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Ecological Informatics 63 (2021) 101304

Contents lists available at ScienceDirect

Ecological Informatics
journal homepage: www.elsevier.com/locate/ecolinf

Application of virtual reality teaching method and artificial intelligence


technology in digital media art creation
Yingjun Gong *
Fujian Jiangxia University, Fuzhou, Fujiang 350108, China

A R T I C L E I N F O A B S T R A C T

Keywords: With the progress and innovation of science and technology, virtual reality technology emerges as the times
Digital media art require, and its application in digital media art creation is more and more extensive. The application of virtual
Creative teaching reality technology in digital media art creation helps to enrich artistic creation means and improve the quality of
Virtual reality
artistic creation process. This paper first gives the application of virtual reality teaching method in digital media
Artificial intelligence
Intensive learning
art creation. Virtual reality education has obvious characteristics of vividness and autonomy. In the teaching
mode and teaching design, it emphasizes the comprehensive improvement of teachers and students’ teaching
experience, so as to drive teachers and students to separate from the traditional teaching concept and mode, and
achieve twice the teaching effect with half the effort. Then, it gives the technical advantages of artificial intel­
ligence technology for digital media art creation when using virtual reality teaching method. Finally, we give the
application of virtual reality and artificial intelligence technology in the teaching of digital media art creation.
The experimental results show that the virtual reality teaching method, which combines the advantages of
artificial intelligence algorithm, has potential application value and good practical significance in the teaching of
digital media art creation.

1. Introduction moreover engage with. Immersion of how much you’re studying helps
yourself to completely comprehend it. The information can be processed
With the continuous development of high-end science and technol­ with less computational complexity.
ogy represented by virtual reality technology, art and science have Artificial intelligence, which we often talk about, is actually a pro­
basically penetrated into each other and blended with each other (Wei cess of simulating people’s thinking and consciousness (Wang et al.,
et al., 2019). Therefore, digital media art creation has been greatly 2018a). In other words, it’s like giving a machine owner’s brain the
developed, and various high aesthetic and innovative art products have ability to think independently and create independently. Unlike the
been presented for people. The emergence and wide application of vir­ human brain, its computing speed and amount of memory are superior
tual reality technology provides important technical support for the to those of human beings (Schiavoni and Gonçalves, 2017). Artificial
creation and expression of digital media art (Rubio-Tamayo et al., intelligence technology as the most advanced science and technology
2017). Through the research of digital media art creation based on relying on computer technology makes us feel the revolution of the times
virtual reality technology, this paper hopes to point out the direction for brought by the development of science and technology. From the
further promoting the comprehensive and sustainable development of essential characteristics of artificial intelligence technology, it belongs
digital media art creation. We now have the ability to use technology to to a small branch of computer science. Intensive reading will aid in the
promote education in the information realm. Virtual Reality tends to retention of knowledge as you learn. For purpose and meaning, reading
have been the logical progression in educational development. Virtual back words is insufficient; meanwhile you must grasp everything
reality will be used to increase student involvement and training. VR including grammar to vocabulary. Among the most important skills one
education has the potential to revolutionize the way learning informa­ can learn to improve your comprehension of knowledge is intensive
tion is created; it is based on the concept of providing a digital envi­ reading. Reading often will assist you in tackling challenging texts while
ronment, actual or imagined, that participants will not only view and also improving your reading ability, pronunciation, and language

* Corresponding author.
E-mail address: gyj618@yeah.net.

https://doi.org/10.1016/j.ecoinf.2021.101304
Received 18 January 2021; Received in revised form 31 March 2021; Accepted 11 April 2021
Available online 17 April 2021
1574-9541/© 2021 Elsevier B.V. All rights reserved.
Y. Gong Ecological Informatics 63 (2021) 101304

Fig. 1. Virtual reality teaching works in digital media art creation.

