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

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Virtual Artistry: Virtual Reality Translations of Two-Dimensional Creativity 虚拟艺术:二维创意的虚拟现实翻译
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326579
L. Herman, Stefanie Hutka
This study seeks to provide insight into two-dimensional (2D) artists' approach to three-dimensional (3D) creativity within a virtual environment. Specifically, this research investigates the widespread assumption that Virtual Reality (VR) provides a natural interface by which traditionally 2D-centric artists may explore 3D content creation. Using a prototype of Canvox, a VR tool that uses voxels to represent 3D space with a single stroke [1], we performed a qualitative study in which artists were observed producing familiar assets in a virtual space. Here, we present data on 2D artists' expectations for the User Interface (Space, Navigation, Scale, Tool Accessibility, Lighting), Functionality (Tool Functionality, Materials, Brushes, Primitives), Applications (Communication Mechanisms, Use Cases), and User Mindset (Ideation, Creation, Opportunities) for VR creation. Our results offer insights into the bifurcations between artists' mental models of 2D and VR creativity: in VR, artists expect to create content, while in 2D, artists expect to render representations of content. We also demonstrate the potential use cases of this emerging creative platform.
本研究旨在深入了解二维(2D)艺术家在虚拟环境中实现三维(3D)创造力的方法。具体来说,这项研究调查了一个普遍的假设,即虚拟现实(VR)提供了一个自然的界面,传统上以2d为中心的艺术家可以通过它来探索3D内容的创作。使用Canvox的原型,这是一种使用体素用单个笔画表示3D空间的VR工具[1],我们进行了定性研究,观察艺术家在虚拟空间中制作熟悉的资产。在这里,我们展示了2D艺术家对VR创作的用户界面(空间,导航,规模,工具可访问性,照明),功能(工具功能,材料,画笔,原语),应用程序(通信机制,用例)和用户心态(构思,创造,机会)的期望数据。我们的研究结果揭示了艺术家对2D和VR创造力的思维模式之间的分歧:在VR中,艺术家希望创造内容,而在2D中,艺术家希望呈现内容。我们还展示了这个新兴创意平台的潜在用例。
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引用次数: 9
Crowd in C C中的人群
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3329178
Sang Won Lee, Aaron Willette
We introduce an audience participation system for a music piece, Crowd in C. A distributed musical instrument is implemented entirely on a web browser for an audience to easily participate in music making with their smartphones and to generate sound on their palms. This web-based instrument is designed to encourage an audience to play music together and to interact with other audience members. Each participant composes a short musical tune that will be a musical profile of oneself. Once a profile is submitted, they can browse other people's profiles and play a pattern they like in pairs as if one improvises with another musician. The use of musical profiles is a metaphor for online dating websites and the network created by the instrument mimics such social interaction where a user browses profiles, likes someone, and mingle with other online users.
我们为一件音乐作品《Crowd in c》引入了一个观众参与系统。一个完全在网络浏览器上实现的分布式乐器,让观众可以轻松地用智能手机参与音乐制作,并在他们的手掌上产生声音。这款基于网络的乐器旨在鼓励观众一起演奏音乐,并与其他观众互动。每个参与者创作一个简短的音乐曲调,这将是自己的音乐简介。一旦提交了个人资料,他们就可以浏览其他人的个人资料,并成对演奏他们喜欢的模式,就像一个人与另一个音乐家即兴演奏一样。音乐档案的使用是在线约会网站的隐喻,由乐器创建的网络模仿了这样的社交互动,用户浏览档案,喜欢某人,并与其他在线用户交流。
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引用次数: 3
Session details: Session 5: Creativity in Practice 会议详情:第五部分:实践中的创造力
Pub Date : 2019-06-13 DOI: 10.1145/3340698
Andrew M. Webb
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引用次数: 0
Natura Machina: Teenage Meadow Natura Machina:青少年草地
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3329169
Kuan-Ju Wu, Andrew McGregor
Natura Machina: Teenage Meadow symbiotically combines plants and robotics in a harmonious relationship as part of a long-term goal of creating art that is simultaneously a new life form that can exist in nature. The work consists of silicone rubber elastomer, air pumps, sensors, and reindeer moss lichen. It inflates and deflates rhythmically like the movement of breathing. Similar to a teenager's nature, it will react to a stranger's presence, especially when touched.
Natura Machina:十几岁的草地将植物和机器人以和谐的关系共生在一起,作为创造艺术的长期目标的一部分,同时也是一种可以在自然中存在的新生命形式。这项工作由硅橡胶弹性体、气泵、传感器和驯鹿苔藓地衣组成。它像呼吸一样有节奏地膨胀和收缩。与青少年的天性相似,它会对陌生人的存在做出反应,尤其是被触摸的时候。
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引用次数: 1
An Embodied Approach to AI Art Collaboration AI艺术合作的具体方法
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3325506
Christopher Andrews
AI art tools based on interactive evolutionary computation provide a form of creative collaboration between the user and machine. While some see the involvement of the user in the process as indication of the failure to truly develop computational creativity, another perspective would view it as an instance of a distributed system leveraging the strength of both the human and the computer. ImageSpace was developed to explore this dynamic further, providing an embodied interface based on spatial layout to make the communication more fluid. This paper discusses the way information is exchanged through interaction with the space, and how it can improve the experience of creating artwork with the system.
