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Proceedings of the 2019 Conference on Creativity and Cognition最新文献

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Session details: Session 7: Design + Ideation 会议详情:会议7:设计+创意
Pub Date : 2019-06-13 DOI: 10.1145/3340701
Nic Lupfer
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引用次数: 0
Creativity and Emotional Attachment as a Guide to Factors of Engagement for Elderly Interaction with Technology 创造力与情感依恋对老年人科技互动投入因素的影响
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326565
L. Lee
The goal of this research is to identify the key factors that influence the engagement for the elderly with interactive technology in public and personal platforms. Such engagement factors can be used as design goals for the elderly interaction with technology and as a measurement tool for evaluating the engagement of the elderly's user experiences. We conducted two pilot studies and proposed an engagement framework for the elderly. In our proposed work we will examine the effect of creative expression and emotional attachment on the engagement of the elderly with interactive technology in public and personal platforms through a longitudinal study.
本研究的目的是找出影响老年人在公共和个人平台上使用互动技术的关键因素。这些参与因素可以作为老年人与技术交互的设计目标,也可以作为评估老年人用户体验参与程度的测量工具。我们进行了两项先导研究,并为长者提出社会参与架构。在我们建议的工作中,我们将通过一项纵向研究,探讨创造性表达和情感依恋对老年人在公共和个人平台上使用互动技术的影响。
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引用次数: 3
Artistic Vision: Providing Contextual Guidance for Capture-Time Decisions 艺术视觉:为捕捉时间决策提供语境指导
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326555
J. E
With the increased popularity of cameras, more and more people are interested in learning photography. People are willing to invest in expensive cameras as a medium for their artistic expression, but few have access to in-person classes to help improve upon their artistic skills. Inspired by critique sessions common in in-person art practice classes, we propose design principles for creative learning. We focus on applying these principles to design new interfaces that provide contextual in-camera feedback to aid users in learning visual elements of photography. We interactively visualize results of image processing algorithms as additional information for the user at capture-time. In this paper, we describe our design principles, and apply these principles in the design of three guided photography interfaces: one to explore lighting options for a portrait, one to highlight overall composition, and one to aid in de-cluttering.
随着相机的日益普及,越来越多的人对学习摄影感兴趣。人们愿意投资昂贵的相机作为他们艺术表达的媒介,但很少有人有机会参加面对面的课程来帮助提高他们的艺术技能。受到现场艺术实践课程中常见的批评课程的启发,我们提出了创造性学习的设计原则。我们专注于应用这些原则来设计新的界面,提供上下文相机反馈,以帮助用户学习摄影的视觉元素。我们以交互方式可视化图像处理算法的结果,作为捕获时用户的附加信息。在本文中,我们描述了我们的设计原则,并将这些原则应用于三个引导摄影界面的设计中:一个用于探索肖像的照明选项,一个用于突出整体构图,一个用于帮助清理杂乱。
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引用次数: 0
Evaluating the Use of Digital Creativity Support by Journalists in Newsrooms 评估新闻编辑室记者对数字创意支持的使用
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325484
N. Maiden, K. Zachos, Amanda Brown, Lars Nyre, Balder Holm, A. Tonheim, Claus Hesseling, Andrea Wagemans, Dimitris Apostolou
This paper reports the evaluation of a new digital support tool designed to increase journalist creativity and productivity in newsrooms. After outlining the tool's principles, interactive features and architecture, the paper reports the installation and use of the tool over 2 months by 12 journalists in the newsrooms of 3 newspapers. Results from this evaluation revealed that tool use was associated with published news articles rated as more novel but not more valuable than published articles written by the same journalists without the tool. However, tool use did not increase journalist productivity. The evaluation results were used to inform future changes to the digital creativity support tool.
本文报告了一种新的数字支持工具的评估,该工具旨在提高新闻编辑室的记者创造力和生产力。在概述了该工具的原理、交互功能和架构之后,本文报告了3家报纸编辑部的12名记者在2个多月的时间里安装和使用该工具的情况。这项评估的结果显示,使用工具与发表的新闻文章有关,这些文章被评为更新颖,但并不比同一名记者在没有使用工具的情况下撰写的文章更有价值。然而,工具的使用并没有提高记者的工作效率。评估结果被用于通知未来对数字创意支持工具的更改。
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引用次数: 11
256B on the C64 for 8K 在C64上256B, 8K
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3329174
Nick Montfort
A tiny program for the big screen; a classic computer driving the latest, cinematic display. My contribution to the Art Exhibition for Creativity & Cognition / Design Interactive Systems 2019 is a 256-byte executable for the Commodore 64, written in 6502 assembly, for the auditorium's 8K display. This non-interactive program will produce graphical effects using only the character-based facilities of the Commodore 64's VIC-II and producing sound via the system's SID. I describe its relationship to my practice and concrete poetry, retrocomputing, sizecoding, the demoscene, and platform studies. The program's output is suitable for presentation as a "short" with other short experimental motion pictures/executable artworks or prior to one or more longer works. Bridging the border of time and different eras of computing, the program will be run on an original hardware NTSC Commodore 64 (not in emulation) with the video output upscaled.
大屏幕上的小程序;一台经典的电脑驱动着最新的电影般的显示。我对2019年创意与认知/设计交互系统艺术展的贡献是一个256字节的可执行文件,用于Commodore 64,用6502汇编编写,用于礼堂的8K显示器。这个非交互式程序将仅使用Commodore 64的VIC-II的基于字符的设施产生图形效果,并通过系统的SID产生声音。我描述了它与我的实践和具体的诗歌、回溯计算、尺寸编码、演示场景和平台研究的关系。该程序的输出适合与其他简短的实验电影/可执行艺术品或在一个或多个较长的作品之前作为“短”呈现。弥合时间和不同时代计算的边界,该程序将运行在原始硬件NTSC Commodore 64(非模拟)上,视频输出升级。
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引用次数: 1
Reflection on Tacit Knowledge - Effect of Providing EMG Visualization on Reflections on Throwing Clay 对隐性知识的反思——提供肌电可视化对掷土反思的影响
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326576
E. Y. Liu, Michael Nitsche, Benjamin Sugar
Craft practitioners rely on reflection to train and improve their skills. The lack of media to represent and communicate their tacit knowledge makes reflection difficult, especially if this reflection happens after the fact. This paper presents a set-up that tracks and visualizes muscle activities of potters when throwing on the wheel. We use this set-up to investigate the effect of the visualization of potters' muscle activities on their retrospective reflections on their own practice. We conducted a preliminary user study with three expert potters. The preliminary results suggest that externalizing the once implicit muscle activities alters potters' reflection of their own practice and can potentially serve as a medium to communicate the tacit knowledge involved in throwing.
手工艺从业者依靠反思来训练和提高他们的技能。由于缺乏表达和传播隐性知识的媒介,使得反思变得困难,尤其是在事后反思时。本文提出了一个设置,跟踪和可视化的肌肉活动的陶工,当扔在车轮上。我们使用这种设置来研究陶工的肌肉活动可视化对他们对自己实践的回顾性反思的影响。我们与三位制陶专家进行了初步的用户研究。初步结果表明,外化曾经内隐的肌肉活动改变了陶工对自身练习的反映,并可能作为一种媒介来传达与投掷有关的内隐知识。
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引用次数: 7
期刊
Proceedings of the 2019 Conference on Creativity and Cognition
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