首页 > 最新文献

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

英文 中文
Designing Creativity Support Tools for Failure 为失败设计创意支持工具
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764542
Joy Kim, Avi Bagla, Michael S. Bernstein
Creative tools today strive to amplify our ability to create high-quality work. However, experiencing failure is also an important part of mastering creative skills. While experts have developed strategies for engaging in risky experiments and learning from mistakes, novices lack the experience and mindset needed to use failures as opportunities for growth. Current tools intimidate the unsure novice, as they are designed around showcasing success or critiquing finished work, rather than providing safe spaces for experimentation. To better support experiences of failure for novices, we instead propose flipping the value of failure in creativity tools from something to avoid to something to pursue actively. To do this, we develop a taxonomy of creative activities that people engage in when they aim to succeed. We then invert this taxonomy to derive a new set of creative activities where deliberate failure can provide a path towards creative confidence. Lastly, we envision possible creativity support tools as examples of the potential value of supporting activities where failure is encouraged and showcased.
今天的创造性工具努力增强我们创造高质量作品的能力。然而,经历失败也是掌握创造性技能的重要组成部分。虽然专家们已经制定了参与有风险的实验和从错误中学习的策略,但新手缺乏将失败作为成长机会所需的经验和心态。当前的工具让不确定的新手感到害怕,因为它们是围绕着展示成功或批评完成的工作而设计的,而不是为实验提供安全的空间。为了更好地支持新手的失败体验,我们建议将创造力工具中失败的价值从应该避免的东西转变为应该积极追求的东西。为了做到这一点,我们对人们在追求成功时所从事的创造性活动进行了分类。然后,我们将这种分类倒置,得出一套新的创造性活动,在这些活动中,故意的失败可以提供通往创造性自信的途径。最后,我们设想可能的创造力支持工具作为支持活动的潜在价值的例子,鼓励和展示失败。
{"title":"Designing Creativity Support Tools for Failure","authors":"Joy Kim, Avi Bagla, Michael S. Bernstein","doi":"10.1145/2757226.2764542","DOIUrl":"https://doi.org/10.1145/2757226.2764542","url":null,"abstract":"Creative tools today strive to amplify our ability to create high-quality work. However, experiencing failure is also an important part of mastering creative skills. While experts have developed strategies for engaging in risky experiments and learning from mistakes, novices lack the experience and mindset needed to use failures as opportunities for growth. Current tools intimidate the unsure novice, as they are designed around showcasing success or critiquing finished work, rather than providing safe spaces for experimentation. To better support experiences of failure for novices, we instead propose flipping the value of failure in creativity tools from something to avoid to something to pursue actively. To do this, we develop a taxonomy of creative activities that people engage in when they aim to succeed. We then invert this taxonomy to derive a new set of creative activities where deliberate failure can provide a path towards creative confidence. Lastly, we envision possible creativity support tools as examples of the potential value of supporting activities where failure is encouraged and showcased.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115414502","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Lichtsuchende: A Society of Cybernetic, Phototropic Sunflowers 光性向日葵:控制性、光敏性向日葵学会
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757381
Dave Murray-Rust, Rocio von Jungenfeld
Lichtsuchende is an interactive installation, built using a society of biologically inspired, cybernetic creatures who exchange light as a source of energy and a means of communication. Visitors are invited to engage with the installation using torches to influence and interact with the phototropic robots. The embodied algorithms give rise to emergent behaviours with communicative and emotional resonance, allowing a duet between the humans and the cybernetic beings.
