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

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Psychogeographical City: The City Understood as an Emotional Scenario 心理地理城市:作为情感场景理解的城市
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2767186
Iván Chaparro, Ricardo Duenas
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.
本次研讨会是一项基于实践的研究成果,探讨了几个相互关联的要素:首先是心理地理学理论,从多层次的方法和情感和心理的角度应用于城市环境的创造性表现;其次,对声音和声学理论的探索,作为研究工具和艺术可能性,指向公共空间的分析,其记录和理解与身份,非物质遗产和故事的过程有关。最后,对音频后期制作、实时数据处理和交互性进行了实验和技术研究。这种探索导致了一种有说服力的体验的设计,通过最初在北欧几个城市展示的实验表演和声音装置,试图将研究成果传达给更广泛的观众。
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引用次数: 1
Creating a Collaborative Space for Creativity through a Pervasive User Experience 通过普遍的用户体验为创意创造一个协作空间
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757234
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.
本文探讨了普及用户体验的潜力,在密集的创意研讨会中激发、激发和支持参与者的创造性思维。这种普遍的体验使用了一个基于ipad的虚拟叙述者来引导参与者在物理和数字环境中进行分组。它发生在为期三天的研讨会开始时,这种有趣的、自我导向的体验旨在与随后的研讨会活动保持一致。本文描述了用户体验,通过空间(促进、增强和故事)的视角呈现了观察和发现,并考虑了体验如何与创意和创造性思维的整体研讨会目标相关和支持。最后,我们审查了出现的一些紧张局势,即;1)研究人员和参与者期望之间的脱节,2)“真实”产出和参与者参与之间的潜在权衡,以及3)将研讨会内部的知识与研讨会外部的世界联系起来。
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引用次数: 3
Aquatint 铜版画
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757359
Michael Denton, Anna McCrickard
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.
现场视听活动。时长:30 - 70分钟。地点:单屏/电影院。音乐和图像重叠。重叠在电影、电视和视频艺术之外形成了一种风格——一种抽象和组合图像的方式,这种方式具有音乐或绘画逻辑,而不是基于叙事或概念的逻辑。一个视觉上的连续主义-壁纸与自负。最近的作品通过在过渡中隐含的运动系统,使用谨慎的画面平面和模糊技术来探索静止和运动图像之间的关系。通过一个更类似于记忆和梦想的感知锁眼,我们看到的是电影时间,但仅限于平面摄影空间。声音和图像的实验被浓缩成单个屏幕片段——懒波、云边、森林树、回归——形成现场混音的有用组件,为装置和表演提供视听复调。Aquatint是一种迷人的形状,灯光和抽象图像的舞蹈,在可识别的尖端,反映了我们在强大的自然环境中所经历的情感反应。大气、复杂、感性和朴实,但通过系统的模式在合成空间内传递。在一个无处不在、可立即解释的图像和信息的世界里,抽象的一个重要目的可能是一种普遍而又个人的感官映射。虽然通过绘画,加工的传递参考了传统的艺术形式,但Aquatint既浪漫又分析,比电影更接近记忆和梦想:促使人们思考美丽的描绘和景观可以触发的准宗教敬畏。元素的、技术的、戏剧化的、抽象的。
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引用次数: 0
Leveraging Online Communities for Novice Designers 利用在线社区为新手设计师
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764774
Julie Hui
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.
虽然大学教学生如何构建新产品,但由于资源和导师的限制,很少有学生选择进一步实施他们的工作。学习和创新理论描述了在社会环境中工作以从同伴那里获得资源的重要性。虽然HCI研究人员已经建立了推荐和专家路由系统来识别提供帮助的人,但由于各种心理原因,新手设计师仍然无法联系专家同行,比如害怕联系年长或更有经验的人。通过设计在线工具和平台来鼓励和支持这种寻求帮助的行为,我们可以将更多的设计师与非正式的导师联系起来,这些导师可以帮助他们改进和实现他们的工作,使其成为专业产品。我的论文的目标是通过以下方式支持新手设计师寻求帮助:1)在众筹背景下开发一个寻求帮助行为的紧急模型,并构建一个工具,2)从一个人的社交网络中推荐潜在的帮助提供者,3)以一种鼓励寻求建议的方式呈现他们的信息。
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引用次数: 1
Public Online Failure With Crowdfunding 众筹导致公共网络失败
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764767
M. Greenberg
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.
Kickstarter是一个新兴的在线众筹平台,在这里,个人可以利用自己的社交网络为创意项目筹集资金。像Kickstarter这样的众筹平台正在积极发展,每个月都有成千上万的人尝试项目。虽然其他学术研究和大众媒体关注众筹的成功案例,但事实是大多数项目都失败了。很少有人关注那些在项目失败的过程中经历过公开尴尬事件的大多数人。我们认为众筹平台是一个独特的机会,可以研究和理解个人对网络尴尬的反应。
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引用次数: 4
Architecture by Tools: The Syntax of Drawing and the Creativity of Thought 工具的建筑:绘画的语法和思维的创造性
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764762
M. Tahsiri
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.
这篇短文总结了一篇正在进行的博士研究,标题如下。本研究调查了设计工具在建筑设计早期阶段对绘图方法和创造力的影响,旨在为CAD工具的采购做出贡献。目前进入博士学位的第二年,试点协议研究已经执行,编码方案和分析方法的新命题正在测试中。
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引用次数: 0
Session details: Paper Session 1: Textiles and Objects (4 papers) 会议详情:论文部分1:纺织品和物品(4篇论文)
A. Kerne, David A. Shamma
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引用次数: 0
Captured Moments: Defining a Communicative Framework for Social Photography 捕捉瞬间:定义社交摄影的交流框架
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757233
Robin Fogel Avni
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。
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引用次数: 5
Session details: Paper Session 7: Places of Creativity (3 paper 2 notes) 会议详情:讨论部分7:创意的地方(3篇论文2篇笔记)
Steven W. Dow
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引用次数: 0
Tightly Coupled Agents in Live Performance Metacreations 现场表演创作中的紧密耦合代理
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757255
William Marley, Nicholas Ward
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.
我们考虑人工智能在数字乐器中的应用如何最大限度地支持对演奏声音的探索。人工智能和机器学习的现场表演应用往往侧重于分数跟踪和机器合作者的发展。在我们的工作中,我们感兴趣的是探索系统的发展,在此系统中,人类表演者在创造单个声音输出时与反应性和创造性代理相互作用。其目的是设计能够促进探索的系统,并为偶然的音乐相遇提供更多机会(而不是使用原声乐器)。首先概述了基于姿态重塑方案的自主机构整合的初步方法。然后,我们描述了一个基于《吃豆人》中的非玩家角色的简单平台,作为指导进一步讨论这一级别的音乐机器协作可能需要的测试平台。概述了这两个系统的试点研究。
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引用次数: 2
期刊
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
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