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

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The Artist as Model User: Reflections on Creating with a Quantified Self 作为模型使用者的艺术家:对量化自我创作的思考
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325492
Shaleph J. O'Neill
The idea of the 'model user' is well established in Computer Science. However, the usual practice of establishing a model user might not be appropriate within the context of personal data where such models are potentially limiting and exclusory. The domain of self-tracking data art offers an alternative view on the concept of the Quantified Self. The model user then becomes that of the data artist. An 'edge case' where the user's representation of 'self' is determined more by creative skills and less by the tools used. Moreover, it is argued that models of creativity could be useful in order to understand the concept of Quantified Self as an on-going process. The Mace and Ward model is given particular attention and examples of artists work, including the author's own, are discussed in order to highlight the complexity of the issues they face and the ways in which they overcome them.
“模型用户”的概念在计算机科学中得到了很好的确立。但是,通常建立模型用户的做法可能不适用于个人数据,因为这些模型可能具有限制性和排他性。自我跟踪数据艺术领域提供了另一种关于量化自我概念的观点。然后,模型用户就变成了数据艺术家。一种“边缘情况”,即用户对“自我”的表现更多地取决于创造性技能,而不是所使用的工具。此外,有人认为,创造力的模型可能是有用的,以便理解量化自我的概念,作为一个持续的过程。梅斯和沃德模型得到了特别的关注,并讨论了艺术家作品的例子,包括作者自己的作品,以突出他们面临的问题的复杂性以及他们克服这些问题的方式。
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引用次数: 5
Relating Cognitive Models of Design Creativity to the Similarity of Sketches Generated by an AI Partner 将设计创造力的认知模型与AI伙伴生成的草图的相似性联系起来
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325488
Pegah Karimi, N. Davis, M. Maher, Kazjon Grace, L. Lee
This paper presents and evaluates a new method for inspiring creativity in a co-creative design system. The method uses a computational model of aconceptual shift based on clustering of deep features from a database of sketches. The co-creative sketching tool maps a user's sketch to a sketch of a distinct category that has high, medium, or low visual and semantic similarity. We hypothesize that the degree of similarity between the user's and the system's sketches is associated with a range of cognitive models of creativity in a design context. We report on the findings of an empirical study that analyzes different design scenarios in which the user sketches in response to a proposed conceptual shift. The findings show that how similar the computational agent's sketch is to the user's original sketch is related to the presence of three types of design creativity in the user's response: combinatorial, exploratory, and transformational.
本文提出并评价了一种在共同创造设计系统中激发创造力的新方法。该方法使用基于草图数据库中深度特征聚类的概念转移计算模型。共同创作草图工具将用户的草图映射到具有高、中或低视觉和语义相似性的不同类别的草图上。我们假设用户草图和系统草图之间的相似程度与设计环境中创造力的一系列认知模型有关。我们报告了一项实证研究的结果,该研究分析了不同的设计场景,其中用户在响应提议的概念转变时绘制草图。研究结果表明,计算代理的草图与用户原始草图的相似程度与用户反应中三种设计创造力的存在有关:组合、探索和转换。
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引用次数: 10
Designing Manipulative Tools for Creative Multi and Cross-Cultural Storytelling 为创造性的多文化和跨文化讲故事设计操纵工具
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325501
C. Sylla, Íris Susana Pires Pereira, Gabriela Sá
This paper presents and discusses the preliminary findings of a research focusing on the design and use of Mobeybou, a digital manipulative aimed at promoting the collaborative creation of multicultural and cross-cultural stories among young children. We frame the research in the wider discussion of the 21st century skills and competencies, and present the digital manipulative as the product of a participatory design methodology. We discuss narratology, multiculturalism, embodiment and collaboration as the cornerstone ideas underpinning the design of Mobeybou. We also show how storytelling is envisioned as implying the creative use of the multicultural and multimodal information that is offered to users in the form of constraints and open-ended options. A pilot study, carried out with twelve 8-year-old children, has validated these design options and offered interesting insights for its further development. Here, we present the interface and discuss the feedback provided in the user study.
本文介绍并讨论了一项关于Mobeybou的设计和使用的初步研究结果,Mobeybou是一种旨在促进幼儿多文化和跨文化故事合作创作的数字操作工具。我们将研究框架置于21世纪技能和能力的更广泛讨论中,并将数字操作作为参与式设计方法的产物。我们讨论了叙事学、多元文化主义、化身和协作作为莫贝布设计的基石思想。我们还展示了如何将讲故事设想为暗示以约束和开放式选项的形式提供给用户的多元文化和多模式信息的创造性使用。一项针对12名8岁儿童的试点研究验证了这些设计方案,并为其进一步发展提供了有趣的见解。在这里,我们展示了界面并讨论了用户研究中提供的反馈。
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引用次数: 16
Session details: Poster & Demo Reception 会议详情:海报和演示招待会
Pub Date : 2019-06-13 DOI: 10.1145/3340704
Andrew M. Webb, Joy Kim
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引用次数: 0
Signal Processing as Practice: Trial-and-Error Revision of the Sensorimotor Dynamics of a Hybrid Violin 作为实践的信号处理:混合小提琴的感觉运动动力学的试错修正
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326551
S. Thorn
This paper describes the evolution of a "hybrid violin" developed and played by the author and reflects on the process of developing its sensorimotor dynamics as a salient affordance of real-time digital signal processing. The hybrid violin consists of a technical ensemble of hardware and software elements, including an acoustic violin, microphone, custom sensor glove (alto.glove), and customized ergonomic shoulder rest embedded with voice coils for haptic feedback coupled to digital audio output. Through trial-and-error revision by the designer, sensory feedforward and feedback paths are effectively symmetrized, thereby engaging the claim of the "enactive" approach to cognition as a creative practice: perception drives action and action drives perception. The hybrid violin catalyzes improvised performance insofar as it is responsive to all gesture and embeds no assumptions about expressive intention. The system allows for experimentation with violin technique by continuously and intensively tracking gestural and auditory inputs.
