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

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Moment by Moment: Creating Movement Sketches with Camera Stillframes 一刻一刻:用相机静止帧创建运动草图
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757237
Kristin Carlson, T. Schiphorst, K. Cochrane, J. Phillips, Herbert H. Tsang, T. Calvert
While mobile authoring applications are proliferating, choreographic tools that support the generation and transformation of user-created movement `samples' are less readily available. iDanceForms is a novel mobile choreographic application that generates unique movement choices through a camera stillframing technique to provoke movement catalysts. In keeping with the principles of whole body interaction (and principles of `defamiliarization'), the design of iDanceForms supports opportunities for surprise, unexpected movement choices and meaning-making. This paper presents data collected from an observational study of choreographers using iDanceForms. In the study we found that choreographers appropriated the intended functionality of iDanceForms to create highly individualized and unexpected movement sequences. They found inspiration in exploring unexpected framing of form and content, which resulted in creative explorations that produced unique movement possibilities provided by the system. Drawing from our observations we discuss possible roles that sensor-enabled mobile devices could play in movement generation through personal meaning-making, creative choreographic strategies and discovery, and in provoking whole body interaction through principles of `defamiliarization' in the context of HCI.
虽然移动创作应用程序正在激增,但支持生成和转换用户创建的动作“样本”的编排工具却不太容易获得。iDanceForms是一款新颖的移动舞蹈应用程序,通过相机定格技术生成独特的运动选择,以激发运动催化剂。为了与整个身体互动的原则(以及“陌生化”的原则)保持一致,iDanceForms的设计支持惊喜的机会,意想不到的动作选择和意义创造。本文介绍了使用iDanceForms对编舞进行的观察性研究收集的数据。在研究中,我们发现编舞者利用了iDanceForms的预期功能来创建高度个性化和意想不到的动作序列。他们在探索意想不到的形式和内容框架中找到了灵感,这导致了创造性的探索,产生了系统提供的独特运动可能性。根据我们的观察,我们讨论了传感器支持的移动设备在通过个人意义创造、创造性舞蹈策略和发现的运动生成中可能发挥的作用,以及在HCI背景下通过“陌生化”原则激发全身互动。
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引用次数: 8
Performing Digital Media Design 表演数字媒体设计
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2789213
J. Spence
This workshop explores a novel design practice and the methodology behind it in an entirely hands-on way. Participants will create a performance centring on their own personal digital media using Collect Yourselves! -- a two-phase online system that guides the selection, sharing, and live performance of digital photos. Through using the system and briefly analysing the results, participants will gain first-hand understanding of the potential for using performance to extend interactions with technology into an emotionally and aesthetically charged space. The workshop will then cover the basics of the methodology used to create this system, leading to a brainstorming session for how to use Performative Experience Design to interrogate and enhance each participant's own research interests. Participants in this workshop will create and experience a compelling and potentially transformative engagement with digital technology, then use this experience and the methodology behind it to pursue the unique aesthetics of performance in their own work.
本工作坊以完全亲身实践的方式探索一种新颖的设计实践及其背后的方法论。参与者将以自己的个人数字媒体为中心,使用“收集自己!”——一个两阶段的在线系统,指导数码照片的选择、分享和现场表演。通过使用系统并简要分析结果,参与者将获得第一手的理解,利用表演将与技术的互动扩展到一个充满情感和美学的空间的潜力。然后,研讨会将涵盖用于创建该系统的基本方法,并引导一个头脑风暴会议,讨论如何使用行为体验设计来询问和增强每个参与者自己的研究兴趣。本次研讨会的参与者将创造并体验与数字技术的引人注目和潜在变革的接触,然后利用这种经验及其背后的方法在他们自己的作品中追求独特的表演美学。
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引用次数: 3
Session details: Keynote Address 3 会议详情:主题演讲
T. Maver
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引用次数: 0
Visualizing Computer Activity to Support the Resumption of Long-term Creative Work 可视化的电脑活动,以支持恢复长期的创造性工作
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764772
Adam Rule
Creative projects can span weeks, months, or even years. Working on these timescales can be difficult due to the need to restore context - a task's physical, digital, and mental resources - after each break. Prior research on using computers to restore context has focused on digital context, reopening collections of documents or visualizing interactions with a single program. My research explores how visualizing system-wide activity can help people restore the mental context of creative work.
创意项目可以持续数周、数月甚至数年。在这些时间尺度上工作可能会很困难,因为每次休息后都需要恢复上下文——任务的物理、数字和精神资源。先前关于使用计算机恢复上下文的研究主要集中在数字上下文,重新打开文档集合或可视化与单个程序的交互。我的研究探讨了如何将整个系统的活动可视化,从而帮助人们恢复创造性工作的心理环境。
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引用次数: 1
Dream Vortex: Artwork in Interactive 3D 梦幻漩涡:互动3D艺术作品
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757374
M. McDonald, D. Sumner
Dream Vortex is a virtual art installation with interactive 3D objects, developed for a CAVE, Oculus Rift, or 3D monitor by artist Meredith Tromble and scientist Dawn Sumner. The central structure is an interactive vortex of hand-drawn dream images that appear in 3D space before the viewer, accompanied by a sound environment. A viewer interacts with the vortex by selecting dream emblems with a game controller. With it, the viewer has the ability to "touch," move, and compose the images, much like picking up physical objects and moving them around. Once a dream is selected, the vortex disappears; the chosen dream and a suite of related dreams fade into view. For the time span of a typical dream (a few minutes) the viewer can interact with them, moving, resizing, and arranging them in new patterns. The dreams are contributed by the research community at UC Davis, so conceptually the work links "opposites": subjective and objective knowledge; 2D and 3D space; and our oldest and newest art-making media.
