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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference最新文献

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From motion to life: A design process 从运动到生活:一个设计过程
P. Guerra
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引用次数: 0
Explorations of Interactive Research Artifacts in Use: Applying Research through Design to Understand Ways Scholars Leverage Interactivity in their Research Practices 探索使用中的交互式研究人工制品:通过设计应用研究来理解学者在其研究实践中利用交互性的方式
A. Curtis
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引用次数: 0
Iterative City 迭代的城市
A. Thompson
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引用次数: 0
"zones of flow (iii)": a Paper and Light-based Immersive Water Environment 流动地带(iii)基于纸和光的沉浸式水环境
Rocio von Jungenfeld
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引用次数: 0
Proceedings of the 13th ACM SIGCHI Conference on Creativity and Cognition, C&C 2021, Virtual Event / Venice, Italy, June 22-23, 2021 第13届ACM SIGCHI创意与认知会议论文集,C&C 2021,虚拟事件/意大利威尼斯,2021年6月22日至23日
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引用次数: 0
The Creative Proteus Effect: How Self-Similarity, Embodiment, and Priming of Creative Stereotypes with Avatars Influences Creative Ideation 创造性的普罗特斯效应:自我相似性、化身化和启动创造性刻板印象如何影响创造性思维
A. D. Rooij, S. Land, Shelly van Erp
Creative ideation can be enhanced in 3D virtual environments by manipulating the appearance of a user's avatar so that it primes a creative stereotype. However, not much is known about the factors that influence the effectiveness of using avatars to enhance creativity. In this study we investigate experimentally whether the degree to which users identify with their avatar moderates their actual ability to generate creative ideas. The results suggest that a non-creative avatar (office worker stereotype) diminishes creativity, but our creative avatar (artist stereotype) does not augment creativity. The similarity in appearance between the user and its avatar positively moderates, whereas its perceived embodiment with the avatar negatively moderates the ability to generate creative ideas. However, the study also suggests that self-similarity might be an even more effective way to support creative ideation than priming creative stereotypes. Therefore, this study (i) contributes that self-similarity and embodiment moderate the effectiveness of using an avatar to prime creative stereotypes to enhance creative ideation, and (ii) points toward a novel way to enhance creative ideation in virtual environments, by using avatars that look just like yourself.
在3D虚拟环境中,可以通过操纵用户头像的外观来增强创造性思维,从而引发创造性刻板印象。然而,对于影响使用虚拟形象来增强创造力的有效性的因素,我们了解的并不多。在这项研究中,我们实验调查了用户认同他们的虚拟形象的程度是否会调节他们产生创造性想法的实际能力。结果表明,一个非创造性的化身(办公室工作人员的刻板印象)会削弱创造力,但我们的创造性化身(艺术家的刻板印象)不会增加创造力。用户与其虚拟形象之间的外表相似性会积极调节用户产生创造性想法的能力,而虚拟形象的感知化身则会消极调节用户产生创造性想法的能力。然而,该研究还表明,自我相似性可能是一种比启动创造性刻板印象更有效的支持创造性思维的方式。因此,本研究(i)表明,自相似性和化身调节了使用虚拟形象来启动创造性刻板印象以增强创造性思维的有效性;(ii)指出了一种新的方法,通过使用与自己看起来很像的虚拟形象来增强虚拟环境中的创造性思维。
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引用次数: 21
A Tangible Interface for Contemporary Wayang Kulit 当代Wayang Kulit的有形界面
M. Varela, Daniel Sim Yong En
Digital Archives cannot capture certain aspects that are fundamental to theatrical performances: embodiment, co-presence and the cultural history of specific objects. A Tangible User Interface (TUI) was developed using Arduino components, Node.js and movement conventions from contemporary Javanese shadow puppetry in order to craft a user experience that communicates aspects of performance that are lost in digitization.
数字档案无法捕捉戏剧表演的某些基本方面:具体对象的体现、共同存在和文化历史。使用Arduino组件,Node.js和当代爪哇皮影戏的运动惯例开发了一个有形用户界面(TUI),以制作用户体验,传达在数字化中丢失的性能方面。
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引用次数: 1
Emotion Hero 情感的英雄
Ruben van de Ven
