This workshop is the result of a practice-based research, which explored several interrelated elements: first the theory of Psychogeography, ap- plied to the creative representation of urban environments from a multi- layered approach and from an emotional and psychological perspective; second, the exploration of sound and acoustic theory, as research tools and artistic possibilities, directed towards the analysis of public space, its documentation and understanding in relation to processes of iden- tity, intangible patrimony and storytelling. And finally, an experimenta- tion and technical research related to audio postproduction, real-time data processing and interactivity. This exploration lead altogether to the design of a persuasive experience that sought to communicate the re- search outcomes to a broader audience by means of an experimental performance and sound installation presented initially in several cities in the north of Europe.
{"title":"Psychogeographical City: The City Understood as an Emotional Scenario","authors":"Iván Chaparro, Ricardo Duenas","doi":"10.1145/2757226.2767186","DOIUrl":"https://doi.org/10.1145/2757226.2767186","url":null,"abstract":"This workshop is the result of a practice-based research, which explored several interrelated elements: first the theory of Psychogeography, ap- plied to the creative representation of urban environments from a multi- layered approach and from an emotional and psychological perspective; second, the exploration of sound and acoustic theory, as research tools and artistic possibilities, directed towards the analysis of public space, its documentation and understanding in relation to processes of iden- tity, intangible patrimony and storytelling. And finally, an experimenta- tion and technical research related to audio postproduction, real-time data processing and interactivity. This exploration lead altogether to the design of a persuasive experience that sought to communicate the re- search outcomes to a broader audience by means of an experimental performance and sound installation presented initially in several cities in the north of Europe.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"11953 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121384994","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}
Deborah Maxwell, Chris Speed, Karl Monsen, Diego Zamora
This paper explores the potential of a pervasive user experience to inspire, provoke and support creative thinking amongst participants in an intensive ideation workshop. The pervasive experience used a iPad-based virtual narrator to guide groups of participants around a physical and digital environment. It took place towards the start of a three-day workshop and the playful, self-directed nature of the experience was designed to align with subsequent workshop activities. This paper describes the user experience, presenting observations and findings through the lens of space (facilitation, augmentation and story), considering how the experience related to and supported the overall workshop aims of ideation and creative thinking. We conclude by examining some of the tensions that emerged, namely; 1) the disconnect between researcher and participant expectations, 2) the potential trade off between "authentic" outputs and participant engagement, and 3) bridging the knowledge within the workshop with the world outside the workshop.
{"title":"Creating a Collaborative Space for Creativity through a Pervasive User Experience","authors":"Deborah Maxwell, Chris Speed, Karl Monsen, Diego Zamora","doi":"10.1145/2757226.2757234","DOIUrl":"https://doi.org/10.1145/2757226.2757234","url":null,"abstract":"This paper explores the potential of a pervasive user experience to inspire, provoke and support creative thinking amongst participants in an intensive ideation workshop. The pervasive experience used a iPad-based virtual narrator to guide groups of participants around a physical and digital environment. It took place towards the start of a three-day workshop and the playful, self-directed nature of the experience was designed to align with subsequent workshop activities. This paper describes the user experience, presenting observations and findings through the lens of space (facilitation, augmentation and story), considering how the experience related to and supported the overall workshop aims of ideation and creative thinking. We conclude by examining some of the tensions that emerged, namely; 1) the disconnect between researcher and participant expectations, 2) the potential trade off between \"authentic\" outputs and participant engagement, and 3) bridging the knowledge within the workshop with the world outside the workshop.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114761330","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}
Live audiovisual event. Duration: 30 to 70 minutes. Venue: single screen/ cinema. Music & Imagery Overlap. Overlap have developed a style outside film, TV and video art - a way of abstracting and combining imagery that has a musical or painterly logic rather than a narrative based or conceptual one. A visual take on serialism - wallpaper with conceits. Recent works explore the relationship between still and moving imagery through systems of implied motion within transitions, use of discreet picture planes and obscuration techniques. The view is in movie time but limited to flat photographic space, through a perceptual keyhole more akin to memories and dreams. Experiments with sound and image are distilled into single screen pieces - Lazy Wave, Cloud Edged, Forest Tree, Returning - forming useful components for live mixing, audiovisual polyphonies for installations and performances. Aquatint is a mesmeric dance of shapes, lights and abstract imagery on the cusp of the recognizable, reflecting the emotional response we experience in powerful natural environments. Atmospheric, complex, sensual and earthy, yet delivered through a systematic patterning within a synthetic void. In a world of ubiquitous, immediately interpret-able imagery and information, perhaps a crucial purpose for abstraction is a kind of universal yet personal sensory mapping. Whilst referencing a traditional art form through painterly, processed delivery, Aquatint is at once romantic and analytical, closer to memories and dreams than cinema: prompting thoughts about portrayals of beauty and the quasi-religious reverence that landscape can trigger. Elemental, technological, dramatised, abstraction.
