as computer vision systems, sensing technologies, graphics, mobile computing, etc. Their primary goal is to help users achieve their goals effectively and efficiently with satisfaction. This paper describes the trends of how user studies have been incorporated into AR and VR papers published in two major conferences over the past three years. In addition, this paper presents implications on what needs to be taken into account when planning a user study in the field of AR and VR research. © 2012 IEEE.
Ontanon S.,Artificial Intelligence Research Institute IIIA CSIC |
Zhu J.,School of Visual Arts
IJCAI International Joint Conference on Artificial Intelligence | Year: 2011
Computational narrative is a complex and interesting domain for exploring AI techniques that algorithmically analyze, understand, and most importantly, generate stories. This paper studies the importance of domain knowledge in story generation, and particularly in analogy-based story generation (ASG). Based on the construct of knowledge container in case-based reasoning, we present a theoretical framework for incorporating domain knowledge in ASG. We complement the framework with empirical results in our existing system Riu.
Adsit G.S.,University of Wisconsin - Madison |
Vaidyanathan R.,University of Wisconsin - Madison |
Galler C.M.,School of Visual Arts |
Kyle J.W.,University of Wisconsin - Madison |
Makielski J.C.,University of Wisconsin - Madison
Journal of Molecular and Cellular Cardiology | Year: 2013
The cardiac sodium current underlies excitability in heart, and inherited abnormalities of the proteins regulating and conducting this current cause inherited arrhythmia syndromes. This review focuses on inherited mutations in non-pore forming proteins of sodium channel complexes that cause cardiac arrhythmia, and the deduced mechanisms by which they affect function and dysfunction of the cardiac sodium current. Defining the structure and function of these complexes and how they are regulated will contribute to understanding the possible roles for this complex in normal and abnormal physiology and homeostasis. This article is part of a Special Issue entitled "Na+ Regulation in Cardiac Myocytes". © 2013 Elsevier Ltd.
Danzico L.,School of Visual Arts
Interactions | Year: 2010
Editing out pauses in an interview aired on radio makes the story flow better, a measure designed to improve audience's experience. The editorial role has evolved into one that involves shaping conversations with audiences. With new tools allowing an unlimited degree of flexibility and freedom, the editors have gained comfort in controlling their own media. Even though an editor's responsibility is widespread, shaping stories for audiences, this filtering crisis is easier to manage. Editing is to media as a performance is to a composition; it is an act of interpretation, rich with opportunities for personal insight, misguided judgments, or brilliance. Editors determine how much information audiences need access to, and how much to hold back. Editors create relevance and experience where there was none before. Whether it's constructing a theme or splicing together a flashback sequence for a film, editors are creating connections for their audience.
Danzico L.,School of Visual Arts
Interactions | Year: 2010
Liz Danzico, School of Visual Arts shares her views on the different social interactions, both face-to-face and mediated by technology. There is etiquette at play both in face-to-face communications and via digital presentation of self with respect to face work. Avatar, which is derived from the Sanskrit word for descent, is a user's self-representation, whether in the form of a three dimensional model used in computer games, a two-dimensional icon used in online communities, or a text construct found on early systems such as MUDs. Recent studies show that avatars are more than just a pretty face. People with taller avatars negotiate more aggressively in face-to-face interactions than participants with shorter avatars. There are those for whom changing an avatar is a non issue, they observe a single identity across all social media such as flickr, Facebook and personal blogs. The combination of avatar and content signals reliable or unreliable cues that receivers parse the only way they know how.