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Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition最新文献

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The Textility of Emotion: A Study Relating Computational Textile Textural Expression to Emotion 情感的织构性:计算织构表达与情感的关系研究
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757231
Felecia Davis
Computational textiles are textiles that respond to computer programming commands through embedded electronics. The purpose of this study is to determine what still and shape-changing, textural expressions of computational textiles can communicate emotionally to people. The central hypothesis is that for both kinds of textiles, there will be differences depending on whether the study participants experience the textiles via vision alone or via both vision and touch. If designers could begin to understand the nature of what various textile expressions communicated, and what computational textiles communicated in transformation then it would be possible to more clearly understand the role that texture of a computational textile plays in communicating emotion through a computational object.
计算机纺织品是通过嵌入式电子设备响应计算机编程命令的纺织品。本研究的目的是确定计算机纺织品的静态和形状变化的纹理表达可以与人们进行情感交流。中心假设是,对于这两种纺织品,会有差异取决于研究参与者是通过视觉单独或通过视觉和触觉体验纺织品。如果设计师能够开始理解各种纺织品表达传达的本质,以及计算纺织品在转换中传达的内容,那么就有可能更清楚地理解计算纺织品的纹理在通过计算对象传达情感方面所起的作用。
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引用次数: 18
Session details: Art Exhibition 活动内容:艺术展览
P. Cosgrove, S. Gollifer
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引用次数: 0
Session details: Paper Session 6: Ideation Play, and Experience (3 papers) 会议细节:论文会议6:构思、游戏和体验(3篇论文)
E. Hornecker
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引用次数: 0
Creativity and Goal Modeling for Software Requirements Engineering 软件需求工程的创造力和目标建模
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764544
Jennifer Horkoff, N. Maiden, J. Lockerbie
In order to be successful, software (applications) must be both useful and innovative. Techniques for determining the requirements (functions and qualities) of software have traditionally focused on utility, with a prominent body of work using graphical goal modeling and analysis to ensure that system functions meet the needs (goals) of users. However, these techniques are not designed to foster creativity, meaning that resulting systems may be functionally useful but not sufficiently innovative. Further work has focused on creativity workshops for finding and developing software requirements. However, creative outputs are not grounded in user goals, are not amenable to decision support techniques, and cannot be easily captured by non-experts. In this work we report initial progress on a project aiming to combine goal modeling and creativity techniques for enhanced software Requirements Engineering (RE). We apply our methods to a historical case in air traffic control, providing example outcomes, illustrating the benefits of a creativity- and goal-oriented approach to early software development.
为了取得成功,软件(应用程序)必须既有用又创新。用于确定软件需求(功能和质量)的技术传统上关注于实用性,使用图形目标建模和分析来确保系统功能满足用户的需求(目标)的突出工作主体。然而,这些技术并不是为了培养创造力而设计的,这意味着产生的系统可能在功能上有用,但没有足够的创新性。进一步的工作集中在寻找和开发软件需求的创造性研讨会上。但是,创造性的产出不以用户目标为基础,不适合决策支持技术,不容易被非专家捕获。在本工作中,我们报告了一个项目的初始进展,该项目旨在为增强的软件需求工程(RE)结合目标建模和创造性技术。我们将我们的方法应用于空中交通管制的历史案例,提供示例结果,说明在早期软件开发中以创造力和目标为导向的方法的好处。
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引用次数: 32
Glitching 故障
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757361
Beverley Hood
Glitching is a digital installation and performance project led by artist Beverley Hood, that attempts to re-describe the movement derived from characters in contemporary sports and action computer games. Based on the premise of home entertainment dance and fitness training games, it uses the motion-sensor controller, Microsoft Kinect, and large-screen display to create a digital installation for the public to interact with. The exhibition visitor is invited to step into the digital shoes of the 'lead dancer', and attempt to follow the awkward and intricate, glitch choreography performed by the dancing troupe on screen.
