This demo is one of the results of a practice-based research, which explored the generation of interactive experiences based on the cooperative collection of data for ethnographical purposes. In this case, a collection of soundscapes from Stockholm has lead to some experiments where the audio clips gathered are controlled in real-time according to a brain computer interface and a set of rules that determines a real time composition. One of the most significant inputs at this point has been the theory of Psychogeography, which posits that the territory and its transformation can be understood as an psychological and emotional setup, susceptible of being understood by means of different kinds of dynamic measurements and modes of representation. The result described here is an experimental performance and sound-video installation in which the visitors can "stroll" through a data archive, according to their brain activity, and by means of a brain scan device. The measurement of specific brain waves creates a sound and video synthesis related to the media collection. This demo seeks to expose the concept and technological implementation behind the result and also to perform the interactive sound experience at the event.
{"title":"Psychogeographical Sound-drift","authors":"Iván Chaparro, Ricardo Duenas","doi":"10.1145/2757226.2764559","DOIUrl":"https://doi.org/10.1145/2757226.2764559","url":null,"abstract":"This demo is one of the results of a practice-based research, which explored the generation of interactive experiences based on the cooperative collection of data for ethnographical purposes. In this case, a collection of soundscapes from Stockholm has lead to some experiments where the audio clips gathered are controlled in real-time according to a brain computer interface and a set of rules that determines a real time composition. One of the most significant inputs at this point has been the theory of Psychogeography, which posits that the territory and its transformation can be understood as an psychological and emotional setup, susceptible of being understood by means of different kinds of dynamic measurements and modes of representation. The result described here is an experimental performance and sound-video installation in which the visitors can \"stroll\" through a data archive, according to their brain activity, and by means of a brain scan device. The measurement of specific brain waves creates a sound and video synthesis related to the media collection. This demo seeks to expose the concept and technological implementation behind the result and also to perform the interactive sound experience at the event.","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":"116043298","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":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":"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}
In recent years, it has become possible for large groups of people to collaborate and generate ideas together in ways that were not possible before. However, the large number of ideas and participants in this setting also pose new challenges in helping people find inspiration from a large pool of ideas, and coordinating the collective effort. My research aims to address the challenges of large scale idea generation platforms by developing methods and systems for helping people make effective use of each other's ideas, and orchestrate collective effort to reduce redundancy and increase the breadth of generated ideas.
{"title":"Intelligent Systems to Support Large-Scale Collective Creative Idea Generation","authors":"Pao Siangliulue","doi":"10.1145/2757226.2764764","DOIUrl":"https://doi.org/10.1145/2757226.2764764","url":null,"abstract":"In recent years, it has become possible for large groups of people to collaborate and generate ideas together in ways that were not possible before. However, the large number of ideas and participants in this setting also pose new challenges in helping people find inspiration from a large pool of ideas, and coordinating the collective effort. My research aims to address the challenges of large scale idea generation platforms by developing methods and systems for helping people make effective use of each other's ideas, and orchestrate collective effort to reduce redundancy and increase the breadth of generated ideas.","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":"129053583","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":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":"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}
Statuevision is an interactive public projection performance that engages citizens in conversations about urban histories. Statuevision: Glasgow invites participants to explore Glasgow's history through its iconic statues and monuments. This performance employs interactive technologies that enable participants to animate three-dimensional renderings of the cities statues while learning about the lives of the figures.
{"title":"Statuevision: Glasgow","authors":"A. Momeni, C. Hentschker","doi":"10.1145/2757226.2757383","DOIUrl":"https://doi.org/10.1145/2757226.2757383","url":null,"abstract":"Statuevision is an interactive public projection performance that engages citizens in conversations about urban histories. Statuevision: Glasgow invites participants to explore Glasgow's history through its iconic statues and monuments. This performance employs interactive technologies that enable participants to animate three-dimensional renderings of the cities statues while learning about the lives of the figures.","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":"115730456","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}
For the digitally tethered, life is defined at the intersection of the virtual and the physical. Our experience is necessarily tempered by a stream of simultaneous meta interactions, each an archive, an extension, and a reflection of some experienced reality. "How to Catch a Cloud" is a tool, a web-based application for the communal creation of such a stream. It also results in a democratically rendered, visual archive of experiences and impressions. But, more than either of these it is a proposition, an invitation, and an experiment. We manifest our existence through a process of obsessive archival. By referencing the parallel associations inherent in the use of the term, "cloud," this work proposes the possibility of capturing that which exists, but cannot be located, the climate. Finally, it wonders what we are truly collecting/creating in this manic cycle of perpetual archival. What are we placing in this uncontrollable and ephemeral space, "this cloud" Is it, perhaps, that equally indescribable idea of "the soul," or is it merely another representation, perpetually updated but always at a remove, never able to come fully into synchronicity with the experience it represents.