What does it mean to feel 62% joy, and 15% surprised? Over the past years the digitization of emotions is booming business: multimillion dollar investments are made in technologies of which is claimed that they give companies an objective view in their consumers' feelings. The video-game-artwork Emotion Hero challenges the user to investigate this claim and question the premise of the technology. Emotion Hero is a two-part artwork. On the one hand is a video-game that is freely downloadable for everybody with an Android device. Inspired by Guitar Hero, the user scores points by following given cues. It provides detailed feedback on the mechanics of the face. The second part is a projection that shows a grid with aggregated scores of the game, that updates live. In its design, the grid refers to 19th century positivist practices.
62%的快乐,15%的惊讶是什么意思?在过去的几年里,情感的数字化正在蓬勃发展:数百万美元的投资被用于技术,据称这些技术可以让公司客观地看待消费者的感受。电子游戏作品《情感英雄》挑战用户去调查这一说法,并质疑这项技术的前提。《情感英雄》由两部分组成。一方面是一款电子游戏,所有Android设备用户都可以免费下载。受《吉他英雄》(Guitar Hero)的启发,用户通过遵循给定的线索来得分。它提供了面部结构的详细反馈。第二部分是投影,它显示了一个带有游戏总分的网格,并实时更新。在其设计中,网格参考了19世纪的实证主义实践。
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引用次数: 3
Translations 2.2013 翻译2.2013
João dos Santos
Translations 2.2013 is a digital device for the presentation of drawings, based on the interpretation and translation of others' drawings data. On this work it is proposed the experience of the perception of the duration of the act of drawing, as well as of other representations for its data, as a way to place the observer on the position of interpreter and creator of a mental copy of the drawing. The drawings being displayed have been previously produced using another device's module, constituted by a digital drawing machine and a person to make the drawing, that will record, on a text file, the data corresponding to every pixel's position and its quantity. Translations 2.2013 is a device that interprets and transforms these data in a copy drawing of its original and in graphs of the relation of each pixel's position and the duration of the drawing process. This drawing presentation has the duration of one day, happening pixel-by-pixel, in order to accentuate the act of drawing as a performative act inscribed in a duration. By turning the revelation of the drawing in an extremely slow process it becomes relevant the observer's perception as a subjective and creative action.
Translations 2.2013是一种基于他人图纸数据的解释和翻译的数字设备,用于展示图纸。在这项工作中,它提出了对绘图行为持续时间的感知体验,以及对其数据的其他表示,作为一种将观察者置于绘图心理副本的解释者和创造者的位置的方式。所展示的图纸是先前使用另一设备的模块制作的,该模块由数字绘图机和绘图人员组成,该模块将在文本文件中记录对应于每个像素的位置和数量的数据。Translations 2.2013是一种设备,可以将这些数据以原始图像的复制图和每个像素位置与绘制过程持续时间的关系图表的形式进行解释和转换。这个绘画展示有一天的持续时间,一个像素一个像素地发生,以强调绘画行为作为一个持续时间内的表演行为。通过在一个极其缓慢的过程中转变绘画的启示,它变得与观察者的感知相关,成为一种主观和创造性的行为。
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引用次数: 0
Enhancing Orientation and Mobility Skills in Learners who are Blind through Video gaming. 通过视频游戏提高盲人学习者的定向和行动技能。
Jaime Sánchez, Matías Espinoza, Marcia de Borba Campos, Lotfi B Merabet

In this work we present the results of the cognitive impact evaluation regarding the use of Audiopolis, an audio and/or haptic-based videogame. The software has been designed, developed and evaluated for the purpose of developing orientation and mobility (O&M) skills in blind users. The videogame was evaluated through cognitive tasks performed by a sample of 12 learners. The results demonstrated that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged blind learners.

在这项工作中,我们展示了关于使用Audiopolis(一款基于音频和/或触觉的视频游戏)的认知影响评估结果。该软件的设计、开发和评估的目的是培养盲人用户的定向和移动(O&M)技能。这个视频游戏是通过12个学习者的认知任务来评估的。结果表明,使用Audiopolis对学龄盲人学习者的操作与维护技能的发展和使用有积极的影响。
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引用次数: 14
期刊
Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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