abilities. Its purpose is to explore the essence of intelligence and make art rendering, aiming to design and develop a new learning and
use of it to develop an intelligent machine with analysis, thinking, decision-making framework of agent with learning ability for artistic
judgment and even perception similar to the human brain, so as to style. Feature extraction is the process of reducing the amount of re­
reduce the workload of human beings (Kaimal et al., 2020). Generally sources needed to represent big quantities of data. Low-level feature
speaking, artificial intelligence technology mainly includes robot, lan­ vectors are color, middle-level detection methods are texture, and
guage recognition, image recognition, natural language processing and elevated feature vectors are structure, with validation criteria for
expert system. With the emergence and development of artificial intel­ sequence features extraction systems to enhance performance.
ligence technology, it has been gradually introduced into the virtual Aiming at the problem of accurate collection of behavior data and
reality technology of digital media art creation. It has achieved effective redundancy of style features, it is of great theoretical significance to
integration with virtual reality technology, and provides more conve­ solve the problem of unified style measurement and global expression,
nient services for digital media art creators, which needs to drive the and the dynamic strategy optimization of creative behavior. At the same
development of the whole field of digital media art creation. time, it can also provide a new solution to improve the adaptive ability
In recent years, with the rapid development of global cultural and of agent-based system for complex environment, and lay a solid theo­
creative industries, artistic stylization has been paid more and more retical and technical foundation for the further application of intelligent
attention (Băldean and Covaciu, 2020). Artistic stylization mainly uses art rendering technology.
mathematical theory and computer simulation to simulate painting tools
and artistic creation behavior. It has been widely used in many digital 2. Application of virtual reality technology in art practice
media fields, such as film and television special effects, animation cre­ teaching
ation, game research and development (Brooks and Brooks, 2019). As a
new interdisciplinary subject, artistic stylization is an important part of There are some problems in traditional art design teaching, such as
multimedia data processing, and has become one of the hot issues in lack of feeling stimulation, low level of knowledge acquisition experi­
multimedia information processing, computer graphics, computer ence, poor interaction between teachers and students, and difficulty in
vision, pattern recognition, artificial intelligence, machine learning and cultivating students’ self-awareness and habits (Bakshi et al., 2020).
so on (Pu, 2020). Virtual reality is an elevated mobile platform that uses several
With the development of digital painting and design, art stylization multisensory platforms to simulate and communicate in real time. The
technology, as the core of digital brush engine, is widely used in creative purpose of this architecture research was to customers through high
tool software. However, due to the rapid pace of paperless and engi­ awareness of global responsibilities in cooperation and to establish
neering of creative software, the existing technology cannot meet the interdisciplinary teaching methods that would help a large number of
demand gradually, and there are some defects such as weak artistic people. Virtual reality education has obvious characteristics of vividness
style, low degree of automation and poor human-computer interaction and autonomy. In terms of teaching mode and teaching design, it em­
(Kumar et al., 2016). Therefore, in recent years, artistic stylization has phasizes the comprehensive improvement of teachers and students’
been regarded as an intelligent control problem. Researchers try to use teaching experience, so as to drive teachers and students to separate
artificial intelligence and machine learning algorithms to learn the styles
of existing artists (works) and use them to automatically draw new
content works (Kong, 2020) (as shown in Fig. 1).
Due to the limitations of the existing model, such as the low effi­
ciency of the model and the low efficiency of the adjustment of the art
model, the existing learning methods are not ideal. Artistic stylization
has a series of problems to be developed and perfected in theory and
technology. The study of serial multimedia data in creative behavior has
become one of the main ways to solve the problem of intelligent digital
art. In particular, how to mine behavior (style) patterns from large-scale
complex creative behavior data and introduce it into intelligent art
rendering has become a major challenge (Torre, 2017). Starting from the
collection of multimedia data recording creative behavior, this paper
discusses the three aspects of feature extraction, hierarchical structured
feature learning and intelligent rendering decision-making mechanism,
and conducts systematic, in-depth and extensive research on intelligent Fig. 2. Application of virtual reality technology in art practice teaching.