{"title":"How to Catch a Cloud","authors":"Minka Stoyanova","doi":"10.1145/2757226.2757369","DOIUrl":"https://doi.org/10.1145/2757226.2757369","url":null,"abstract":"For the digitally tethered, life is defined at the intersection of the virtual and the physical. Our experience is necessarily tempered by a stream of simultaneous meta interactions, each an archive, an extension, and a reflection of some experienced reality. \"How to Catch a Cloud\" is a tool, a web-based application for the communal creation of such a stream. It also results in a democratically rendered, visual archive of experiences and impressions. But, more than either of these it is a proposition, an invitation, and an experiment. We manifest our existence through a process of obsessive archival. By referencing the parallel associations inherent in the use of the term, \"cloud,\" this work proposes the possibility of capturing that which exists, but cannot be located, the climate. Finally, it wonders what we are truly collecting/creating in this manic cycle of perpetual archival. What are we placing in this uncontrollable and ephemeral space, \"this cloud\" Is it, perhaps, that equally indescribable idea of \"the soul,\" or is it merely another representation, perpetually updated but always at a remove, never able to come fully into synchronicity with the experience it represents.","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":"117075301","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}
Robyn Taylor, J. Bowers, Bettina Nissen, Gavin Wood, Qasim Chaudhry, Peter C. Wright, L. Bruce, S. Glynn, H. Mallinson, Roy Bearpark
This paper describes three interactive artefacts created for a children's exhibition intended to encourage creativity and allow educational opportunities to emerge naturally through playful exploration. We describe five sensibilities that were used to inform our designs: considering artefacts as resources and scaffolds for imaginative engagement, rewarding extended investment, facilitating requisite unpredictability, encouraging an imaginative orientation to participation, and permitting multiple loci for interaction. Based on observation of how our interactives were used by the public, we discuss how our approach facilitated "open interactions" in a manner that was sensitive to the museum context, favoured a mix of materialities, and manifested a subtle mix of participation and designer autonomy.
{"title":"Making Magic: Designing for Open Interactions in Museum Settings","authors":"Robyn Taylor, J. Bowers, Bettina Nissen, Gavin Wood, Qasim Chaudhry, Peter C. Wright, L. Bruce, S. Glynn, H. Mallinson, Roy Bearpark","doi":"10.1145/2757226.2757241","DOIUrl":"https://doi.org/10.1145/2757226.2757241","url":null,"abstract":"This paper describes three interactive artefacts created for a children's exhibition intended to encourage creativity and allow educational opportunities to emerge naturally through playful exploration. We describe five sensibilities that were used to inform our designs: considering artefacts as resources and scaffolds for imaginative engagement, rewarding extended investment, facilitating requisite unpredictability, encouraging an imaginative orientation to participation, and permitting multiple loci for interaction. Based on observation of how our interactives were used by the public, we discuss how our approach facilitated \"open interactions\" in a manner that was sensitive to the museum context, favoured a mix of materialities, and manifested a subtle mix of participation and designer autonomy.","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":"117151353","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}
Kam Star, Fotis Paraskevopoulos, Maria Taramigkou, Dimitris Apostolou, Marise Schot, G. Mentzas
We present a system designed with the aim to facilitate the social creativity processes underlying creative research. It provides asynchronous and synchronous facilities for multi-user interaction while leveraging creativity with computational tools for inspirational search, inspirational clue generation and problem solving advice. Initial evaluation with a small group of users indicated that the software is in-line with the creative research approach where users work together with concept developers taking on multiple roles throughout the design process.
