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.
{"title":"Convergence of self-report and physiological responses for evaluating creativity support tools","authors":"Erin A. Carroll","doi":"10.1145/2069618.2069748","DOIUrl":"https://doi.org/10.1145/2069618.2069748","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"47 1","pages":"455-456"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83426264","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}
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.
{"title":"Creative-mindedness: when technology helps and when it hinders","authors":"G. Claxton","doi":"10.1145/2069618.2069620","DOIUrl":"https://doi.org/10.1145/2069618.2069620","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"32 4 1","pages":"1-2"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78504106","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}
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.
{"title":"Sympathy for Pacman","authors":"M. Ruby","doi":"10.1145/2069618.2069732","DOIUrl":"https://doi.org/10.1145/2069618.2069732","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"2012 1","pages":"429-430"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87720449","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 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.
{"title":"MusEEGk: design of a BCMI","authors":"Yee Chieh Denise Chew, Eric Caspary","doi":"10.1145/2069618.2069679","DOIUrl":"https://doi.org/10.1145/2069618.2069679","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"2 1","pages":"325-326"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89026085","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}
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.
{"title":"Using semantic similarity to predict angle and distance of objects in images","authors":"Sterling Somers, J. Gagné, C. Astudillo, J. Davies","doi":"10.1145/2069618.2069655","DOIUrl":"https://doi.org/10.1145/2069618.2069655","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"48 1","pages":"217-222"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82369050","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 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.
{"title":"Formally modeling pretend object play","authors":"Alexander Zook, Brian Magerko, Mark O. Riedl","doi":"10.1145/2069618.2069644","DOIUrl":"https://doi.org/10.1145/2069618.2069644","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"18 1","pages":"147-156"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78733396","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 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.
{"title":"Fitness function: turning the loop inside out","authors":"D. Norton, Derrall Heath, D. Ventura","doi":"10.1145/2069618.2069730","DOIUrl":"https://doi.org/10.1145/2069618.2069730","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"55 1","pages":"425-426"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90558693","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}
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.
{"title":"Morphing robotic environment shaped by and shaping kindergarteners, reaching for the stars","authors":"Anthony Threatt, K. Green, J. Merino, I. Walker, Michelle V. Buckley, M. S. Ellison","doi":"10.1145/2069618.2069726","DOIUrl":"https://doi.org/10.1145/2069618.2069726","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"190 1","pages":"419-420"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84993763","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 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.
{"title":"Capturing 'in the moment' creativity through data triangulation","authors":"Erin A. Carroll, C. Latulipe","doi":"10.1145/2069618.2069677","DOIUrl":"https://doi.org/10.1145/2069618.2069677","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"1 1","pages":"321-322"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85547994","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}
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.
{"title":"Silent barrage: interactive neurobiological art","authors":"Riley Zeller-Townson, G. Ben-Ary, P. Gamblen, Peter Gee, Stephen Bobic, Douglas Swehla, Steve M. Potter","doi":"10.1145/2069618.2069719","DOIUrl":"https://doi.org/10.1145/2069618.2069719","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"17 1","pages":"407-408"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76048860","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}