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from the traditional teaching concept and mode, and achieve twice the driving and other vocational skills training. The safety factor of virtual
result with half the effort. The application of virtual reality technology training system is high, and students can practice repeatedly until they
in art practice teaching is shown in Fig. 2. fully master professional skills. Students can freely simulate the design
creative expression in the virtual environment, so as to determine the
2.1. Knowledge demonstration best visual effect. For example, in the illustration role design, after
simulating each scene, the role type is placed in the scene to feel the
Virtual reality technology realizes the organic combination of pro­ visual and emotional experience of different spaces, and finally stimu­
fessional knowledge teaching and real life. The teaching experience late the creative interest and deeply experience the creative expression.
demonstrates that virtual reality technology can correct certain flaws in
conventional visual design education, and that it has aided in the
advancement and reformation of art design education. We can use vir­ 2.4. Internship investigation
tual reality to fill the gap among educators and students. Distance
learning platforms that use virtual reality will bring students’ learning The traditional teaching mode of fieldwork investigation not only
together in that space with social media in general of themselves. Virtual takes a long time and costs, but also has unsatisfactory effect. Virtual
reality technology can intuitively and concretely present this kind of reality technology provides a virtual practice inspection function mod­
teaching knowledge, provide vivid perceptual learning materials for ules, students can carry out practice inspection at any time and inde­
students to learn professional knowledge, help students easily overcome pendently, which is more conducive to the improvement of problem
the key and difficult points of learning, so as to enrich students’ finding and solving ability in repeated learning, and ultimately realize
knowledge structure system. Students’ cognition of space display design the application of theoretical knowledge and the improvement of
knowledge is fuzzy. Virtual reality technology is used to create realistic comprehensive ability of theoretical practice.
display scene effect, which enriches the change process of display space.
Students’ understanding of professional knowledge is more in-depth and
complete after immersing in virtual space. The professional knowledge 2.5. Conceptual design session
of art design is complicated, including the theoretical knowledge of
structure design and binding design, and the application of virtual re­ Conceptual design is the concentrated embodiment of students’ basic
ality technology, which provides convenience for teachers to formulate knowledge level and innovative thinking. The purpose of conceptual
novel teaching plans. The teaching content with pictures and texts is design is to outline the basic shape of products by conceiving product
more conducive to students’ solid mastery of theoretical knowledge, components, but the product precision is not clear. Virtual reality
especially the creation of immersive Teaching situation, which not only technology combined with computer software functions, using intuitive
strengthens the demonstration effect of professional knowledge, but also interactive means, to create a virtual concept design environment for
helps students to have a deep understanding Knowledge content, so as to students, so that students can start the essential design on the basis of
ensure the quality and efficiency of learning. The virtual reality system saving product description and size definition time. The concept design
can simulate different visual changes and environmental effects, create a in the virtual part environment improves the efficiency and quality of
humanized learning atmosphere and an open teaching environment, students’ essential design, and is more conducive to the cultivation of
which can meet the learning needs and levels of students of different students’ innovative ability. Students are less affected by interference
levels. factors in the virtual environment, so they can freely expand their de­
grees of freedom, cultivate students’ comprehensive quality to the
2.2. Experimental teaching greatest extent, and continuously improve their comprehensive ability
of using design experience and controlling creative thinking.
The virtual printing laboratory, photography room and model room
are established by using virtual reality technology. The laboratory is
open to the students at any time. Students in the realistic environment of 2.6. Virtual design session
the laboratory, free to do a variety of experiments, do not worry about
experimental equipment damage and harm to the human body and other In the virtual environment, students can complete the learning tasks
issues, to eliminate the students’ experimental operation concerns, can of design competition and enterprise entrusted project design. On the
obtain rich professional experimental fun experience. Virtual reality virtual platform, the imagination and creativity can be exerted, and the
technology realizes the mutual interaction and cooperation between product design concept can be innovated. Students can assemble freely
teachers and students in the experimental link. In the experimental when designing the product structure, which reduces the interference of
observation, students cooperate with each other in the learning envi­ other factors. Using interactive devices such as helmets and gloves, we
ronment created by the virtual reality technology system, and complete can inspect the product design in virtual environment according to their
the experimental projects and practical assignments together. Students own feelings, and timely modify and adjust the design products ac­
participate in the process of experimental project in various forms, and cording to the feedback of man-machine system information. Using the
point out the learning problems and defects of each other in cooperation characteristics of technology immersion, students’ works are displayed
and communication, so as to achieve complementary advantages and in the virtual environment, and the interactive features are used to
achieve twice the result with half the effort. In the system, teachers can complete the evaluation of students and teachers, and further adjust to
enter the school situation as a student, carry out cooperation and ex­ make the design product perfect to ensure that the product is more in
change with students, guide students to complete experimental projects line with the aesthetic level of the public and the requirements of science
better, so as to mobilize students’ enthusiasm for experimental and technology. Especially for the design of products with large volume,
operation. the traditional design physical model and the design mode of repeated
modification and evaluation are not conducive to the improvement of
2.3. Training session students’ learning efficiency. When designing products in the virtual
environment, they can be quickly modified and adjusted at any time to
Virtual reality technology creates a virtual learning environment for ensure more accurate design data. After the design scheme is deter­
students. Students can enter the learning atmosphere, which is more mined, the stamping die design and simulation processing operation can
conducive to the improvement of skills training level. In the virtual be carried out around the modeling data, and the design time cost is
learning environment, students can carry out electrical maintenance and continuously reduced, and the design effect is optimized.