{"title":"A Playful Affinity Space for Creative Research","authors":"Kam Star, Fotis Paraskevopoulos, Maria Taramigkou, Dimitris Apostolou, Marise Schot, G. Mentzas","doi":"10.1145/2757226.2757244","DOIUrl":"https://doi.org/10.1145/2757226.2757244","url":null,"abstract":"We present a system designed with the aim to facilitate the social creativity processes underlying creative research. It provides asynchronous and synchronous facilities for multi-user interaction while leveraging creativity with computational tools for inspirational search, inspirational clue generation and problem solving advice. Initial evaluation with a small group of users indicated that the software is in-line with the creative research approach where users work together with concept developers taking on multiple roles throughout the design process.","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":"129321276","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}
Skin Music (2012) is a musical composition that is experienced as a private, multisensory installation by one person at a time. By lying on a piece of bespoke furniture, the listener perceives the music both through the usual auditory channels, as well as by different types of haptic sensation, through their body. The piece addresses the shared perceptual experiences of sonic and haptic sensation through an exploration of vibrational feedback.
{"title":"Skin Music (2012): an Audio-Haptic Composition for Ears and Body","authors":"Lauren Hayes","doi":"10.1145/2757226.2757370","DOIUrl":"https://doi.org/10.1145/2757226.2757370","url":null,"abstract":"Skin Music (2012) is a musical composition that is experienced as a private, multisensory installation by one person at a time. By lying on a piece of bespoke furniture, the listener perceives the music both through the usual auditory channels, as well as by different types of haptic sensation, through their body. The piece addresses the shared perceptual experiences of sonic and haptic sensation through an exploration of vibrational feedback.","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":"122728910","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}
Urban knitting (also known as yarn bombing, knitted graffiti and guerilla knitting) is a globally occurring street art trend which uses traditional craft techniques to modify objects in urban space. It is the chosen tool of present-day craftspeople for creative expression in public. However, the personal narratives woven into the installations usually remain inaccessible for the broad audience. This paper presents my Master's thesis work on "Tools for Wools", an interactive prototype which integrates physical wool panels, touch sensors and an information device with intent to fill the identified information gap. The subsequent evaluation allowed insights on the manifold reasons for urban knitters to engage in this particular form of everyday creativity. I therefore suggest that such prototype projects can also serve as a qualitative research tool to reveal motivations underlying creative craft practices.
城市编织(也被称为纱线轰炸、针织涂鸦和游击编织)是一种全球流行的街头艺术趋势,它利用传统的工艺技术来改造城市空间中的物体。它是当今工匠在公共场合进行创造性表达的首选工具。然而,融入装置作品的个人叙事通常无法为广大观众所理解。本文介绍了我的硕士论文“Tools for Wools”,这是一个集成了物理羊毛面板、触摸传感器和信息设备的交互式原型,旨在填补已识别的信息空白。随后的评估让人们对城市编织者从事这种特殊形式的日常创造力的多种原因有了深入的了解。因此,我认为这种原型项目也可以作为一种定性研究工具,揭示创造性工艺实践背后的动机。
{"title":"Tools for Wools: An Interactive Urban Knitting Installation and Creative Research Method","authors":"J. Meissner","doi":"10.1145/2757226.2764769","DOIUrl":"https://doi.org/10.1145/2757226.2764769","url":null,"abstract":"Urban knitting (also known as yarn bombing, knitted graffiti and guerilla knitting) is a globally occurring street art trend which uses traditional craft techniques to modify objects in urban space. It is the chosen tool of present-day craftspeople for creative expression in public. However, the personal narratives woven into the installations usually remain inaccessible for the broad audience. This paper presents my Master's thesis work on \"Tools for Wools\", an interactive prototype which integrates physical wool panels, touch sensors and an information device with intent to fill the identified information gap. The subsequent evaluation allowed insights on the manifold reasons for urban knitters to engage in this particular form of everyday creativity. I therefore suggest that such prototype projects can also serve as a qualitative research tool to reveal motivations underlying creative craft practices.","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":"125691031","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}