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

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How Space and Tool Availability Affect User Experience and Creativity in Interactive Surfaces? 空间和工具的可用性如何影响交互界面的用户体验和创造力?
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764554
M. Giannakos, Ioannis Leftheriotis
As computing increasingly deals with our complex daily experiences, designers are challenged with new methods and ways of implementing complex interactions in limited user space and tools, but without hindering user experience and creativity. In this paper, we present the results of an empirical investigation regarding the effect of space and tool availability on user experience and creativity. The goal is to understand whether and how space and tool availability allow users to be more creative and improve their overall experience. To do so, we developed a connect-the-dots drawing multi-user application with a focus on having certain restrictions in size and specific tool availability. Based on this application, we conducted an empirical study with 38 users. For the evaluation, surveys, photos and observations were recorded and used in our analysis. The results showed that: (a) tool availability does not affect user creativity and experience and (b) space availability affects user creativity, collaboration and hedonic motivation (pleasure). Although our results are early, provide insights that tools' limitation does not hinder users' ability to be creative; and space availability is of great importance in creative activities.
随着计算越来越多地处理我们复杂的日常体验,设计师们面临着在有限的用户空间和工具中实现复杂交互的新方法和方式的挑战,但同时又不妨碍用户体验和创造力。在本文中,我们提出了一项关于空间和工具可用性对用户体验和创造力影响的实证调查结果。目标是了解空间和工具的可用性是否以及如何让用户更有创造力,并改善他们的整体体验。为此,我们开发了一个多用户连接点绘图应用程序,重点是在大小和特定工具可用性方面有一定的限制。基于该应用,我们对38名用户进行了实证研究。为了评估,我们记录了调查、照片和观察结果,并将其用于我们的分析。结果表明:(a)工具可用性不影响用户的创造力和体验;(b)空间可用性影响用户的创造力、协作和享乐动机(愉悦)。虽然我们的结果是早期的,但提供了工具的限制并不妨碍用户创造性的能力的见解;空间的可用性在创意活动中是非常重要的。
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引用次数: 2
Remote Control of Complex Interactive Art Installations 复杂互动艺术装置的远程控制
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764553
Andrew Bluff, Andrew Johnston
Movement based interactive artworks are capable of instantly engaging audiences by reacting to physical motion consistently with real-world physics. Sustaining this engagement, however, requires a constant alteration of both the output and interaction aesthetics. Mobile devices (such as the iPad or iPhone) can be used to control the often-overwhelming plethora of parameters found in many interactive systems. The effect that mobile control of these parameters has on the inception, refinement and live performance of two separate art works is examined. An open-source dynamic remote control system is being developed to further facilitate the creative development and performance of interactive artwork as demonstrated by these case studies.
基于运动的互动艺术作品能够通过对与现实世界物理一致的物理运动做出反应来立即吸引观众。然而,维持这种粘性需要不断改变输出和交互美学。移动设备(如iPad或iPhone)可用于控制许多交互系统中经常出现的过多参数。考察了这些参数的移动控制对两个独立艺术作品的初始、细化和现场表现的影响。一个开源的动态远程控制系统正在开发,以进一步促进创造性的发展和互动艺术作品的表现,如这些案例研究所示。
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引用次数: 4
Building Support Tools to Connect Novice Designers with Professional Coaches 建立支持工具,将新手设计师与专业教练联系起来
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757248
D. Lewis, Emily Harburg, E. Gerber, Matthew W. Easterday
Creativity support tools help learners undertake creative work, such as facilitating coaching by creative professionals. How might we design creativity support tools that in-crease learners' access to coaching by creative professionals? This study took place in an extracurricular project-based learning program where students were co-located, and met professional coaches face-to-face once a week but otherwise communicated online. To test an online creativity support tool called the Loft and investigate coach-student communication we collected data from 47 interviews, online log data and field observations. We found that (a) explicit help-seeking was rare outside of meetings, (b) help from professionals was highly-valued but not sought out, and (c) online systems could surface learner struggles and trigger help-giving. Our findings suggested that online creativity platforms can support professional coaching through: (1) structured virtual updates (2) coach thanking, (3) Computer-Supported Group Critique, (4) disclosure of expertise, and (5) help-seeking training.
