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The intersection of poetry and design 诗歌与设计的交集
E. Beatty
Despite parallels between the structure of poetry composition and design tasks, no research has explored these correspondences to better understand the skilled behaviour in these two domains. In Study 1 expert poets were interviewed about their creative practices and a thematic analysis was conducted comparing these practices to key findings concerning the nature of design expertise. In Study 2, poets wrote poems while completing a 'think aloud' protocol and in Study 3 award winning expert poets were interviewed in light of the findings of earlier studies. The results were examined in regards to: (1) the role of "sources of inspiration" [4] in contextualizing activity and informing the creation of novel solution ideas; (2) the involvement of "primary generators" [3] in scoping tasks to core objectives; and (3) the nature of self-questioning and the role that questions take in forming solutions.
尽管诗歌创作的结构和设计任务之间有相似之处,但没有研究探索这些对应关系,以更好地理解这两个领域的熟练行为。在研究1中,专家诗人就他们的创作实践进行了采访,并进行了主题分析,将这些实践与有关设计专业知识性质的关键发现进行了比较。在研究2中,诗人在完成“自言自语”协议的同时写诗,在研究3中,获奖的专家诗人根据早期研究的发现接受了采访。研究结果从以下几个方面进行了检验:(1)“灵感来源”[4]在情境化活动和为创造新颖的解决方案提供信息方面的作用;(2)“主要产生者”[3]参与将任务界定为核心目标;(3)自我质疑的本质和问题在形成解决方案中所起的作用。
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引用次数: 4
Silent barrage: interactive neurobiological art 无声弹幕:互动神经生物学艺术
Riley Zeller-Townson, G. Ben-Ary, P. Gamblen, Peter Gee, Stephen Bobic, Douglas Swehla, Steve M. Potter
Here we present Silent Barrage, a closed loop system in which a culture of rat brain cells is given a new body in the form of a small 'forest' of robotic poles located within an art space. This system allows us to study the relationship between brain and body in both scientific and artistic contexts.
在这里,我们展示了无声弹幕,这是一个闭环系统,在这个系统中,老鼠脑细胞的培养被赋予了一个新的身体,以位于艺术空间内的机器人杆的小“森林”的形式。这个系统使我们能够在科学和艺术的背景下研究大脑和身体之间的关系。
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引用次数: 4
Correlation between coherent heart rate variability and divergent thinking 连贯心率变异性与发散性思维之间的关系
Gina Deininger, Gareth Loudon
In this paper, a new quantitative method is proposed for measuring the unconscious mind in the incubation stage of the creative process. The method uses Heart Rate Variability (HRV) as a measure of the emotional and mental state of the participants. The creative process is measured quantitatively by the degree of divergent thinking shown by participants during a study of idea generation. The aim of the study is to see if there is a correlation between coherent HRV and divergent thinking.
本文提出了一种新的定量方法来测量在创造过程的孵化阶段的无意识心理。该方法使用心率变异性(HRV)来衡量参与者的情绪和精神状态。在一项关于创意产生的研究中,创造性过程是通过参与者所表现出的发散性思维的程度来定量衡量的。这项研究的目的是观察连贯的HRV和发散性思维之间是否存在关联。
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引用次数: 6
Beyond participation: empowerment, control and ownership in youth-led collaborative design 超越参与:青年主导的协作设计中的授权、控制和所有权
Lalya Gaye, Atau Tanaka
We describe a collaborative design project with a group of young people in which an interactive educational information pack for teenagers was implemented. Instead of just providing input to a design project, the young people initiated, controlled and partially implemented the project themselves, with the support of an interdisciplinary research team. Here we present this approach to participatory design research, describe the design process and show that initiative, control, and hands-on engagement in youth-led collaborative design, can bring to the young people a strong sense of ownership and empowerment.