Lichtsuchende是一个互动装置,由一群受生物学启发的控制论生物组成,它们交换光作为能量来源和交流手段。参观者被邀请参与装置,使用火炬来影响并与感光机器人互动。具体化的算法产生了具有交流和情感共鸣的紧急行为,允许人类和控制论生物之间的二重唱。
{"title":"Lichtsuchende: A Society of Cybernetic, Phototropic Sunflowers","authors":"Dave Murray-Rust, Rocio von Jungenfeld","doi":"10.1145/2757226.2757381","DOIUrl":"https://doi.org/10.1145/2757226.2757381","url":null,"abstract":"Lichtsuchende is an interactive installation, built using a society of biologically inspired, cybernetic creatures who exchange light as a source of energy and a means of communication. Visitors are invited to engage with the installation using torches to influence and interact with the phototropic robots. The embodied algorithms give rise to emergent behaviours with communicative and emotional resonance, allowing a duet between the humans and the cybernetic beings.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124248227","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
[self.]: an Interactive Art Installation that Embodies Artificial Intelligence and Creativity: A Demonstration (自我。:一个体现人工智能与创造力的互动艺术装置:展示
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2767691
A. Tidemann, Øyvind Brandtsegg
This demonstration paper describes [self.], an open source art installation that embodies artificial intelligence in order to learn, react, respond and be creative in its environment. Biologically inspired models are implemented to achieve this behaviour. The robot is built using a moving head, projector, camera and microphones. No form of knowledge or grammar have been implemented in the AI, the entity learns everything via its own sensory channels, forming categories in a bottom-up fashion. The robot recognizes sounds, and is able to recognize similar sounds, link them with the corresponding faces, and use the knowledge of past experiences to form new sentences. It projects neural memories that represent an association between sound and video as experienced during interaction.
这篇演示论文描述了[自我]。],这是一个开源艺术装置,体现了人工智能,以便在其环境中学习,反应,回应和创造性。生物学启发的模型被用来实现这种行为。该机器人由移动的头部、投影仪、摄像头和麦克风组成。AI中没有任何形式的知识或语法,实体通过自己的感官渠道学习一切,以自下而上的方式形成类别。机器人可以识别声音,并能够识别相似的声音,将它们与相应的面孔联系起来,并利用过去的经验知识形成新的句子。它投射的神经记忆代表了声音和视频之间的联系,就像在互动过程中经历的那样。
{"title":"[self.]: an Interactive Art Installation that Embodies Artificial Intelligence and Creativity: A Demonstration","authors":"A. Tidemann, Øyvind Brandtsegg","doi":"10.1145/2757226.2767691","DOIUrl":"https://doi.org/10.1145/2757226.2767691","url":null,"abstract":"This demonstration paper describes [self.], an open source art installation that embodies artificial intelligence in order to learn, react, respond and be creative in its environment. Biologically inspired models are implemented to achieve this behaviour. The robot is built using a moving head, projector, camera and microphones. No form of knowledge or grammar have been implemented in the AI, the entity learns everything via its own sensory channels, forming categories in a bottom-up fashion. The robot recognizes sounds, and is able to recognize similar sounds, link them with the corresponding faces, and use the knowledge of past experiences to form new sentences. It projects neural memories that represent an association between sound and video as experienced during interaction.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129734973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
You're the Voice: Evaluating User Interfaces for Encouraging Underserved Youths to express themselves through Creative Writing 你是声音:评估用户界面,鼓励服务不足的年轻人通过创意写作表达自己
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757236
Frederica Gonçalves, Pedro F. Campos, J. Hanna, S. Ashby
Minority groups are the fastest growing demographic in the U.S. In addition, the poverty level in the U.S. is the highest it has been in the last 50 years. We argue that the community needs more research addressing this user segment, and we present a novel study about how underserved youths react when presented with different UI designs aimed at promoting creative writing. The act of creative writing per se can become the driver of change among underserved teenagers, and researchers should strive to discover novel UI designs that can effectively increase this target group's productivity, creativity and mental well-being. Using MS Word as baseline, our contribution analyzes the influence of a Zen-like tool (designed by the authors and called Haven), a nostalgic but realistic typewriting tool (Hanx Writer), and a stress-based tool that eliminates writer's block by providing consequences for procrastination (Write or Die). Our results suggest that the Zen characteristics of our tool Haven were capable of conveying a sense of calm and concentration to the users, making them feel better and also write more. The nostalgic Hanx typewriter also fared very well with regard to mental well-being and productivity, as measured by average number of words written. Contrary to our initial expectations, the stress-based UI (Write or Die) had the lowest productivity levels.