本文描述了由作者开发和演奏的“混合小提琴”的演变,并反映了其感觉运动动力学作为实时数字信号处理的显著特征的发展过程。这款混合小提琴由硬件和软件组成,包括原声小提琴、麦克风、定制传感器手套(alto.glove)和定制的人体工程学肩托,肩托内嵌有用于触觉反馈和数字音频输出的音圈。通过设计师的试错修正,感官前馈和反馈路径被有效地对称,从而将认知的“行动”方法作为一种创造性实践:感知驱动行动,行动驱动感知。混合小提琴催化了即兴表演,因为它对所有手势都有反应,并且没有嵌入对表达意图的假设。该系统允许实验小提琴技术,通过持续和密集地跟踪手势和听觉输入。
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引用次数: 1
Unpacking the Thinking and Making Behind a Slow Technology Research Product with Slow Game 用慢游戏解析慢科技研究产品背后的思考与制作
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326567
William Odom, Ishac Bertran, Garnet D. Hertz, Henry W. J. Lin, Amy Yo Sue Chen, Matthew Harkness, Ron Wakkary
Motivated by prior work on everyday creativity, we adopt a design-oriented approach seeks to move beyond designing for explicit interactions to also include the implicit, incremental and, at times even, unknowing encounters that slowly emerge among people, technologies, and artifacts over time. We contribute an investigation into designing for slowness grounded in the practice of making a design artifact called Slow Game. We offer a detailed critical-reflective accounting of our process of making Slow Game into a research product. In attending to key design moves across our process, we reveal hidden challenges in designing slow technology research products and discuss how our findings can be mobilized in future work.
受之前关于日常创造力工作的启发,我们采用以设计为导向的方法,寻求超越为明确的交互设计,还包括随着时间的推移,在人、技术和人工制品之间慢慢出现的隐含的、增量的、有时甚至是未知的接触。我们在制作一款名为“慢游戏”的设计作品的实践中,对慢性设计进行了调查。我们提供了一个详细的批判性反思会计我们的过程,使慢游戏成为一个研究产品。在关注我们整个过程中的关键设计动作时,我们揭示了在设计缓慢的技术研究产品时隐藏的挑战,并讨论了如何将我们的发现动员到未来的工作中。
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引用次数: 18
Session details: Artworks 会议详情:艺术品
Pub Date : 2019-06-13 DOI: 10.1145/3340703
J. Crandall, J. Fritsch
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引用次数: 0
Session details: Keynote 3 (joint with DIS) 会议细节:主题演讲3(与DIS联合)
Pub Date : 2019-06-13 DOI: 10.1145/3340699
S. Harrison
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引用次数: 0
Supporting Creative Workers with Crowdsourced Feedback 用众包反馈支持创意工作者
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326556
J. Oppenlaender
Online feedback systems have gained in popularity in recent years. These systems have the potential to provide vast amounts of feedback from the crowd. My dissertation explores how creative workers can be assisted in evaluating this crowdsourced feedback. I qualitatively explored and studied this issue in three different feedback systems. Future work will develop a framework for recommending feedback evaluation strategies for different feedback types in the context of creative work and potentially massive amounts of crowdsourced feedback.
近年来,在线反馈系统越来越受欢迎。这些系统有可能从人群中提供大量的反馈。我的论文探讨了如何帮助创意工作者评估这种众包反馈。我在三种不同的反馈系统中定性地探索和研究了这个问题。未来的工作将开发一个框架,用于在创造性工作和潜在的大量众包反馈的背景下,为不同的反馈类型推荐反馈评估策略。
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引用次数: 2
The Effect of Social Interaction on Facilitating Audience Participation in a Live Music Performance 社会互动对促进现场音乐表演观众参与的影响
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325509
Sang Won Lee, Aaron Willette, Danai Koutra, Walter S. Lasecki
Facilitating audience participation in a music performance brings with it challenges in involving non-expert users in large-scale collaboration. A musical piece needs to be created live, over a short period of time, with limited communication channels. To address this challenge, we propose to incorporate social interaction through mobile music instruments that the audience is given to play with, and examine how this feature sustains and affects the audience involvement. We test this idea with an audience participation music system, Crowd in C. We realized a participation-based musical performance with the system and validated our approach by analyzing the interaction traces of the audience at a performance. The result indicates that the audience members were actively engaged throughout the performance, with multiple layers of social interaction available in the system. We also present how the social interactivity among the audience shaped their interaction in the music making process.
促进观众参与音乐表演带来了让非专业用户参与大规模协作的挑战。音乐作品需要在短时间内现场创作,传播渠道有限。为了应对这一挑战,我们建议通过提供给观众的移动乐器来整合社交互动,并研究这一功能如何维持和影响观众的参与。我们用一个观众参与音乐系统Crowd in c来测试这个想法。我们用这个系统实现了一个基于参与的音乐表演,并通过分析表演中观众的互动痕迹来验证我们的方法。结果表明,观众在整个演出过程中都是积极参与的,在系统中有多层次的社会互动。我们也展示了观众之间的社会互动如何在音乐制作过程中塑造他们的互动。
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引用次数: 11
期刊
Proceedings of the 2019 Conference on Creativity and Cognition
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