我们描述了一个与一群年轻人合作设计的项目,其中为青少年实施了一个交互式教育信息包。在跨学科研究团队的支持下,年轻人不再只是为设计项目提供输入,而是自己发起、控制和部分实施项目。在这里,我们提出了这种参与式设计研究的方法,描述了设计过程,并表明在青年主导的协作设计中,主动性、控制力和动手参与可以给年轻人带来强烈的主人翁意识和赋权。
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引用次数: 9
Creative-mindedness: when technology helps and when it hinders 创造性思维:当技术提供帮助和阻碍时
G. Claxton
Creative-mindedness is the broad disposition to come up with a good idea when you need one, and work it through. It relies on a number of factors: the absence of beliefs that might cause one to neglect or misrepresent useful aspects of one's own mind; the possession of a rich and partly unsystematic neural compost of experience, snippets and understanding; an intuitive grasp of when and how to think clearly and precisely, and when and how to think vaguely and dreamily; an awkward but irresistible sense of wonderment and scepticism; patience and persistence in the face of confusion and frustration; and the ability to amass and deploy material, spatial, technological and social resources in a way that is fluidly appropriate to the evolving nature of the creative project. This last factor is perhaps the most important of all: the presence of mind to orchestrate both one's own mental resources and habits, and the affordances of the outside world, in a way that optimises their ability to mesh with themselves and with each other. Creativity means being smart about yourself, smart about the world, and smart about how to fit the two together.
创造性思维是指当你需要一个好主意时,你能想出一个好主意,并把它付诸实践。它依赖于许多因素:信念的缺失可能导致一个人忽视或歪曲自己思想的有用方面;拥有丰富的、部分非系统的由经验、片断和理解组成的神经系统;对何时及如何清晰而准确地思考,何时及如何模糊而梦幻地思考的直觉;一种尴尬但不可抗拒的惊奇和怀疑;面对困惑和挫折要有耐心和坚持;以一种适合创意项目不断发展的性质的方式,积累和部署材料、空间、技术和社会资源的能力。最后一个因素可能是最重要的:以一种优化他们与自己和他人相结合的能力的方式,协调自己的精神资源和习惯,以及外部世界的支持。创造力意味着对自己聪明,对世界聪明,以及如何将两者结合起来的聪明。
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引用次数: 4
Capturing 'in the moment' creativity through data triangulation 通过数据三角测量捕捉“当下”的创造力
Erin A. Carroll, C. Latulipe
We present a first attempt at capturing 'in the moment' creativity (ITMC) through a triangulation self-report techniques, external judges, and physiological measures. In our study, participants were asked to sketch for 30 minutes while wearing GSR and EEG; then they retrospectively self-reported their creativity using a custom interface. External judges were also utilized to rate when participants were creative. Our initial results indicate high reliability for self-reporting ITMC, consensus between judges and participants, and that physiological measures trended according to the expectations from research. Our work sets the stage for more extensive research that makes use of temporal measures of creativity.
我们首次尝试通过三角测量自我报告技术、外部判断和生理测量来捕捉“当下”创造力(ITMC)。在我们的研究中,参与者被要求在佩戴GSR和EEG的同时进行30分钟的素描;然后,他们使用自定义界面回顾性地自我报告他们的创造力。外部评委也被用来评价参与者的创造力。我们的初步结果表明,自我报告的ITMC具有较高的可靠性,评委和参与者之间的共识,生理测量的趋势与研究的预期一致。我们的工作为更广泛的研究奠定了基础,这些研究利用了创造力的时间尺度。
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引用次数: 3
Using semantic similarity to predict angle and distance of objects in images 利用语义相似度预测图像中物体的角度和距离
Sterling Somers, J. Gagné, C. Astudillo, J. Davies
A presentation of an Artificial Intelligence (AI) called Visuo that stores and guesses quantitative visual-spatial magnitudes (e.g., sizes of objects). In this analysis, Visuo is used to store polar (angle and distance) relationships between objects in images. It uses a database of tagged images as its memory and approximates unexperienced magnitudes by analogy with semantically related concepts. This shows the transferring of information from high semantically related concepts yielding significantly higher accuracy in angle and distance estimations over using medium or low semantically similar items.
