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Baptiste Caramiaux

Publications and source records attributed to Baptiste Caramiaux.

11 recordsLinked to original sources

Exploring Normativity in Stable Diffusion: Insights for XAI in the Arts

Generative text-to-image (T2I) systems are increasingly adopted in creative practice, yet their normative behaviors remain underexplored from the perspective of creative practitioners. In this workshop paper, we present a within-subject study with 14 creative practitioners using Stable Diffusion to create illustration from two tasks of differing specificity. We investigate whether and how practitioners perceive normative behavior in a T2I system and how it impacts their creative process depending on task specificity. Our findings show that participants perceived normative behavior through invariant patterns, stereotypical output, and unsolicited omission or addition of details. These experiences led to feelings of disempowerment and creative compromise. We discuss implications for XAIxArts, including prompt transparency and artist empowerment in creative contexts.

cs.HC

Disentangling Hallucinations: Orthogonal Semantic Projection for Robust Interpretability

As Vision-Language Models are increasingly deployed in safety-critical applications, the trustworthiness of their explanations becomes crucial. Explainable AI (XAI) methods for Vision-Language Models often suffer from semantic hallucination, where attribution maps highlight prominent image regions even when prompted with incorrect text descriptions (e.g., highlighting a dog when prompted ``cat''). Although this problem is widespread, a formal mathematical analysis of XAI methods and CLIP embeddings is largely missing in the literature. We demonstrate that this phenomenon is not specific to a single architecture but is a fundamental consequence of Linear Semantic Leakage in high-dimensional embedding spaces. We propose a unified theoretical framework, Linear Semantic Attribution (LSA), which generalizes across discriminative methods. We introduce OSP, a geometric intervention that utilizes the residual property of OMP to disentangle unique semantic signals from shared concepts. We prove theoretically and demonstrate empirically that OSP minimizes hallucination by orthogonalizing the query vector against distractor concepts, rendering the attribution model blind to shared features while preserving fidelity for correct prompts. Our code is available at: https://github.com/emirhanbilgic/Orthogonal-Semantic-Projection

cs.CV

Computational Hermeneutics: Evaluating generative AI as a cultural technology

Generative AI systems are increasingly recognized as cultural technologies, yet current evaluation frameworks often treat culture as a variable to be measured rather than fundamental to the system's operation. Drawing on hermeneutic theory from the humanities, we argue that GenAI systems function as "context machines" that must inherently address three interpretive challenges: situatedness (meaning only emerges in context), plurality (multiple valid interpretations coexist), and ambiguity (interpretations naturally conflict). We present computational hermeneutics as an emerging framework offering an interpretive account of what GenAI systems do, and how they might do it better. We offer three principles for hermeneutic evaluation -- that benchmarks should be iterative, not one-off; include people, not just machines; and measure cultural context, not just model output. This perspective offers a nascent paradigm for designing and evaluating contemporary AI systems: shifting from standardized questions about accuracy to contextual ones about meaning.

cs.AI

Benchmarking XAI Explanations with Human-Aligned Evaluations

We introduce PASTA (Perceptual Assessment System for explanaTion of Artificial Intelligence), a novel human-centric framework for evaluating eXplainable AI (XAI) techniques in computer vision. Our first contribution is the creation of the PASTA-dataset, the first large-scale benchmark that spans a diverse set of models and both saliency-based and concept-based explanation methods. This dataset enables robust, comparative analysis of XAI techniques based on human judgment. Our second contribution is an automated, data-driven benchmark that predicts human preferences using the PASTA-dataset. This scoring called PASTA-score method offers scalable, reliable, and consistent evaluation aligned with human perception. Additionally, our benchmark allows for comparisons between explanations across different modalities, an aspect previously unaddressed. We then propose to apply our scoring method to probe the interpretability of existing models and to build more human interpretable XAI methods.

cs.CV

Generative AI and Creative Work: Narratives, Values, and Impacts

Generative AI has gained a significant foothold in the creative and artistic sectors. In this context, the concept of creative work is influenced by discourses originating from technological stakeholders and mainstream media. The framing of narratives surrounding creativity and artistic production not only reflects a particular vision of culture but also actively contributes to shaping it. In this article, we review online media outlets and analyze the dominant narratives around AI's impact on creative work that they convey. We found that the discourse promotes creativity freed from its material realisation through human labor. The separation of the idea from its material conditions is achieved by automation, which is the driving force behind productive efficiency assessed as the reduction of time taken to produce. And the withdrawal of the skills typically required in the execution of the creative process is seen as a means for democratising creativity. This discourse tends to correspond to the dominant techno-positivist vision and to assert power over the creative economy and culture.