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2.7. Construction of virtual practice course have misleading effect. It is often unrealistic to rely solely on human
resources to screen and identify this information. Creators charged with
The use of virtual reality technology to build a virtual practice topic coming up with radical innovations must keep a record of what is really
or course is more conducive to the improvement of practical ability of popular and where the best artistic possibilities are. Each point on the
art design students. The development of virtual practice course or sub­ improving infrastructure has a strength and other data contained in
ject expands the path of students’ knowledge and skills and enriching place. The use of virtual reality technology of artificial intelligence can
practical experience. The development of practical subjects and courses effectively avoid this problem, and let it help us do some tedious things,
should be carried out closely around the teaching objectives and design so as to reduce the workload of digital media art creation. Generally
of practical contents, which should not only reflect the professional speaking, information transmission is a set of five processes from the
characteristics, but also conform to the discipline development law. For source to the destination. No matter which link has problems, it will
example, landscape design focuses on outdoor environment planning affect the final result and cannot achieve the transmission effect. The
and transformation, and interior design focuses on indoor environment function of virtual reality technology is very powerful. It can not only
planning and transformation. At the same time, it is necessary to design provide a virtual environment for the creators of digital media art, but
corresponding assessment objectives and curriculum tasks to highlight also retain the characteristics of biological perception. Therefore, it can
the modularization and hierarchy of virtual practice courses. The give people a feeling of immersive life, which is very beneficial to
development of virtual practice course not only needs accurate posi­ stimulate the creative inspiration of creators. Existing traditional
tioning, but also starts from the teaching plan, syllabus and professional collected data helps us to see observations on a daily basis, but it is
direction, reasonably formulates the curriculum development plan, unable to detect changes occurring such as influence shock impacts on a
improves the subject evaluation objectives and tasks, and clarifies the system, motor movement, or variations in ambient noise. The artificial
knowledge points, homework completion forms and assessment stan­ intelligence of virtual reality technology can also adjust automatically
dards. The construction of virtual collection curriculum, around the according to people’s needs, thus giving people a comfortable feeling all
content of teaching materials and curriculum category, further improve the time. Therefore, we can say that virtual reality technology is a kind
the curriculum development program, obvious collection task goal. of front-end technology with comprehensive functions, which integrates
a lot of high-tech essence and can bring a new experience to digital
3. Advantages of virtual reality teaching method and artificial media art creators. Advantage is Employees are trained using virtual
intelligence technology reality, particularly in hazardous environments. Visual and tactile topics
can benefit from virtual reality. People should be allowed to carry out
Traditional digital media art creation means are relatively simple, their duties or practice a sample in order towards being completely
and in addition to the knowledge base of creators have high re­ effective, so skills are needed.
quirements, they also have higher requirements for their imagination
and perception. Students can become a homogenous entity with 3.2. Virtual reality technology can create a kind of immersive feeling
competing professional network and customs in traditional teaching,
while students can be a heterogeneous group, also global, with a number In the artificial intelligence application of virtual reality technology,
of non-intersecting and probably incompatible online communities and binocular stereo vision has a very powerful function, which can make
customs in virtual technology. Therefore, to create a high-quality digital the two eyes of the experiencer see different images, which are reflected
media art work, not only takes a lot of time, but also consumes a lot of in two different displays. If we don’t use virtual reality technology, even
energy and material resources (Wang et al., 2018b). However, in the if the experience wears special glasses, they can’t experience the real
current social background, with the emergence and development of virtual scene, and the stereoscopic effect caused by parallax will be
artificial intelligence of virtual reality technology, it puts forward a new much worse. The artificial intelligence of virtual reality technology can
idea for digital media art creation, reduces the difficulty of digital media create a more real environment for people, and the three-dimensional
art creation to a certain extent, improves the work efficiency and quality sense of human vision is also stronger. Therefore, it often gives people
of creators, and drives the development of digital media art creation the feeling of immersing themselves in the real scene, which makes
field. Generally speaking, the intervention of virtual reality technology people laugh. In addition, the artificial intelligence of virtual reality
makes digital media art creation more convenient and convenient, and technology can also enable the creators of digital media art to obtain a
works of various creation forms and novel creation methods are lot of information, so that they can realize that it is different from other
emerging. So here we can see that the increasing popularity of virtual ways in the dissemination of information. When using virtual reality
reality technology and artificial intelligence has effectively led to the technology, digital media art creators can create a sense of three-
steady development of the times, but also given more forms and content dimensional immersion in the virtual world, and even communicate
to digital media art. Many educators recognize the educational advan­ with the “living things” in virtual reality. In view of the powerful
tages of augmented worlds, although some are hesitant to incorporate application function of artificial intelligence of virtual reality technol­
that in respective workplaces. Other advantages of virtual technology in ogy, we can avoid the interference of external information, so that we
curriculum include the opportunity to stimulate students’ ingenuity and can devote ourselves to the virtual world wholeheartedly, so as to make
ignite their collective imagination, in terms of providing interactive ourselves more effective and comprehensive to receive the information
learning opportunities. of virtual world. Although the external influence for image processing
centered on user interface is limited and the identification speed is high,
3.1. Artificial intelligence of virtual reality technology can improve the the outcomes can be greatly influenced by external factors where the
efficiency of information transmission reliability is poor.