{"title":"Aquatint","authors":"Michael Denton, Anna McCrickard","doi":"10.1145/2757226.2757359","DOIUrl":"https://doi.org/10.1145/2757226.2757359","url":null,"abstract":"Live audiovisual event. Duration: 30 to 70 minutes. Venue: single screen/ cinema. Music & Imagery Overlap. Overlap have developed a style outside film, TV and video art - a way of abstracting and combining imagery that has a musical or painterly logic rather than a narrative based or conceptual one. A visual take on serialism - wallpaper with conceits. Recent works explore the relationship between still and moving imagery through systems of implied motion within transitions, use of discreet picture planes and obscuration techniques. The view is in movie time but limited to flat photographic space, through a perceptual keyhole more akin to memories and dreams. Experiments with sound and image are distilled into single screen pieces - Lazy Wave, Cloud Edged, Forest Tree, Returning - forming useful components for live mixing, audiovisual polyphonies for installations and performances. Aquatint is a mesmeric dance of shapes, lights and abstract imagery on the cusp of the recognizable, reflecting the emotional response we experience in powerful natural environments. Atmospheric, complex, sensual and earthy, yet delivered through a systematic patterning within a synthetic void. In a world of ubiquitous, immediately interpret-able imagery and information, perhaps a crucial purpose for abstraction is a kind of universal yet personal sensory mapping. Whilst referencing a traditional art form through painterly, processed delivery, Aquatint is at once romantic and analytical, closer to memories and dreams than cinema: prompting thoughts about portrayals of beauty and the quasi-religious reverence that landscape can trigger. Elemental, technological, dramatised, abstraction.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"15 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115598157","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}
While universities teach students how to build new products, few students choose to further implement their work due to limited resources and mentorship. Theories of learning and innovation describe the importance of working in a social context to acquire resources from peers. While HCI researchers have built recommender and expert routing systems to identify help givers, novice designers still fail to contact expert peers for various psychological reasons, such as fear of contacting someone older or more experienced. By designing online tools and platforms that encourage and scaffold that act of help-seeking, we can connect more designers with informal mentors who can help them improve and implement their work as a professional product. The goal of my dissertation is to support help-seeking among novice designers by 1) developing an emergent model of help-seeking behavior in the context of crowdfunding, and building a tool that 2) recommends potential help-givers from one's social network and 3) presents their information in a way that encourages reaching out for advice.
