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.
{"title":"Virtual Artistry: Virtual Reality Translations of Two-Dimensional Creativity","authors":"L. Herman, Stefanie Hutka","doi":"10.1145/3325480.3326579","DOIUrl":"https://doi.org/10.1145/3325480.3326579","url":null,"abstract":"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.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126844858","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 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。
{"title":"Crowd in C","authors":"Sang Won Lee, Aaron Willette","doi":"10.1145/3325480.3329178","DOIUrl":"https://doi.org/10.1145/3325480.3329178","url":null,"abstract":"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.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"82 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123259656","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: Session 5: Creativity in Practice","authors":"Andrew M. Webb","doi":"10.1145/3340698","DOIUrl":"https://doi.org/10.1145/3340698","url":null,"abstract":"","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126361900","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}
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。
{"title":"Natura Machina: Teenage Meadow","authors":"Kuan-Ju Wu, Andrew McGregor","doi":"10.1145/3325480.3329169","DOIUrl":"https://doi.org/10.1145/3325480.3329169","url":null,"abstract":"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.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114215703","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}
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.
{"title":"An Embodied Approach to AI Art Collaboration","authors":"Christopher Andrews","doi":"10.1145/3325480.3325506","DOIUrl":"https://doi.org/10.1145/3325480.3325506","url":null,"abstract":"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.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"331 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122745717","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}
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.
{"title":"Understanding and Augmenting Ideation Processes","authors":"Maximilian Mackeprang","doi":"10.1145/3325480.3326563","DOIUrl":"https://doi.org/10.1145/3325480.3326563","url":null,"abstract":"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.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131249203","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}
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.
{"title":"Tools for Public Participation in Science: Design and Dissemination of Open-Science Hardware","authors":"Piyum Fernando","doi":"10.1145/3325480.3326560","DOIUrl":"https://doi.org/10.1145/3325480.3326560","url":null,"abstract":"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.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134005795","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}
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.
{"title":"Tool for Map Creation and Map Interaction During Tabletop Game Sessions","authors":"Emily Hery, Glenda Drew","doi":"10.1145/3325480.3326548","DOIUrl":"https://doi.org/10.1145/3325480.3326548","url":null,"abstract":"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.","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113984460","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: Session 6: Co-Creation + Behavior","authors":"Sang Won Lee","doi":"10.1145/3340700","DOIUrl":"https://doi.org/10.1145/3340700","url":null,"abstract":"","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123336281","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: Session 3: Sound <== Performance","authors":"D. Long","doi":"10.1145/3340696","DOIUrl":"https://doi.org/10.1145/3340696","url":null,"abstract":"","PeriodicalId":415260,"journal":{"name":"Proceedings of the 2019 Conference on Creativity and Cognition","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126039280","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}