创造力支持工具帮助学习者进行创造性工作,例如促进创造性专业人员的指导。我们如何设计创意支持工具,增加学习者获得创意专业人士指导的机会?这项研究是在一个基于课外项目的学习项目中进行的,学生们在同一个地方,每周与专业教练面对面交流一次,其他时间在网上交流。为了测试一个名为Loft的在线创造力支持工具,并调查教练与学生之间的沟通,我们收集了47次访谈、在线日志数据和实地观察的数据。我们发现(a)在会议之外很少有明确的求助,(b)专业人士的帮助受到高度重视,但没有人寻求,(c)在线系统可以暴露学习者的困难并引发帮助。我们的研究结果表明,在线创意平台可以通过以下方式支持专业指导:(1)结构化的虚拟更新;(2)教练感谢;(3)计算机支持的小组批评;(4)专业知识披露;(5)寻求帮助的培训。
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引用次数: 19
#Scanners: Integrating Physiology into Cinematic Experiences #扫描仪:将生理学融入电影体验
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764546
M. Pike, Richard Ramchurn, Max L. Wilson
In this paper we present #Scanners, a digital arts installation that aims to bridge the gap between digital arts and neuroscience. #Scanners is an experience in which an individual wears a wireless brain scanners whilst being presented media which is dynamically affected by the individuals physiology. A prototype system has been successfully trialled on roughly 100 users over the past 18 months and has received unanimously positive feedback. We state the minimal additional requirements for demonstrating a Higher Fidelity prototype system and argue the value of including #Scanners at C&C2015.
在这篇论文中,我们展示了#扫描仪,一个旨在弥合数字艺术和神经科学之间差距的数字艺术装置。#扫描仪是一种体验,在这种体验中,个人佩戴无线脑部扫描仪,同时呈现受个人生理动态影响的媒体。在过去的18个月里,一个原型系统已经在大约100名用户身上成功试用,并得到了一致的积极反馈。我们陈述了展示高保真原型系统的最低额外要求,并论证了在C&C2015上包括#扫描仪的价值。
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引用次数: 4
Mind's Ratchet: Ecologies of the Artificial: Transverging Cognition and Creativity 心灵的棘轮:人工生态:超越认知和创造力
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2785731
M. Novak
How can we, in the 21st century, understand creativity and cognition is a way that is at once consonant with both the "sciences of the artificial" and with the "ecology of mind"? Given our accelerating advances in the understanding of mind as mechanism, and given our evident aim to imbue autonomous machines with artificial life, artificial intelligence, and artificial consciousness, and, given that the built world is always and necessarily the mirror of our choices and values, by what ethics can we guide our technics, and by what means, and to what ends? Transvergence is an evolving framework for research, pedagogy, and creative production. Among its aims is "transformation the leads to speciation" of works, ideas, disciplines, and everything else that might be brought together to combine into new formations. Motives and mechanisms drawn from nature and culture are extended through technology into means by which to explore a broader spectrum of the possible than might otherwise be attainable. As with natural systems, this effort must convert noise into life, thought, and beauty.
在21世纪,我们怎么能理解创造力和认知是一种既符合“人工科学”又符合“心灵生态”的方式呢?考虑到我们对心智机制的理解正在加速进步,考虑到我们明显的目标是给自主机器注入人工生命、人工智能和人工意识,考虑到建造的世界总是而且必然是我们选择和价值观的镜子,我们可以通过什么伦理来指导我们的技术,通过什么手段,达到什么目的?跨界是一个不断发展的研究、教学和创造性生产框架。它的目标之一是“转化导致物种形成”的作品,思想,学科,以及其他一切可能汇集在一起形成新形态的东西。从自然和文化中汲取的动机和机制通过技术扩展为探索可能达到的更广泛范围的手段。与自然系统一样,这种努力必须将噪音转化为生命、思想和美。
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引用次数: 1
Creativity Support to Improve Health-and-Safety in Manu-facturing Plants: Demonstrating Everyday Creativity 创意支持改善制造工厂的健康与安全:展示日常创意
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757245
K. Zachos, N. Maiden, Sergio Levis
This paper reports the development and deployment of digi-tal support for human creativity in a domain outside of the creative industries -- health-and-safety management in man-ufacturing plants. It reports applied research to extend a risk detection and resolution process at a world-class manufac-turing plant that produces tractors with creativity techniques and new digital support for the plant employees to use these techniques effectively as part of the risk detection and reso-lution process. The development of the digital support was constrained by the plant's processes, resources and manu-facturing culture, and the new digital support reported in this paper was designed for quick use across the plant with minimum training or management overhead. The paper reports the development, implementation and early evalua-tion of the creativity techniques and digital support in the plant as a demonstrator for the wider application of creativi-ty techniques and digital support tools.