{"title":"Leveraging Online Communities for Novice Designers","authors":"Julie Hui","doi":"10.1145/2757226.2764774","DOIUrl":"https://doi.org/10.1145/2757226.2764774","url":null,"abstract":"While universities teach students how to build new products, few students choose to further implement their work due to limited resources and mentorship. Theories of learning and innovation describe the importance of working in a social context to acquire resources from peers. While HCI researchers have built recommender and expert routing systems to identify help givers, novice designers still fail to contact expert peers for various psychological reasons, such as fear of contacting someone older or more experienced. By designing online tools and platforms that encourage and scaffold that act of help-seeking, we can connect more designers with informal mentors who can help them improve and implement their work as a professional product. The goal of my dissertation is to support help-seeking among novice designers by 1) developing an emergent model of help-seeking behavior in the context of crowdfunding, and building a tool that 2) recommends potential help-givers from one's social network and 3) presents their information in a way that encourages reaching out for advice.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"56 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116424474","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}
Kickstarter is a growing online crowdfunding platform where individuals attempt to raise funds for creative projects by leveraging their personal social networks for small financial contributions. Crowdfunding platforms like Kickstarter are actively growing, with thousands of individuals attempting projects each month. While other scholarly research and the popular press has focused on the success stories from crowd- funding, the fact remains that a majority of projects fail. Little attention has focused on the majority of individuals who have run failed projects and experienced a publicly embarrassing event in the process. We see crowdfunding platforms as a unique opportunity to study and understand how individuals react to online embarrassment.
{"title":"Public Online Failure With Crowdfunding","authors":"M. Greenberg","doi":"10.1145/2757226.2764767","DOIUrl":"https://doi.org/10.1145/2757226.2764767","url":null,"abstract":"Kickstarter is a growing online crowdfunding platform where individuals attempt to raise funds for creative projects by leveraging their personal social networks for small financial contributions. Crowdfunding platforms like Kickstarter are actively growing, with thousands of individuals attempting projects each month. While other scholarly research and the popular press has focused on the success stories from crowd- funding, the fact remains that a majority of projects fail. Little attention has focused on the majority of individuals who have run failed projects and experienced a publicly embarrassing event in the process. We see crowdfunding platforms as a unique opportunity to study and understand how individuals react to online embarrassment.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124894545","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}
This short paper summarizes a PhD research in progress as titled in the heading. The research investigates the effect that design tools have on the method of drawing and creativity in early stages of architectural design with an intention of contribution to the procurement of CAD tools. Currently into the second year of the PhD, pilot protocol studies have been executed and new propositions for coding schemes and method of analysis are being tested.
{"title":"Architecture by Tools: The Syntax of Drawing and the Creativity of Thought","authors":"M. Tahsiri","doi":"10.1145/2757226.2764762","DOIUrl":"https://doi.org/10.1145/2757226.2764762","url":null,"abstract":"This short paper summarizes a PhD research in progress as titled in the heading. The research investigates the effect that design tools have on the method of drawing and creativity in early stages of architectural design with an intention of contribution to the procurement of CAD tools. Currently into the second year of the PhD, pilot protocol studies have been executed and new propositions for coding schemes and method of analysis are being tested.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124807661","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}
{"title":"Session details: Paper Session 1: Textiles and Objects (4 papers)","authors":"A. Kerne, David A. Shamma","doi":"10.1145/3247464","DOIUrl":"https://doi.org/10.1145/3247464","url":null,"abstract":"","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124826583","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}
As photography takes center stage on today's social media platforms, given the ease of modern capture devices (i.e. mobile phones, point and shoot cameras, tablets, etc.), the ability to produce and publish images occurs at a much quicker rate than the humble Kodak Brownie camera afforded the masses when introduced in January 1900. This enhanced ease has generated an opportunity for the everyday photographer to creatively communicate through the distribution of their images. This paper applies research results from a qualitative visual ethnographic study focusing on the non-verbal posts of a select group of Facebook users. The Dell Hymes' SPEAKING framework was used to structure the visual data; analysis leveraged Gerry Philipsen's Speech Codes Theory and James W. Carey's Ritual Communication Theory contributes to the creation of a communicative framework for the non-verbal social media postings. In conclusion, what emerges through the data is a visual speech code that tacitly leverages traditional photographic genres while at the same time supporting a system of meanings and symbols that enhance the instantaneous posts and communications of the day-to-day ebb and flow of life.