Every revolution in science and technology will bring about funda­ 3.3. Virtual reality technology can create more ideal creation conditions
mental changes in our life, enterprise production and other fields. For for digital media art creators
example, the hot artificial intelligence technology, virtual reality tech­
nology, big data technology, cloud technology and so on are leading the Virtual reality technology can change the cognitive behavior of
way in many fields and become the object of introduction in many fields. digital media art creators to a certain extent, so that they can create
Under the influence of information technology, we are surrounded by a more happily. In different times, people’s cognitive means will have
variety of information resources, but these information resources are not great changes. Driven by information technology, virtual reality tech­
all useful for digital media art creation, and even some information may nology and artificial intelligence technology, the thinking logic and

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designated artist, the first task is to collect and analyze the real data of
the artist as accurately as possible. Different from the traditional static
texture data synthesis method, this paper focuses on the dynamic data
generated in the creative process. Therefore, unlike the traditional
motion capture devices used in the field of robotics for mimetic learning
(Wang and Ma, 2019), we comprehensively collect the artist’s motion
data, brush motion trajectory data and painting generation change data
generated in the creative process.

(1) Based on video and motion sensor, the design of multimedia data
acquisition of multi-modal painting action behavior.

For the artist’s motion capture, the sensor installed on the artist’s
wrist and finger is combined with the sensor on the brush to operate. For
the capture of the painting generation process, the position of a pen and
the change process of track and color are collected in the form of video
recording. In this paper, we simplify the sequence data capture device
prototype (as shown in Fig. 3). In the data collection stage, in addition to
inviting participants to input basic strokes, the whole painting is also
Fig. 3. Flow chart of virtual reality in digital media art creation teaching. drawn.