本文报告了在创意产业之外的一个领域——人工制造工厂的健康与安全管理——对人类创造力的数字支持的开发和部署。它报告了一项应用研究,以扩展世界级制造工厂的风险检测和解决过程,该工厂生产拖拉机,采用创造性技术和新的数字支持,使工厂员工有效地使用这些技术作为风险检测和解决过程的一部分。数字化支持的发展受到工厂流程、资源和制造文化的限制,本文中报告的新型数字化支持旨在以最小的培训或管理开销在整个工厂中快速使用。本文报告了创新技术和数字支持在工厂的发展、实施和早期评估,作为创新技术和数字支持工具的更广泛应用的示范。
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引用次数: 12
Dreams of Mice 梦见老鼠
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757366
Vicky Isley, Paul Smith
Dreams of Mice explores a changed understanding of sleep brought about by networked technologies. A contemporary world of instant messaging and 24/7 connectivity encourages us to remain permanently available. Using computer modeling, recorded neurological data and game engine technology, boredomresearch http://www.boredomresearch.net ask if we can afford to disconnect; questioning the importance of the non-productive third of our lives we spend asleep. Brain activity during sleep reveals that far from downtime, sleep is complex and beautiful. Developed from research exploring the interaction between environmental factors effecting sleep and human neurological disorders Dreams of Mice considers the increased control, management and disruption of sleep behaviours. Collaborating with a neuroscientist at the University of Oxford, capturing and recording the dreams of laboratory mice, boredomresearch have revealed the intriguing beauty of slumber in a real-time artwork driven by the firing neurons of dreaming mice (see Fig.1). When we go to sleep we disconnect from our social networks and perpetual status updates, entering the last remaining sanctuary from the demands of a permanently connected and networked society. But is the space of dreams at risk from the relentless encroachment of connective technologies?
《老鼠的梦》探讨了网络技术带来的对睡眠理解的改变。即时通讯和全天候连接的当代世界鼓励我们永远保持可用状态。利用计算机建模,记录神经数据和游戏引擎技术,boredomresearch http://www.boredomresearch.net询问我们是否可以承受断开连接;质疑我们生命中三分之一的时间用于睡眠的重要性。睡眠期间的大脑活动表明,睡眠远非停机,而是复杂而美丽的。在探索影响睡眠的环境因素与人类神经系统疾病之间的相互作用的基础上,《小鼠梦》考虑了对睡眠行为的加强控制、管理和破坏。与牛津大学的一位神经科学家合作,通过捕捉和记录实验室老鼠的梦,boredomresearch在做梦老鼠的神经元放电驱动下的实时艺术品中揭示了睡眠的迷人之美(见图1)。当我们睡觉时,我们与社交网络和没完没了的状态更新断开了联系,进入了最后一个避难所,远离了永久连接和网络社会的需求。但是,梦想的空间是否会受到连接技术无情侵蚀的威胁呢?
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引用次数: 0
Playing with InMuSIC: An Interactive Multimodal System for Improvised Composition 演奏与InMuSIC:一个互动的多模态系统即兴作曲
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757375
G. Lepri
InMuSIC is a real-time interactive musical system conceived to be used in a context related to the practice of electroacoustic free improvisation. By integrating the observation of both non-verbal expressive behavior cues (motion tracking) and several sonic parameters (audio stream analysis) the system is able to identify, during the performance, relevant expressive musical properties. The real-time measurements control different digital sound processes through the correlation of different mapping strategies. The generated audio interventions should then be perceived as a consolidated sonic integration of the improvised performance. The research is based on the belief that human behaviors and their ambiguity must be taken into consideration in order to design and shape meaningful and sustainable technologies.