少数族裔是美国人口增长最快的群体。此外,美国的贫困水平达到了过去50年来的最高水平。我们认为社区需要更多的研究来解决这一用户群体,我们提出了一项关于服务不足的年轻人在面对旨在促进创意写作的不同UI设计时的反应的新研究。创造性写作行为本身可以成为缺乏服务的青少年改变的驱动力,研究人员应该努力发现新的UI设计,可以有效地提高这一目标群体的生产力,创造力和心理健康。以MS Word为基准,我们的贡献分析了禅宗式工具(由作者设计,称为Haven)的影响,一个怀旧但现实的打字工具(Hanx Writer),以及一个基于压力的工具,通过提供拖延的后果来消除写作障碍(写或死)。我们的研究结果表明,我们的工具Haven的禅意特征能够向用户传达一种平静和专注的感觉,使他们感觉更好,也写得更多。怀旧的汉克斯打字机在心理健康和生产力方面也表现得很好,这是通过平均写字数来衡量的。与我们最初的预期相反,基于压力的UI(写或死)具有最低的生产力水平。
{"title":"You're the Voice: Evaluating User Interfaces for Encouraging Underserved Youths to express themselves through Creative Writing","authors":"Frederica Gonçalves, Pedro F. Campos, J. Hanna, S. Ashby","doi":"10.1145/2757226.2757236","DOIUrl":"https://doi.org/10.1145/2757226.2757236","url":null,"abstract":"Minority groups are the fastest growing demographic in the U.S. In addition, the poverty level in the U.S. is the highest it has been in the last 50 years. We argue that the community needs more research addressing this user segment, and we present a novel study about how underserved youths react when presented with different UI designs aimed at promoting creative writing. The act of creative writing per se can become the driver of change among underserved teenagers, and researchers should strive to discover novel UI designs that can effectively increase this target group's productivity, creativity and mental well-being. Using MS Word as baseline, our contribution analyzes the influence of a Zen-like tool (designed by the authors and called Haven), a nostalgic but realistic typewriting tool (Hanx Writer), and a stress-based tool that eliminates writer's block by providing consequences for procrastination (Write or Die). Our results suggest that the Zen characteristics of our tool Haven were capable of conveying a sense of calm and concentration to the users, making them feel better and also write more. The nostalgic Hanx typewriter also fared very well with regard to mental well-being and productivity, as measured by average number of words written. Contrary to our initial expectations, the stress-based UI (Write or Die) had the lowest productivity levels.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130586308","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 18
Sarlacc Sarlacc
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757373
Shawn Lawson, Ryan Ross Smith
Sarlacc, an audio-visual performance, features visuals live coded within the OpenGL fragment shader, that are reactive to incoming audio frequencies parsed by band, beats per minute, and Open Sound Control data. The sound component is performed using Ableton Live and analog synthesis.
Sarlacc是一种视听表演,其特点是在OpenGL片段着色器中进行实时编码的视觉效果,它对输入的音频频率(按频带、每分钟节拍和Open Sound Control数据进行解析)做出反应。声音组件是使用Ableton Live和模拟合成执行的。
{"title":"Sarlacc","authors":"Shawn Lawson, Ryan Ross Smith","doi":"10.1145/2757226.2757373","DOIUrl":"https://doi.org/10.1145/2757226.2757373","url":null,"abstract":"Sarlacc, an audio-visual performance, features visuals live coded within the OpenGL fragment shader, that are reactive to incoming audio frequencies parsed by band, beats per minute, and Open Sound Control data. The sound component is performed using Ableton Live and analog synthesis.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131586278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
'AirStorm,' A New Piece for AirSticks and Storm: Gestural Audio-Visual for Electronic Percussionists “AirStorm”,AirSticks和Storm的新作品:电子打击乐手的手势视听
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757376
Alon Ilsar, Andrew Bluff
'AirStorm' is a semi-improvised short 10-min piece for solo AirSticks and physical model visualisation performed by Alon Ilsar and Andrew Bluff respectively. It will be made up of a drum synth, drum samples, other selected samples and room feedback triggered and manipulated by Ilsar on this newly built interface for electronic percussionists. The piece will display some of the capabilities of the AirSticks along with Ilsar's dedication to practicing and composing for this new interface. "AirStorm" will be based around the conferences theme of "Computers, Arts and Data" through the choice and samples and ways are played. The movement data from Ilsar's Airsticks is processed in real-time by Bluff's physics based visualisation engine, Storm. Particles are pushed around a virtual 3D world in response to the movements of the AirSticks and rigid body collision adds a sense of real-world authenticity and complexity. The system responds to drums and movements of the AirSticks with a combination of different visual and physical effects. The real-time visualisations exemplify the movement and sonic complexity of Ilsar's AirSticks performance, providing a visually stimulating and highly synesthetic element to the piece.