Dream Vortex是一个带有交互式3D对象的虚拟艺术装置,由艺术家Meredith Tromble和科学家Dawn Sumner为CAVE、Oculus Rift或3D显示器开发。中心结构是一个交互式漩涡,手绘的梦境图像出现在观众面前的3D空间中,伴随着声音环境。观众通过游戏控制器选择梦境象征与漩涡互动。有了它,观众就有能力“触摸”、移动和组合图像,就像拿起物理对象并四处移动它们一样。一旦选择了梦想,漩涡就消失了;被选中的梦和一系列相关的梦消失在视野中。在一个典型的梦的时间跨度(几分钟)内,观看者可以与它们互动,移动、调整大小,并以新的模式排列它们。这些梦是由加州大学戴维斯分校的研究团体贡献的,所以从概念上讲,这项工作将“对立”联系起来:主观和客观知识;二维和三维空间;以及我们最古老和最新的艺术创作媒介。
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引用次数: 0
Pen + Touch Diagramming to Stimulate Design Ideation 笔+触摸图表激发设计创意
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764766
Andrew M. Webb
Ideation, the process of generating new ideas, is central to design where the goal is to find novel solutions around a set of requirements. Designers engage in diagramming, creating external representations of ideas. Diagramming connects the body and creative cognitive processes, as the hands transform physical media to explore ideas. HCI researchers need to leverage body-based interaction to support creativity. My Ph.D. research develops a new body-based diagramming environment to stimulate design ideation.
构思,即产生新想法的过程,是设计的核心,其目标是围绕一组需求找到新颖的解决方案。设计师从事制图,创造想法的外部表现形式。图解将身体和创造性的认知过程联系起来,就像双手将物理媒介转化为探索思想一样。HCI研究人员需要利用基于身体的互动来支持创造力。我的博士研究开发了一种新的基于身体的绘图环境来激发设计创意。
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引用次数: 0
Session details: Keynote Address 2 会议详情:主题演讲2
T. Maver
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引用次数: 0
Hudson Valley Muddy Waters: Using AR to Reveal Microscopic Life in the Macroscopic Forest 哈德逊河谷浑水:用AR揭示宏观森林中的微观生命
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757372
Cynthia Beth Rubin
Hudson Valley Muddy Waters makes visible the microscopic life that is key to the health of our forests and streams. The work demonstrates how Augmented Reality and creative imaging can expand the role of the artist in facilitating deeper public connections with the material of science and the macro/microscopic environment. The artist reverses the usual AR relationship of "real" to "aesthetically mediated" by presenting a painterly digital image as point of departure onto which "reality" is layered, rather than the other way around. Using the app Aurasma, the viewer is prompted to experience the thrill of discovering microscopic life in water via short videos of an actual stream and video micro-captures from the same site.
哈德逊河谷的浑水让我们看到了对森林和溪流健康至关重要的微生物。该作品展示了增强现实和创造性成像如何扩大艺术家在促进公众与科学材料和宏观/微观环境之间更深层次联系方面的作用。艺术家通过呈现绘画数字图像作为“现实”分层的出发点,而不是相反,将通常的“真实”与“美学中介”的AR关系颠倒过来。使用Aurasma应用程序,观众可以通过实际流的短视频和来自同一站点的视频微捕捉来体验发现水中微生物的快感。
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引用次数: 0
Sketch-Play-Learn - An Augmented Paper Based Environment for Learning the Concepts of Optics 草图-游戏-学习-一个增强的基于纸张的学习光学概念的环境
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764558
Bhawna Agarwal, Richa Tripathi
In this paper, we introduce Sketch-Play-Learn, an augmented paper-based tabletop system to support students learning of the principles of light behaviour. This project emphasises the use of the most ubiquitous and inexpensive learning medium, which is paper. Students engage themselves in completing a goal-based task sketched by the teacher on paper and observing the visual feedback on the same paper. We argue that augmenting the paper with digital information while providing a tabletop setup provides a novel and appealing approach to learning for classroom use. In this paper, we discuss the motivations for our project and describe the design and implementation our system. We also describe an initial evaluation with children and outline future research goals.
在本文中,我们介绍了素描-游戏-学习,一个增强的基于纸张的桌面系统,以支持学生学习光的行为原理。该项目强调使用最普遍和最便宜的学习媒介,即纸张。学生参与完成老师在纸上勾画的目标任务,并观察同一纸上的视觉反馈。我们认为,在提供桌面设置的同时,用数字信息增强论文,为课堂使用提供了一种新颖而有吸引力的学习方法。在本文中,我们讨论了我们项目的动机,并描述了我们系统的设计和实现。我们还描述了对儿童的初步评估,并概述了未来的研究目标。
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引用次数: 2
Session details: Paper Session 4: Moments and Movements (4 papers) 会议详情:论文会议4:时刻和运动(4篇论文)
C. Latulipe
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引用次数: 0
期刊
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
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