Glitching是一个由艺术家Beverley Hood领导的数字装置和表演项目,试图重新描述来自当代体育和动作电脑游戏中的角色的运动。它以家庭娱乐舞蹈和健身训练游戏为前提,利用体感控制器、微软Kinect和大屏幕显示器,创造了一个供公众互动的数字装置。参观者被邀请穿上“领舞”的数码鞋,并试图跟随舞蹈团在屏幕上表演的尴尬而复杂的故障编舞。
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引用次数: 0
Crypto Heater: A Design Fiction 加密加热器:一个设计小说
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757367
Joseph Lindley
This proposal is to exhibit the work named Crypto Heater which is part of a design fiction [c.f 1,5,8:30] series intended to explore a near future world in which cryptographic currencies such as Bitcoin [6] have become commonplace. This work opens up space for discussion about the activities of the distributed peer-to-peer network of so-called "miners" that ensure the security of the Bitcoin network and regulate the supply of new currency in the Bitcoin economy. The physical part of the work (the heater itself) is set within a fictional near-future reality. In this reality, Bitcoin has become central to our financial service industry, and "mining" in domestic settings is promoted by the government, as a means of heating our homes and to ensure security of the network. A "story world" is constructed using devices such as promotional materials from the UK Government's Ministry of Crypto Currency; technical specifications; customer testimonials; and the heater itself. The main element of the exhibit is a fully working Crypto Heater prototype. This device is (in the fictional world, and the real world) part of the distributed network of Bitcoin miners. Through computation, it converts electrical energy into cryptographic currency. Uniquely Crypto Heater dissipates the heat energy (a by-product of the computational effort required to be a Bitcoin miner) through a standard household radiator. By offsetting the value of the cryptographic currency produced, against the cost of electricity used, the heater provides subsidized domestic heating.
该提案是展示名为Crypto加热器的作品,这是设计小说的一部分[c]。[1,5,8:30]系列,旨在探索比特币等加密货币[6]已变得司空见惯的不远的未来世界。这项工作为讨论所谓的“矿工”的分布式点对点网络的活动开辟了空间,这些活动确保了比特币网络的安全性,并规范了比特币经济中新货币的供应。作品的物理部分(加热器本身)被设置在一个虚构的近未来的现实中。在这种现实中,比特币已经成为我们金融服务行业的核心,政府也在推动国内环境中的“挖矿”,作为一种为我们的家庭供暖和确保网络安全的手段。使用英国政府加密货币部的宣传材料等设备构建“故事世界”;技术规范;客户感言;加热器本身。展览的主要元素是一个完全工作的加密加热器原型。这个设备(在虚拟世界和现实世界中)是比特币矿工分布式网络的一部分。通过计算,将电能转换成加密货币。独特的Crypto加热器通过标准的家用散热器散发热能(成为比特币矿工所需的计算工作量的副产品)。通过抵消所产生的加密货币的价值,抵消所使用的电力成本,加热器提供补贴的家庭供暖。
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引用次数: 10
City | Data | Future: Envisioning Interactions in Hybrid Urban Space 城市|数据|未来:设想混合城市空间中的互动
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757380
M. Smyth, I. Helgason, Ivica Mitrovic
The City | Data | Future installation is a collection of "design fiction" video scenarios that speculate about the experience of urban life and how it might change in the near future. These visions were collaboratively created over the course of an interdisciplinary summer school, exploring the emergent field of urban interaction design. The focus of this field is public space and the relationships between people -- with and through technology. Cities in the future will contain a tangled mesh of interlocking data streams, and this complexity is increasingly forming the backdrop to human activities. The installation presents a series of works that invite the viewer to consider how technology might shape the city of the future and subsequently, our relationship with the city, and with each other. The works have been created as part of the UrbanIxD project, which ran between 2013-14 and was funded under the EU FP7 FET Open initiative.