“AirStorm”是由Alon Ilsar和Andrew Bluff分别为AirSticks和物理模型可视化表演的半即兴10分钟短片。它将由鼓合成器,鼓样本,其他选定的样本和房间反馈触发和操纵的伊尔萨在这个新建立的接口为电子打击乐手。这件作品将展示一些能力的AirSticks随着伊尔萨的奉献精神,练习和作曲为这个新的界面。“AirStorm”将围绕会议主题“计算机、艺术和数据”,通过选择和样本和方式进行玩法。来自Ilsar的Airsticks的移动数据由Bluff的基于物理的可视化引擎Storm实时处理。粒子在一个虚拟的3D世界中被推动,以响应AirSticks和刚体碰撞的运动,增加了现实世界的真实性和复杂性。该系统通过结合不同的视觉和物理效果来响应鼓声和AirSticks的运动。实时的视觉效果体现了伊尔萨AirSticks表演的运动和声音复杂性,为作品提供了视觉刺激和高度的联觉元素。
{"title":"'AirStorm,' A New Piece for AirSticks and Storm: Gestural Audio-Visual for Electronic Percussionists","authors":"Alon Ilsar, Andrew Bluff","doi":"10.1145/2757226.2757376","DOIUrl":"https://doi.org/10.1145/2757226.2757376","url":null,"abstract":"'AirStorm' is a semi-improvised short 10-min piece for solo AirSticks and physical model visualisation performed by Alon Ilsar and Andrew Bluff respectively. It will be made up of a drum synth, drum samples, other selected samples and room feedback triggered and manipulated by Ilsar on this newly built interface for electronic percussionists. The piece will display some of the capabilities of the AirSticks along with Ilsar's dedication to practicing and composing for this new interface. \"AirStorm\" will be based around the conferences theme of \"Computers, Arts and Data\" through the choice and samples and ways are played. The movement data from Ilsar's Airsticks is processed in real-time by Bluff's physics based visualisation engine, Storm. Particles are pushed around a virtual 3D world in response to the movements of the AirSticks and rigid body collision adds a sense of real-world authenticity and complexity. The system responds to drums and movements of the AirSticks with a combination of different visual and physical effects. The real-time visualisations exemplify the movement and sonic complexity of Ilsar's AirSticks performance, providing a visually stimulating and highly synesthetic element to the piece.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126650273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
System Self Assembly: Exploring the Self in the City 系统自组装:探索城市中的自我
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757378
A. Welsby
System Self Assembly (2015) is an installation that is the result of a year long auto-ethnographic study. The work explores performative concepts of the self, agency, and the redundancy of the modern medium.