基于交互式进化计算的AI美术工具为用户和机器之间提供了一种创造性的协作形式。虽然有些人认为用户参与这一过程表明没有真正发展计算创造力,但另一种观点将其视为利用人与计算机力量的分布式系统的一个实例。ImageSpace的开发是为了进一步探索这种动态,它提供了一个基于空间布局的具体界面,使通信更加流畅。本文讨论了通过与空间的互动来交换信息的方式,以及如何通过系统来改善艺术创作的体验。
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引用次数: 3
Understanding and Augmenting Ideation Processes 理解和增强思维过程
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326563
Maximilian Mackeprang
To effectively support individual contributors in large scale ideation settings, we need a computational understanding of their cognitive processes. Although related work exists that references models from psychology, there are two shortcomings in existing approaches: First, they only analyse ideas on a statistical level. Second, they lack a notion of individual ideator differences. This work proposes a new user model for ideation, based on process-models from psychology and knowledge-graph based information extraction from submitted idea-texts. By building a computational model of ideation, this work aims to enable new graph-based analysis methods of cognitive ideation processes and new approaches to adaptive ideation support systems. These systems could be used to detect and counter fixation in individuals and to guide group efforts based on categories that should be explored.
为了有效地支持大规模构思环境中的个人贡献者,我们需要对他们的认知过程进行计算理解。虽然已有相关工作参考了心理学模型,但现有方法存在两个缺点:第一,它们只在统计层面上分析思想。其次,他们缺乏个体观念差异的概念。这项工作提出了一个新的用户构思模型,该模型基于心理学的过程模型和基于知识图的从提交的想法文本中提取信息的模型。通过建立一个思维的计算模型,本研究旨在为认知思维过程提供新的基于图的分析方法,并为自适应思维支持系统提供新的途径。这些系统可用于检测和对抗个人的固定,并根据应探索的类别指导群体努力。
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引用次数: 1
Tools for Public Participation in Science: Design and Dissemination of Open-Science Hardware 公众参与科学的工具:开放科学硬件的设计与传播
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326560
Piyum Fernando
The Open Science Hardware (OSH) movement has been gaining momentum to make scientific instruments widely accessible through open-source blueprints or DIY kits which can be built for a fraction of the cost of their commercial counterparts. Even though the designs of OSH are freely and openly available over the internet, in most cases, building or assembling science equipment from online designs require knowledge and skills in areas such as digital fabrication and basic electronics. Due to this, some open science practitioners face a multitude of challenges when replicating or customizing those designs to be used in their science experiments.To this end, through ethnographic field work and participatory design, my doctoral research explores such practical challenges faced by open science practitioners and tries to create new mediums and workflows to support efficient and inclusive dissemination of OSH.
开放科学硬件(OSH)运动已经获得了动力,通过开源蓝图或DIY套件使科学仪器广泛可用,这些工具可以以其商业同类产品的一小部分成本构建。尽管职业安全与卫生的设计在互联网上是免费和公开的,但在大多数情况下,根据在线设计建造或组装科学设备需要数字制造和基础电子等领域的知识和技能。因此,一些开放科学实践者在复制或定制这些设计以用于他们的科学实验时面临着许多挑战。为此,通过民族志实地工作和参与式设计,我的博士研究探索了开放科学从业者面临的实际挑战,并试图创造新的媒介和工作流程,以支持有效和包容的职业安全与健康传播。
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引用次数: 9
Tool for Map Creation and Map Interaction During Tabletop Game Sessions 在桌面游戏会话中的地图创建和地图交互工具
Pub Date : 2019-06-13 DOI: 10.1145/3325480.3326548
Emily Hery, Glenda Drew
Tabletop board games are a collaborative creative process that can benefit from new technical tools to augment game sessions. This demo is an interactive map creator made to create and display dungeon maps for people who play tabletop board games. It has an editing component for people to make maps, and a display component to view and interact with those maps. Users can engage with the demo on two levels, as a creator making dungeon maps, or as a player exploring them.
桌面游戏是一种协作式的创造过程,可以从新技术工具中获益,从而增加游戏时间。这个演示是一个交互式地图创建器,用于为玩桌面游戏的人创建和显示地下城地图。它有一个编辑组件供人们制作地图,还有一个显示组件用于查看这些地图并与之交互。用户可以在两个层面上参与演示,作为制作地下城地图的创造者,或者作为探索地下城地图的玩家。
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引用次数: 4
Session details: Session 6: Co-Creation + Behavior 会议详情:会议六:共同创造+行为
Pub Date : 2019-06-13 DOI: 10.1145/3340700
Sang Won Lee
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引用次数: 0
Session details: Session 3: Sound <== Performance 会话详细信息:会话3:Sound <== Performance
Pub Date : 2019-06-13 DOI: 10.1145/3340696
D. Long
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引用次数: 0
期刊
Proceedings of the 2019 Conference on Creativity and Cognition
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