“城市|数据|未来”装置是一个“设计小说”视频场景的集合,推测城市生活的体验以及它在不久的将来可能发生的变化。这些愿景是在跨学科暑期学校的课程中共同创造的,探索城市交互设计的新兴领域。这个领域的焦点是公共空间和人与人之间的关系——通过技术。未来的城市将包含一个由相互关联的数据流组成的错综复杂的网络,这种复杂性正日益成为人类活动的背景。该装置展示了一系列作品,邀请观众思考技术如何塑造未来的城市,以及随后我们与城市以及彼此之间的关系。这些作品是UrbanIxD项目的一部分,该项目于2013年至2014年间运行,由欧盟FP7 FET开放倡议资助。
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引用次数: 0
Distributed Affect as a Framework for Understanding Creative Collaboration 分布式影响作为理解创造性合作的框架
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764768
T. J. Scott
Historically, the study of affect has been intimately tied to theories of both cognition and creativity, and there are still unexplored connections between these related phenomena. This paper discusses research to expand and refine the formulation of distributed affect as a theoretical framework for analyzing and understanding creative collaboration. I elaborate on parallels between theories of cognition that extend beyond the individual as the unit of analysis and the text-based chat communication of affect between members of a distributed group who utilize creative problem solving to achieve their goals. Directions for future research are also discussed. A better understanding of the way in which distributed affect operates will have a significant impact on research into collaborative creativity as well as implications for the design of interfaces to support this type of distributed work.
从历史上看,对情感的研究一直与认知和创造力的理论密切相关,这些相关现象之间仍有未被探索的联系。本文讨论了扩展和完善分布式情感作为分析和理解创造性协作的理论框架的研究。我详细阐述了超越个体作为分析单位的认知理论与分布式群体成员之间基于文本的情感聊天交流之间的相似之处,这些成员利用创造性的问题解决方案来实现他们的目标。并对今后的研究方向进行了展望。更好地理解分布式影响的运作方式,将对协作创造力的研究以及支持这种分布式工作的界面设计产生重大影响。
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引用次数: 3
Session details: Paper Session 2: Tools and Interfaces (4 papers) 会议详情:论文会议2:工具和接口(4篇论文)
William Odom
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引用次数: 0
Creativity in Collaborative Design 协同设计中的创造力
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2767187
M. Landoni, P. Díaz
With this half-day workshop we will offer a venue to colleagues in Arts and Humanities, designers and computer scientists at large for sharing their experiences about raising creativity levels when running collaborative design sessions. We will target researchers interested in collaborative design involving different types of users including adults, children, teenagers and senior citizens, as much as truly intergenerational experiences. We will hear about the challenges they face in terms of keeping participants engaged and stimulate their individual and social creativity. We will aim at discussing the practicalities of setting up a collaborative design study that are so crucial to its success but rarely reported in literature. There will also be time for exploring more theoretical issues such as when a stimulus is genuinely thought provoking and when instead it becomes overpowering. We will debate on how to measure creativity in this setting and whether it is possible to relate and attribute it to specific activities and roles played by participants.
在这个半天的工作坊中,我们将为艺术及人文学科的同事、设计师和计算机科学家提供一个场所,分享他们在开展协作设计会议时提高创造力水平的经验。我们的目标研究人员对涉及不同类型用户的协作设计感兴趣,包括成人、儿童、青少年和老年人,以及真正的代际体验。我们将听到他们在保持参与者参与和激发他们的个人和社会创造力方面面临的挑战。我们将讨论建立协作设计研究的可行性,这对其成功至关重要,但很少在文献中报道。还有时间去探索更多的理论问题,比如什么时候一项刺激措施是真正发人深省的,而什么时候反而变得势不禁风。我们将讨论如何在这种情况下衡量创造力,以及是否有可能将其与参与者所扮演的特定活动和角色联系起来并归因于此。
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引用次数: 2
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Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
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