系统自组装(System Self Assembly, 2015)是一件装置作品,是长达一年的自动人种学研究的结果。作品探讨了自我、代理和现代媒介冗余的表演概念。
{"title":"System Self Assembly: Exploring the Self in the City","authors":"A. Welsby","doi":"10.1145/2757226.2757378","DOIUrl":"https://doi.org/10.1145/2757226.2757378","url":null,"abstract":"System Self Assembly (2015) is an installation that is the result of a year long auto-ethnographic study. The work explores performative concepts of the self, agency, and the redundancy of the modern medium.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127807719","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Emotion and Creativity: Hacking into Cognitive Appraisal Processes to Augment Creative Ideation 情感与创造力:进入认知评估过程以增强创造性思维
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757227
A. D. Rooij, P. Corr, Sara Jones
Creativity thrives when people experience positive emotions. How to design an interactive system that can effectively make use of this potential is, however, still an unanswered question. In this paper, we propose one approach to this problem that relies on hacking into the cognitive appraisal processes that form part of positive emotions. To demonstrate our approach we have conceived, made, and evaluated a novel interactive system that influences an individual's appraisals of their own idea generation processes by providing real-time and believable feedback about the originality of their ideas. The system can be used to manipulate this feedback to make the user's ideas appear more or less original. This has enabled us to test experimentally the hypothesis that providing more positive feedback, rather than neutral, or more negative feedback than the user is expecting, causes more positive emotion, which in turn causes more creativity during idea generation. The findings demonstrate that an interactive system can be designed to use the function of cognitive appraisal processes in positive emotion to help people to get more out of their own creative capabilities.
当人们体验到积极的情绪时,创造力就会蓬勃发展。然而,如何设计一个能够有效利用这种潜力的交互系统仍然是一个悬而未决的问题。在本文中,我们提出了一种解决这个问题的方法,该方法依赖于入侵构成积极情绪一部分的认知评估过程。为了证明我们的方法,我们构思、制作并评估了一个新的互动系统,该系统通过提供有关其想法独创性的实时可信反馈,影响个人对自己想法产生过程的评估。这个系统可以用来操纵这种反馈,使用户的想法看起来或多或少是原创的。这使我们能够通过实验来验证这样一个假设:提供更多的积极反馈,而不是中性反馈,或者提供比用户预期更多的消极反馈,会产生更多的积极情绪,从而在创意产生过程中产生更多的创造力。研究结果表明,可以设计一个互动系统,利用积极情绪中的认知评价过程的功能,帮助人们更多地发挥自己的创造能力。
{"title":"Emotion and Creativity: Hacking into Cognitive Appraisal Processes to Augment Creative Ideation","authors":"A. D. Rooij, P. Corr, Sara Jones","doi":"10.1145/2757226.2757227","DOIUrl":"https://doi.org/10.1145/2757226.2757227","url":null,"abstract":"Creativity thrives when people experience positive emotions. How to design an interactive system that can effectively make use of this potential is, however, still an unanswered question. In this paper, we propose one approach to this problem that relies on hacking into the cognitive appraisal processes that form part of positive emotions. To demonstrate our approach we have conceived, made, and evaluated a novel interactive system that influences an individual's appraisals of their own idea generation processes by providing real-time and believable feedback about the originality of their ideas. The system can be used to manipulate this feedback to make the user's ideas appear more or less original. This has enabled us to test experimentally the hypothesis that providing more positive feedback, rather than neutral, or more negative feedback than the user is expecting, causes more positive emotion, which in turn causes more creativity during idea generation. The findings demonstrate that an interactive system can be designed to use the function of cognitive appraisal processes in positive emotion to help people to get more out of their own creative capabilities.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127346133","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 31
Researching Design Fiction With Design Fiction 用设计小说研究设计小说
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764763
Joseph Lindley
The term design fiction was first used in 2005 by Bruce Sterling [18:30] and in 2009 Julian Bleecker built on the idea by combining it with various other characterisations [cf. 1,2,10] and catalysed a step change in design fiction discourse. Since then design fiction has gained significant traction across academic contexts; at symposia and conference events; and through its practice within commercial design studios and industry. Despite becoming a popular way of framing speculative design, the characterisation of design fiction as research approach still remains "up for grabs" [19:22] as it is -- enticing and provocative, yet [...] remains elusive" [7:1]. In 2013 Bleecker remarked in terms of his studios own practice "I don't think we've figured it out" and that studying it, understanding it and trying to devise some of the principles - of what we're calling design fiction - is what we're trying to do? [1]. Adopting a research through design approach [5,6], this doctoral research intends to shed light on the questions raised by Bleecker by researching design fiction, with design fiction.
