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Convergence of self-report and physiological responses for evaluating creativity support tools 评估创造力支持工具的自我报告和生理反应的融合
Erin A. Carroll
Creativity is a fuzzy, complex concept with a wide range of definitions and theories. Since there is no single agreed upon methodology for recognizing and evaluating creativity, this makes it particularly difficult to evaluate how well a creativity support tool (CST) supports the creativity of a user. My dissertation will be concerned with evaluating CSTs through the development of new quantitative metrics and methodologies. In this paper, I discuss research plans for my dissertation, which includes both existing work and new directions for my research.
创造力是一个模糊、复杂的概念,有着广泛的定义和理论。由于没有单一的公认的方法来识别和评估创造力,这使得评估创造力支持工具(CST)对用户创造力的支持程度特别困难。我的论文将通过开发新的定量指标和方法来评估CSTs。在本文中,我讨论了我的论文的研究计划,包括现有的工作和新的研究方向。
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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
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
MusEEGk: design of a BCMI 一个BCMI的设计
Yee Chieh Denise Chew, Eric Caspary
We present a novel integration of a brain-computer interface (BCI) with a music step sequencer. Previous BCIs that utilize EEG data to form music provide users little control over the final composition or do not provide enough feedback. Our interface allows a user to create and modify a melody in real time and provides continuous aural and visual feedback to the user, thus affording a controllable means to achieve creative expression.
我们提出了一种新的脑机接口(BCI)与音乐步序器的集成。以前的脑机接口利用脑电图数据来形成音乐,用户对最终的作曲几乎没有控制,或者没有提供足够的反馈。我们的界面允许用户实时创建和修改旋律,并为用户提供持续的听觉和视觉反馈,从而提供一种可控的手段来实现创造性的表达。
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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
Formally modeling pretend object play 正式建模假装对象玩
Alexander Zook, Brian Magerko, Mark O. Riedl
We address the problem of building computational agents that are capable of play. Existing research has examined the forms, characteristics, and processes involved in various kinds of play at a high level. However, this research does not provide a unified framework at a level of detail sufficient for building computational agents that can play. As a step toward addressing this gap we synthesize diverse research on pretend play to recognize important components of pretend play agents. We also develop a formal model of one key component of pretend play, pretend object play, and present a computational implementation of this model. Our work provides initial criteria for the content and processes necessary for pretend play agents.
我们解决的问题是建立能够玩耍的计算代理。现有的研究已经在高水平上考察了各种游戏的形式、特征和过程。然而,这项研究并没有在足够详细的层面上提供一个统一的框架来构建可以发挥作用的计算代理。作为解决这一差距的一步,我们综合了各种关于假装游戏的研究,以识别假装游戏代理的重要组成部分。我们还开发了一个正式的模型,模拟游戏的一个关键组成部分,模拟对象游戏,并提出了这个模型的计算实现。我们的工作为假装游戏代理提供了必要的内容和过程的初始标准。
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引用次数: 14
Fitness function: turning the loop inside out 适应度功能:将环内翻出
D. Norton, Derrall Heath, D. Ventura
The process of creating art is an optimization problem for which the objective function is probably unknown and possibly undefinable. That objective function is imposed on the artist by an environment which may be composed of any of a number of sources: peers, a jury, society, the self. This does not imply that the function is arbitrary nor that the optimization is impossible; however, it does suggest an interesting interpretation of the artist at work.
艺术创作过程是一个优化问题,其目标函数可能是未知的,也可能是不可定义的。这种客观功能是由一个环境强加给艺术家的,这个环境可能由许多来源组成:同伴,陪审团,社会,自我。这并不意味着函数是任意的,也不意味着优化是不可能的;然而,它确实暗示了艺术家在工作中的一种有趣的解释。
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引用次数: 2
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
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
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
期刊
Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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