cs.CY

Using models of baseline gameplay to design for physical rehabilitation

Modified digital games manage to drive motivation in repetitive exercises needed for motor rehabilitation, however designing modifications that satisfy both rehabilitation and engagement goals is challenging. We present a method wherein a statistical model of baseline gameplay identifies design configurations that emulate behaviours compatible with unmodified play. We illustrate this approach through a case study involving upper limb rehabilitation with a custom controller for a Pac-Man game. A participatory design workshop with occupational therapists defined two interaction parameters for gameplay and rehabilitation adjustments. The parameters' effect on the interaction was measured experimentally with 12 participants. We show that a low-latency model, using both user input behaviour and internal game state, identifies values for interaction parameters that reproduce baseline gameplay under degraded control. We discuss how this method can be applied to systematically balance gamification problems involving trade-offs between physical requirements and subjectively engaging experiences.

cs.HC

Designing Deep Reinforcement Learning for Human Parameter Exploration

Software tools for generating digital sound often present users with high-dimensional, parametric interfaces, that may not facilitate exploration of diverse sound designs. In this paper, we propose to investigate artificial agents using deep reinforcement learning to explore parameter spaces in partnership with users for sound design. We describe a series of user-centred studies to probe the creative benefits of these agents and adapting their design to exploration. Preliminary studies observing users' exploration strategies with parametric interfaces and testing different agent exploration behaviours led to the design of a fully-functioning prototype, called Co-Explorer, that we evaluated in a workshop with professional sound designers. We found that the Co-Explorer enables a novel creative workflow centred on human-machine partnership, which has been positively received by practitioners. We also highlight varied user exploration behaviors throughout partnering with our system. Finally, we frame design guidelines for enabling such co-exploration workflow in creative digital applications.

cs.HC

Artificial Intelligence in Music and Performance: A Subjective Art-Research Inquiry

This article presents a five-year collaboration situated at the intersection of Art practice and Scientific research in Human-Computer Interaction (HCI). At the core of our collaborative work is a hybrid, Art and Science methodology that combines computational learning technology -- Machine Learning (ML) and Artificial Intelligence (AI) -- with interactive music performance and choreography. This article first exposes our thoughts on combining art, science, movement and sound research. We then describe two of our artistic works \textit{Corpus Nil} and \textit{Humane Methods} -- created five years apart from each other -- that crystallize our collaborative research process. We present the scientific and artistic motivations, framed through our research interests and cultural environment of the time. We conclude by reflecting on the methodology we developed during the collaboration and on the conceptual shift of computational learning technologies, from ML to AI, and its impact on Music performance.

cs.HC

Machine Learning Approaches For Motor Learning: A Short Review

Machine learning approaches have seen considerable applications in human movement modeling, but remain limited for motor learning. Motor learning requires accounting for motor variability, and poses new challenges as the algorithms need to be able to differentiate between new movements and variation of known ones. In this short review, we outline existing machine learning models for motor learning and their adaptation capabilities. We identify and describe three types of adaptation: Parameter adaptation in probabilistic models, Transfer and meta-learning in deep neural networks, and Planning adaptation by reinforcement learning. To conclude, we discuss challenges for applying these models in the domain of motor learning support systems.

cs.LG

AI in the media and creative industries

Thanks to the Big Data revolution and increasing computing capacities, Artificial Intelligence (AI) has made an impressive revival over the past few years and is now omnipresent in both research and industry. The creative sectors have always been early adopters of AI technologies and this continues to be the case. As a matter of fact, recent technological developments keep pushing the boundaries of intelligent systems in creative applications: the critically acclaimed movie "Sunspring", released in 2016, was entirely written by AI technology, and the first-ever Music Album, called "Hello World", produced using AI has been released this year. Simultaneously, the exploratory nature of the creative process is raising important technical challenges for AI such as the ability for AI-powered techniques to be accurate under limited data resources, as opposed to the conventional "Big Data" approach, or the ability to process, analyse and match data from multiple modalities (text, sound, images, etc.) at the same time. The purpose of this white paper is to understand future technological advances in AI and their growing impact on creative industries. This paper addresses the following questions: Where does AI operate in creative Industries? What is its operative role? How will AI transform creative industries in the next ten years? This white paper aims to provide a realistic perspective of the scope of AI actions in creative industries, proposes a vision of how this technology could contribute to research and development works in such context, and identifies research and development challenges.

cs.AI

The Machine Learning Algorithm as Creative Musical Tool

Machine learning is the capacity of a computational system to learn structures from datasets in order to make predictions on newly seen data. Such an approach offers a significant advantage in music scenarios in which musicians can teach the system to learn an idiosyncratic style, or can break the rules to explore the system's capacity in unexpected ways. In this chapter we draw on music, machine learning, and human-computer interaction to elucidate an understanding of machine learning algorithms as creative tools for music and the sonic arts. We motivate a new understanding of learning algorithms as human-computer interfaces. We show that, like other interfaces, learning algorithms can be characterised by the ways their affordances intersect with goals of human users. We also argue that the nature of interaction between users and algorithms impacts the usability and usefulness of those algorithms in profound ways. This human-centred view of machine learning motivates our concluding discussion of what it means to employ machine learning as a creative tool.

cs.HC