2005年,布鲁斯·斯特林(Bruce Sterling)首次使用了“设计虚构”一词[18:30],2009年,朱利安·布里克(Julian Bleecker)将其与其他各种特征结合在一起,以此为基础建立了这个概念[参见1、2、10],并催化了设计虚构话语的一步变化。从那时起,设计小说在学术环境中获得了显著的吸引力;在专题讨论会和会议活动中;并通过其在商业设计工作室和工业中的实践。尽管已经成为一种流行的推测性设计的框架方式,但设计小说作为研究方法的特征仍然是“有待争夺”[19:22],因为它是诱人的和挑衅的,然而[…][7:1]仍然难以捉摸。2013年,Bleecker在谈到他的工作室自己的实践时说:“我不认为我们已经弄清楚了”,研究它,理解它,并试图设计一些原则——我们称之为设计小说——是我们正在努力做的事情?[1]。本博士研究采用设计研究方法[5,6],旨在通过研究设计虚构来阐明Bleecker提出的问题。
{"title":"Researching Design Fiction With Design Fiction","authors":"Joseph Lindley","doi":"10.1145/2757226.2764763","DOIUrl":"https://doi.org/10.1145/2757226.2764763","url":null,"abstract":"The term design fiction was first used in 2005 by Bruce Sterling [18:30] and in 2009 Julian Bleecker built on the idea by combining it with various other characterisations [cf. 1,2,10] and catalysed a step change in design fiction discourse. Since then design fiction has gained significant traction across academic contexts; at symposia and conference events; and through its practice within commercial design studios and industry. Despite becoming a popular way of framing speculative design, the characterisation of design fiction as research approach still remains \"up for grabs\" [19:22] as it is -- enticing and provocative, yet [...] remains elusive\" [7:1]. In 2013 Bleecker remarked in terms of his studios own practice \"I don't think we've figured it out\" and that studying it, understanding it and trying to devise some of the principles - of what we're calling design fiction - is what we're trying to do? [1]. Adopting a research through design approach [5,6], this doctoral research intends to shed light on the questions raised by Bleecker by researching design fiction, with design fiction.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132843276","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
An Enactive Approach to Facilitate Interactive Machine Learning for Co-Creative Agents 促进共同创造代理的交互式机器学习的主动方法
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764773
N. Davis
This paper introduces a novel approach to developing co-creative agents that collaborate in real time creative contexts, such as art and pretend play. Our approach builds upon recent work in computational creativity called interactive machine learning (IML). In IML, agents learn through demonstration, interaction, and real time feedback from a human user (as opposed to offline training). To apply IML to open-ended creative collaboration, we developed an enactive model of creativity (EMC) based upon the cognitive science theories of enaction. This paper introduces our enactive approach to building co-creative agents within the broader field of interactive machine learning by describing the theory, design, and initial prototypes of two co-creative agents.
本文介绍了一种开发协同创造代理的新方法,这种代理可以在实时创意环境中进行协作,例如艺术和假装游戏。我们的方法建立在计算创造力领域的最新研究成果——交互式机器学习(IML)之上。在IML中,代理通过演示、交互和来自人类用户的实时反馈来学习(与离线训练相反)。为了将IML应用于开放式的创造性协作,我们基于行为的认知科学理论建立了一个行为的创造力模型(EMC)。本文通过描述两个共同创造智能体的理论、设计和初始原型,介绍了我们在更广泛的交互式机器学习领域中构建共同创造智能体的主动方法。
{"title":"An Enactive Approach to Facilitate Interactive Machine Learning for Co-Creative Agents","authors":"N. Davis","doi":"10.1145/2757226.2764773","DOIUrl":"https://doi.org/10.1145/2757226.2764773","url":null,"abstract":"This paper introduces a novel approach to developing co-creative agents that collaborate in real time creative contexts, such as art and pretend play. Our approach builds upon recent work in computational creativity called interactive machine learning (IML). In IML, agents learn through demonstration, interaction, and real time feedback from a human user (as opposed to offline training). To apply IML to open-ended creative collaboration, we developed an enactive model of creativity (EMC) based upon the cognitive science theories of enaction. This paper introduces our enactive approach to building co-creative agents within the broader field of interactive machine learning by describing the theory, design, and initial prototypes of two co-creative agents.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128088158","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
期刊
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1