(2) Based on video brush target tracking and feature extraction


space-time concept of digital media art creators have changed greatly.
method.
More and more people have jumped out of the scope of traditional
learning mode and found new learning ways to understand things. In the
In order to track the brush motion more accurately, this paper pro­
current social background, and the popularity of high-tech influence is
poses a new object tracking and gesture feature extraction algorithm
growing, its development has greatly changed the way people deal with
based on dynamic brush. Specifically (as shown in Fig. 4), we split the
information. For digital media art creators, many of them are used to
video into a group of frames, and then analyze the stroke generation
using computer information processing system to complete the creation.
process during the brush movement. For a single frame, combined with
In this process, the artificial intelligence application of virtual reality
the model-based target tracking technology, PCA algorithm (Galanter,
technology is becoming more and more skilled, so as to get better results.
2019) is used to calculate the principal axis information of the brush in
In addition, the change of cognitive style and method of digital media art
motion, and then the brush motion posture controlled by the painter is
creators should make the further development of digital interactive
located and calculated according to the information, including the mo­
media, which undoubtedly enriches the way of people’s artistic creation.
tion speed, the direction of the brush head and the gesture of the brush.
In the past, people could only rely on their eyes when experiencing
Virtual reality activity capturing outcomes combine what the consumer
digital media art works. However, under the influence of science and
expects in their actual settings with digitally creative content in certain
technology, when appreciating these works, all the senses of people can
way. This expansion can be due in part to its economic importance and
be mobilized, thus increasing the authenticity of the works and making
potential value, which allows us to improve reality, but it also offers a
people have a more real feeling. Artificial intelligence using virtual re­
number of options.
ality technology is to fully draw lessons from the characteristics of vir­
tual reality, add charm to human experience, and let people have a
better understanding of the creator and the intention of artistic works. 4.2. Artificial intelligence learning algorithm for digital media art creation

4. Application of virtual reality and artificial intelligence In reinforcement learning, policy gradient (PG) has achieved great
technology in digital media art creation teaching success in the design of many complex systems. However, the PG
method still has the problem of low reliability of strategy gradient
4.1. Virtual reality data acquisition for digital media art creation estimation (Serafin et al., 2018). In order to reduce the variance of
gradient estimation, a series of methods have been proposed, such as the
In order to learn the creative style and dynamic strategy of the natural gradient method (Dunham, 2020), the method based on
parameter estimation (Kumar, 2017) and the optimal baseline method

Fig. 4. Action capture results of virtual reality in digital media art creation teaching.

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(Pacheco et al., 2018). However, these methods only achieve stabiliza­