一种名为Visuo的人工智能(AI)的演示,它可以存储和猜测定量的视觉空间大小(例如物体的大小)。在此分析中,Visuo用于存储图像中物体之间的极性(角度和距离)关系。它使用标记图像的数据库作为记忆,并通过与语义相关的概念类比来近似没有经验的大小。这表明,与使用中等或低语义相似的项目相比,从高语义相关概念传递的信息在角度和距离估计方面产生了显著更高的准确性。
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引用次数: 1
Sympathy for Pacman 同情吃豆人
M. Ruby
Our understanding of the digital world is influenced by the interfaces that we use to access it. Traditionally, interfaces are designed to be innocuous so that we do not question the role that they play in our experience. Sympathy for Pacman, addresses both the role and the potential for interfaces. This experimental interface which requires vigorous activity to control makes the user more aware of themselves and their actions. This work addresses interaction from the perspective of fine art, giving viewers a look at how digital elements and digital space can be translated into the physical world. By creating a piece that is not strictly practical, participants are given the opportunity to consider alternative connections and understanding of digital media while questioning their relationship to it.
我们对数字世界的理解受到我们用来访问它的接口的影响。传统上,界面被设计成无害的,这样我们就不会质疑它们在我们的体验中所扮演的角色。《同情吃豆人》同时强调了角色和界面的潜力。这个实验性的界面需要剧烈的活动来控制,这让用户更加意识到自己和自己的行为。这件作品从美术的角度探讨了互动,让观众看到数字元素和数字空间是如何转化为现实世界的。通过创造一个不严格实用的作品,参与者有机会在质疑他们与数字媒体的关系的同时,考虑不同的联系和对数字媒体的理解。
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引用次数: 0
Beyond Eco-feedback: using art and emotional attachment to express energy consumption 超越生态反馈:用艺术和情感依恋来表达能量消耗
Valentina Nisi, D. Nicoletti, R. Nisi, N. Nunes
This paper describes several art based eco-feedback concepts conceived around the potential of emotional attachment between people and the natural environment. Starting from a sensor-infrastructure that looks at how families consume electricity in their homes, we investigate several artistic visualizations of the Madeiran local landscapes exploring the connection between families and elements of the endemic laurel forest. The approach described here leverages digital art as a means to go beyond traditional eco-feedback technology. By coupling people and the forest landscapes we intend to narrow the physical, temporal and psychological gaps between our everyday actions and nature. We explore how people can build a direct emotional connection between their daily energy consumption and the impact on the natural environment (such as climate change and related forest fires, mudslides, desertification and erosion).
本文描述了几个基于艺术的生态反馈概念,这些概念是围绕人与自然环境之间情感依恋的潜力而构思的。从传感器基础设施开始,观察家庭如何在家中消耗电力,我们研究了马德拉当地景观的几个艺术可视化,探索家庭与特有月桂森林元素之间的联系。这里描述的方法利用数字艺术作为一种超越传统生态反馈技术的手段。通过将人与森林景观结合起来,我们希望缩小我们日常行为与自然之间的物理、时间和心理差距。我们探索人们如何在日常能源消耗和对自然环境的影响(如气候变化和相关的森林火灾、泥石流、荒漠化和侵蚀)之间建立直接的情感联系。
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引用次数: 21
Morphing robotic environment shaped by and shaping kindergarteners, reaching for the stars 由幼儿园小朋友塑造的机器人环境,伸手摘星星
Anthony Threatt, K. Green, J. Merino, I. Walker, Michelle V. Buckley, M. S. Ellison
Our world is digital, physical, social and technological. Informal learning environments that are likewise digital, physical, social and technological have the potential to afford children with creative, informal learning explorations. Following from Antle's concept of "embodied child-computer interaction" and Vygotsky's "cycle of creative imagination," we demonstrate an intelligent, robotic informal learning environment at room-scale targeted for K-3 visitors to a regional children's museum. Our reconfigurable environment is, in essence, co-adaptive, allowing the physical learning environment and young students to mutually change and develop through iterative interactions.
我们的世界是数字化的、物质化的、社会化的和科技化的。非正式学习环境同样是数字化的、物理的、社会的和技术的,有可能为儿童提供创造性的、非正式的学习探索。根据Antle的“儿童-电脑互动”概念和Vygotsky的“创造性想象力循环”,我们为一个地区儿童博物馆的K-3级游客展示了一个智能的、机器人的非正式学习环境。从本质上讲,我们的可重构环境是共同适应的,允许物理学习环境和年轻学生通过迭代互动相互改变和发展。
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引用次数: 1
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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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