随着摄影在今天的社交媒体平台上占据中心位置,考虑到现代捕捉设备(即手机、傻瓜相机、平板电脑等)的便利性,制作和发布图像的速度比1900年1月推出的柯达布朗尼相机要快得多。这种增强的易用性为日常摄影师创造了一个机会,通过他们的图像分布进行创造性的交流。本文应用了一项定性视觉人种志研究的研究结果,该研究侧重于选定的一组Facebook用户的非语言帖子。使用Dell Hymes的SPEAKING框架构建可视化数据;该分析利用了Gerry Philipsen的言语密码理论和James W. Carey的仪式交际理论,为非语言社交媒体帖子创造了一个交际框架。总而言之,通过这些数据呈现出来的是一种视觉语言代码,它默认地利用了传统的摄影类型,同时支持一种意义和符号系统,增强了日常生活潮起潮落的即时发帖和交流。
{"title":"Captured Moments: Defining a Communicative Framework for Social Photography","authors":"Robin Fogel Avni","doi":"10.1145/2757226.2757233","DOIUrl":"https://doi.org/10.1145/2757226.2757233","url":null,"abstract":"As photography takes center stage on today's social media platforms, given the ease of modern capture devices (i.e. mobile phones, point and shoot cameras, tablets, etc.), the ability to produce and publish images occurs at a much quicker rate than the humble Kodak Brownie camera afforded the masses when introduced in January 1900. This enhanced ease has generated an opportunity for the everyday photographer to creatively communicate through the distribution of their images. This paper applies research results from a qualitative visual ethnographic study focusing on the non-verbal posts of a select group of Facebook users. The Dell Hymes' SPEAKING framework was used to structure the visual data; analysis leveraged Gerry Philipsen's Speech Codes Theory and James W. Carey's Ritual Communication Theory contributes to the creation of a communicative framework for the non-verbal social media postings. In conclusion, what emerges through the data is a visual speech code that tacitly leverages traditional photographic genres while at the same time supporting a system of meanings and symbols that enhance the instantaneous posts and communications of the day-to-day ebb and flow of life.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129670730","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}
{"title":"Session details: Paper Session 7: Places of Creativity (3 paper 2 notes)","authors":"Steven W. Dow","doi":"10.1145/3247473","DOIUrl":"https://doi.org/10.1145/3247473","url":null,"abstract":"","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132668510","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}
We consider how the application of AI in digital musical instruments might maximally support exploration of sound in performance. Live performance applications of AI and machine learning have tended to focus on score following and the development of machine collaborators. In our work we are interested in exploring the development of systems whereby the human performer interacts with a reactive and creative agent in the creation of a single sonic output. The intention is to design systems that foster exploration and allow for greater (than with acoustic instruments) opportunities for serendipitous musical encounters. An initial approach to the integration of autonomous agency, based on gesture reshaping schemes within the Reactable performance system, is first outlined. We then describe a simple platform based on the non-player characters within Pacman, which serves as a test bed for guiding further discussion on what musical machine collaboration at this level may entail. Pilot studies for both systems are outlined.
{"title":"Tightly Coupled Agents in Live Performance Metacreations","authors":"William Marley, Nicholas Ward","doi":"10.1145/2757226.2757255","DOIUrl":"https://doi.org/10.1145/2757226.2757255","url":null,"abstract":"We consider how the application of AI in digital musical instruments might maximally support exploration of sound in performance. Live performance applications of AI and machine learning have tended to focus on score following and the development of machine collaborators. In our work we are interested in exploring the development of systems whereby the human performer interacts with a reactive and creative agent in the creation of a single sonic output. The intention is to design systems that foster exploration and allow for greater (than with acoustic instruments) opportunities for serendipitous musical encounters. An initial approach to the integration of autonomous agency, based on gesture reshaping schemes within the Reactable performance system, is first outlined. We then describe a simple platform based on the non-player characters within Pacman, which serves as a test bed for guiding further discussion on what musical machine collaboration at this level may entail. Pilot studies for both systems are outlined.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131690529","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}