∇ρi J(ρ) = Eρ [∇ρi logp(θ|ρ)R(h) ] (12)
tion in the process of policy updating, and do not directly deal with the
bias of gradient estimation. Therefore, the further stabilization of its At the same time, ∇ρ2iJ(ρ) is the second derivative of the expected
variance becomes one of the biggest challenges in solving reinforcement return with respect to ρi:
learning problems. The terminology uses broad range of digital tech­
1 ∑N [ ( )]
nology at their discretion that allow faculty to improve students’ ∇2ρi ̂
J(ρ) = R(hn ) (∇ρi logp(θn |ρ) )2 + ∇2ρi logp(θn |ρ) (13)
teaching and learning activities and adversely affect academic perfor­ N n=1
mance. In contrast through in demonstrations and meetings, interactive
To sum up, the expected value can be estimated from the sampled
presentations necessitate distinct technical skills for distribution.
data as”
In this paper, the strategy gradient variance is directly set as the
regularizer, so as to reduce the variance of the gradient explicitly. In this 1
∇2ηi logp(θ|ρ) = −
paper, we introduce variance regularization into the parameter based τ2i
exploration algorithm. PGPE method with optimal baseline is selected as (14)
the framework of art style learning. Specifically, PGPE adopts the τ2i − 3(θi − ηi )2
∇2τi logp(θ|ρ) = −
deterministic strategy θTϕ(s) with linear structure, where ϕ(s)is a basis τ4i
function vector. The strategy parameter θobeys the prior distribution p In the actual system, we further calculate the optimal baseline from
(θ| ρ) with respect to the super parameterρ.
the gradient estimation operator R(hn). ̂bis part of the content will be
The expected return is defined as a hyperparametric function of h
described in the experimental part.
and θ:
J(ρ) := Eρ [R(h) ] (1)
4.3. Design of evaluation function for digital media art creation
where Eρ is the expectation aboutp(h, θ| ρ) = p(h| θ)p(θ| ρ). In PGPE, we
optimize ρto maximizeJ(ρ).That is, the optimal super parameter ρ*is The traditional artistic style drawing methods focus on the analysis
obtained by: of the painting itself and the expression of style characteristics, mainly
ρ* := argmaxρ J(ρ) (2) for the static features of art multimedia data extraction. Machine
learning techniques can also only check and remove well before corre­
The gradient method is used to: lations or information from complicated large datasets, which presents a
computational difficulty. Multimedia data is needed and acquired for
ρ* : ρ←ρ + ε∇ρ J(ρ) (3)
highly rigorous empirical purposes, while information is gathered and
retrieved from raw multimedia information, which yields a technolog­
where the gradient of the expected return with respect to the parame­
ical threat. However, due to the constraints of planarization, localization
ter∇ρJ(ρ) is expressed as:
and discontinuity in static features, it is difficult to guarantee the global
∇ρ J(ρ) = Eρ [R(h)∇ρ logp(θ|ρ) ] (4) consistency of stylization. At the same time, due to the limited expert
data, the supervised learning based behavioral cloning method (Rogers,
In the actual system, it is expected to be calculated by the collected
2020), which is widely used in automatic control and handwriting
sampling data. The current iteration data is set to:
(calligraphy) generation, directly learns the dynamic strategy, which is
D = {(θn , hn )}Nn=1 (5) difficult to solve the local optimization problem for a limited number of
complex expert data. Therefore, we study the construction method of
For each sequence, the parameterθnobeysp(θn| ρ).PGPE with optimal feedback evaluation function based on structured features based on
baseline form is considered to be very effective. However, it is still un­ reverse reinforcement learning (IRL) (Avdeeff, 2019). It is effective and
stable. In this paper, a more explicit method is proposed to reduce the reasonable for the measurement of stylistic consistency. Specifically,
variance of gradient estimation. We regularize the following objective this paper argues that dynamic behavior is an important reflection of the
functions: painter’s personalized painting style. The stylized evaluation function is
Φ(ρ) = J(ρ) − λV(ρ) (6) designed artificially.
It is difficult to achieve the goal of manually adjusting the parameters
where λ ≥ 0 is the regularization parameter; V(ρ)is the variance of the of the reward evaluation function to set a specific artist’s style. There­
gradient of return with respect to p(h, θ| ρ) variance: fore, this paper uses the inverse reinforcement learning (IRL) algorithm
to solve the reward evaluation function. Different from the existing IRL
V(ρ) = Varρ [R(h)∇ρ logp(θ|ρ) ] (7)
algorithm (Cavedoni et al., 2020), under the assumption that the feed­
Then, the gradient update can be expressed as back features given by the expert subjective design are known, only the
parameters of the reward function are calculated for the combination of
ρ←ρ + ε∇ρ Φ(ρ) (8)
these features.
The gradient is given as follows: In this paper, both the state feature and its structural combination
weight are taken as the objective of our solution. The feedback structural
∇ρ Φ(ρ) = ∇ρ J(ρ) − λ∇ρ V(ρ) (9) feature Φ is constructed from the state feature ̂s :
For the above formula, the variance of the gradient of return can be Φ = g(x, Z, U; ̂s ) (15)
expressed as:
∑ wherex is the m-dimensional binary marker, indicating whether the
l
[ ] ∑l
V(ρ) = Eρ (R(h)∇ρl logp(θ|ρ) )2 − (∇ρl J(ρ) )2 (10) vector participates in the construction of a certain feedback feature; Z
i=1 i=1 and U represent the prior knowledge, Z specifically marks some atomic
The gradient of V(ρ)with respect to ρis given by the following vector: features to participate in the feedback structural features, and U repre­
sents the probability distribution of the simultaneous occurrence of
∇ρ V(ρ) = (∇ρ1 V(ρ) , ∇ρ2 V(ρ) ,…, ∇ρl V(ρ) )T (11) atomic features of a pair of states for the feedback features. The reward
function R of feedback measurement of structured organization is as
We give the gradient of the ith regular term of variance
follows:

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Fig. 5. Updating of artificial intelligence algorithm parameters in virtual reality art creation.

Fig. 6. Comparison of average expected return of four reinforcement Fig. 7. Comparison results of reinforcement learning algorithm in virtual re­
learning algorithms. ality teaching and artificial intelligence application.

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Fig. 8. Example of digital media art creation based on virtual reality and artificial intelligence.