InMuSIC是一个实时互动音乐系统,被设想用于与电声自由即兴创作实践相关的背景下。通过整合对非语言表达行为线索(运动跟踪)和几个声音参数(音频流分析)的观察,该系统能够在表演过程中识别相关的表达性音乐属性。实时测量通过不同制图策略的关联控制不同的数字声音过程。生成的音频干预应该被视为即兴表演的统一声音整合。这项研究基于这样一种信念,即为了设计和塑造有意义和可持续的技术,必须考虑人类行为及其模糊性。
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引用次数: 1
An Enactive Characterization of Pretend Play 假装游戏的行为特征
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757254
N. Davis, Margeaux Comerford, Mikhail Jacob, Chih-Pin Hsiao, Brian Magerko
This paper presents the result of an empirical study of 32 adult dyads (i.e. groups of two people) engaged in pretend play. Our analysis indicates that participatory sense-making plays a key role in the success of pretend play sessions. We use the cognitive science theory of enaction as a theoretical lens to analyze the empirical data given its robust conceptual framework for describing participatory sense-making. We present here five enactive characteristics of pretend play that appear to be necessary and sufficient for the emergence and maintenance of successful pretend play -- mental preparation, meaning building, narrative enaction, narrative deepening, and flow maintenance. This enactive formalization is used to propose a computational model of pretend play that can be used to design an agent capable of playing in real time with human users.
本文介绍了一项实证研究的结果,32成人二人组(即两个人的群体)从事假装游戏。我们的分析表明,参与性意义的形成在假装游戏会议的成功中起着关键作用。我们使用制定的认知科学理论作为理论透镜来分析经验数据,因为它具有描述参与性意义构建的强大概念框架。我们在此提出了假装游戏的5个行为特征,这5个特征对于成功的假装游戏的出现和维持是必要和充分的——心理准备、意义构建、叙事行为、叙事深化和流维持。这种动态形式化被用来提出一个模拟游戏的计算模型,该模型可用于设计一个能够与人类用户实时游戏的代理。
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引用次数: 11
MetaMorphe: Designing Expressive 3D Models for Digital Fabrication 变形:为数字制造设计富有表现力的3D模型
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757235
César Torres, E. Paulos
The creative promise of 3D digital fabrication tools is tremendous. However due to the wide range of tools and interfaces, a common static file format called STL is used for sharing designs. While customization tools add creative handles to these digital models, they are often constrained to pre-configured parameters limiting the creative potential of shared digital models. We introduce MetaMorphe, a novel digital fabrication framework that uses a common web-programming metaphor to enable users to easily transform static 3D models into re-formed, re-made, and re-imagined customized personal artifacts. We demonstrate the compatibility of MetaMorphe with three well-established design interfaces, direction manipulation, scripted-CAD, and generative design. Through a user study with design experts, MetaMorphe reveals that decisions that physically produce bespoke artifacts or encode unique metadata actively affect perceptions of authorship, agency, and authenticity. We discuss how expressive model-building tools such as MetaMorphe enable a cultural shift in 3D design in terms of participation, personalization, and creativity.
3D数字制造工具的创造性前景是巨大的。然而,由于工具和接口的广泛使用,一种称为STL的通用静态文件格式被用于共享设计。虽然定制工具为这些数字模型添加了创造性的手柄,但它们通常受到预先配置的参数的限制,限制了共享数字模型的创造性潜力。我们介绍MetaMorphe,一个新颖的数字制造框架,它使用一个常见的网络编程比喻,使用户能够轻松地将静态3D模型转换为重新形成、重新制作和重新想象的定制个人工件。我们演示了MetaMorphe与三个完善的设计接口的兼容性,方向操作,脚本cad和生成设计。通过与设计专家的用户研究,MetaMorphe揭示了物理上产生定制工件或编码独特元数据的决策会积极影响作者、代理和真实性的感知。我们讨论了MetaMorphe等表达模型构建工具如何在参与、个性化和创造力方面实现3D设计的文化转变。
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引用次数: 37
期刊
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
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