{
0, if vt = vt− 1 objective function. The R-PGPEOB method proposed in this paper per­
R(st , at ) = (16)
tG + (1 − t)K, otherwise forms best among the four comparison methods. In A4 system, we use
and compare PGPEOB and R-PGPEOB. As shown in Fig. 7, R-PGPEOB
whereG(st, at) = wTΦ(st, at) is the feedback structured feature generating can get more stable results. We will learn the strategy module into the

function.w is the parameter vector, satisfying ∀ϕi , wi = 1,wi ≥ 0. K is ink painting rendering engine. Fig. 8 shows an example of digital media
i
art creation based on virtual reality and artificial intelligence. It can be
the feature similarity, and matrixKi, j = k(ϕi, ϕj) represents the similarity
seen from the results in Fig. 8 that virtual reality technology can well
value of feature ϕiandϕj.tis the parameter, satisfying 0 < t < 1.
express the results of real artistic creation. At the same time, after the
application of artificial intelligence algorithm, the results of virtual re­
5. Simulation experiment and result analysis
ality technology will become more real, and the artistic creation more in
line with the real results can be produced through digital media.
Firstly, the PGPE method of variance regularized proposed in this
paper is illustrated by the result graph. The state space is one-
6. Conclusions
dimensional continuous space, the initial state obeys the standard
normal distribution, and the action space is also one-dimensional
In recent years, with the rapid development of global cultural and
continuous space:
creative industries, artistic stylization has been paid more and more
st+1 = st + at + ε (17) attention. Artistic stylization mainly uses mathematical theory and
computer simulation to simulate painting tools and artistic creation
whereε ⇔ N(0, 0.32)is the noises. N(μ, σ 2)is used to define the Gaussian behavior. It has been widely used in many digital media fields, such as
distribution. Finally, the reward function is defined as: film and television special effects, animation creation, game research
( 2 ) and development. As a new interdisciplinary subject, artistic stylization
s a2
R = exp − − +1 (18) is an important part of multimedia data processing, and has become one
2 2
of the hot issues of multimedia information processing, computer
We compare the four algorithms including the proposed algorithm graphics, computer vision, pattern recognition, artificial intelligence,
(Lugmayr et al., 2017): machine learning and so on. This paper first gives the application of
PGPE: a simple PGPE method. virtual reality teaching method in digital media art creation. Virtual
PGPEOB: the PGPE method for the optimal base line. reality education has obvious characteristics of vividness and autonomy.
R-PGPE: a PGPE method containing only the variance regularities In the teaching mode and teaching design, it emphasizes the compre­
proposed in this paper. hensive improvement of teachers and students’ teaching experience, so
R-PGPEOB: the final algorithm proposed in this paper. as to drive teachers and students to separate from the traditional
We first discussed how the strategy parameters change. In this sec­ teaching concept and mode, and achieve twice the teaching effect with
tion, by setting different starting positions (mean parameters are − 1.6, half the effort. Then, it gives the technical advantages of artificial in­
− 1.0, − 0.4, − 0.1) Then, the trajectory of three different parameters telligence technology for digital media art creation when using virtual
updating is investigated. At the same time, the parameter τ is set to 1. reality teaching method. Finally, we give the application of virtual re­
For each strategy iteration process, we collect 10 trajectory samples. As ality and artificial intelligence technology in the teaching of digital
shown in Fig. 5(a), it can be seen that the naive PGPE method cannot media art creation. The experimental results show that the virtual reality
update the parameters to the maximum return region in 20 iterations, teaching method, which combines the advantages of artificial intelli­
and R-PGPE has at least one trajectory to achieve the goal (as shown in gence algorithm, has potential application value and good practical
Fig. 5(b)), thus proving the usefulness of variance regularization pro­ significance in the teaching of digital media art creation.
posed in this paper. Fig. 5(c) shows that PGPEOB can update directions
relatively reliably. However, there is still some instability. Fig. 5(d) Declaration of Competing Interest
shows that the R-PGPEOB proposed in this paper has the best perfor­
mance among the four methods. None.
It can be seen from Fig. 6 that the R-PGPEOB method proposed in this
paper can control the optimization process to move towards the better References
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