Creativity is an important but difficult cognitive process to study. Recent findings from cognitive neuroscience suggest that inter-hemispheric interaction (the interaction of opposite brain hemispheres facilitated by the corpus callosum) is an important factor influencing creative output. We propose that bi-manual multitouch interaction may improve creative output because manipulating digital objects (an integral part of computer-supported creativity tasks) with two hands may facilitate inter-hemispheric interaction. This paper briefly describes the development of a computerized form of the Alternate Uses Task, a standardized creativity assessment tool, used in an exploratory study (n=65) investigating this theory.
{"title":"Investigating the effects of bimanual multitouch interaction on creativity","authors":"Allen Bevans","doi":"10.1145/2069618.2069746","DOIUrl":"https://doi.org/10.1145/2069618.2069746","url":null,"abstract":"Creativity is an important but difficult cognitive process to study. Recent findings from cognitive neuroscience suggest that inter-hemispheric interaction (the interaction of opposite brain hemispheres facilitated by the corpus callosum) is an important factor influencing creative output. We propose that bi-manual multitouch interaction may improve creative output because manipulating digital objects (an integral part of computer-supported creativity tasks) with two hands may facilitate inter-hemispheric interaction. This paper briefly describes the development of a computerized form of the Alternate Uses Task, a standardized creativity assessment tool, used in an exploratory study (n=65) investigating this theory.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73665831","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}
N. Davis, Boyang Albert Li, Brian O'Neill, Mark O. Riedl, Michael Nitsche
This paper reports on an empirical study that uses a Grounded Theory approach to investigate the creative practices of Machinima filmmakers. Machinima is a new digital film production technique that uses the 3D graphics and real time rendering capability of video game engines to create films. In contrast to practices used in traditional film production, we've found that Machinima filmmakers explore and evaluate ideas in real time. These filmmakers generate vague and underspecified mental images, which are then explored and refined using the real time rendering capabilities of game engines. The game engine assists the filmmaker to fill in indeterminate details, which allows creative exploration of scenes through playfully experimenting with parameters such as camera angle and position, lighting, and character position. Creative exploration distributes the cognitive task of evaluation between the human user and the Machinima tool to enable evaluation through exploring possible scene configurations.
{"title":"Distributed creative cognition in digital filmmaking","authors":"N. Davis, Boyang Albert Li, Brian O'Neill, Mark O. Riedl, Michael Nitsche","doi":"10.1145/2069618.2069654","DOIUrl":"https://doi.org/10.1145/2069618.2069654","url":null,"abstract":"This paper reports on an empirical study that uses a Grounded Theory approach to investigate the creative practices of Machinima filmmakers. Machinima is a new digital film production technique that uses the 3D graphics and real time rendering capability of video game engines to create films. In contrast to practices used in traditional film production, we've found that Machinima filmmakers explore and evaluate ideas in real time. These filmmakers generate vague and underspecified mental images, which are then explored and refined using the real time rendering capabilities of game engines. The game engine assists the filmmaker to fill in indeterminate details, which allows creative exploration of scenes through playfully experimenting with parameters such as camera angle and position, lighting, and character position. Creative exploration distributes the cognitive task of evaluation between the human user and the Machinima tool to enable evaluation through exploring possible scene configurations.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74702498","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}
This paper proposes a new model of perception called Perceptual Logic and applies it to the domain of art to understand artistic style. We describe style in terms of affordances, or ways in which an artist can interact with and contribute to an artwork. Different types of Perceptual Logic are found to influence the perceived affordances of an artwork. We present a computational collaborative art program called PERLOGICART that uses a computational model of Perceptual Logic to learn an artist's style through collaboration. The research is conducted using a practice-based method --- we are working on building an interactive tool to support the making of artworks and the understanding of the creative process at the same time. PERLOGICART is a compelling interactive artwork as well as a valuable research tool that records and categorizes the creative process in a systematic manner.
{"title":"Computing harmony with PerLogicArt: perceptual logic inspired collaborative art","authors":"N. Davis, E. Do, Pramod Gupta, Shruti Gupta","doi":"10.1145/2069618.2069650","DOIUrl":"https://doi.org/10.1145/2069618.2069650","url":null,"abstract":"This paper proposes a new model of perception called Perceptual Logic and applies it to the domain of art to understand artistic style. We describe style in terms of affordances, or ways in which an artist can interact with and contribute to an artwork. Different types of Perceptual Logic are found to influence the perceived affordances of an artwork. We present a computational collaborative art program called PERLOGICART that uses a computational model of Perceptual Logic to learn an artist's style through collaboration. The research is conducted using a practice-based method --- we are working on building an interactive tool to support the making of artworks and the understanding of the creative process at the same time. PERLOGICART is a compelling interactive artwork as well as a valuable research tool that records and categorizes the creative process in a systematic manner.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73587427","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}
C. Latulipe, David C. Wilson, Sybil Huskey, Berto Gonzalez, Melissa Word
Interdisciplinary projects bridging technology and the arts face challenges across many dimensions. In this paper, we reflect on the issue of temporal constraints on integrations of interactive technology within dance production. We describe lessons learned and illustrate practical impacts on stakeholders, creative process and outcomes from over three years of experience in developing dance productions at our university. Specifically, we reflect on perceptions of how the timing of the technology integrations impacted the creativity of the stakeholders involved. We separate results that are idiosyncratic to our project and highlight those that we expect are more generally applicable to other art and technology projects. Finally, we provide a set of temporal integration considerations that others can use to assess when it is best to integrate technology into an arts project.
{"title":"Temporal integration of interactive technology in dance: creative process impacts","authors":"C. Latulipe, David C. Wilson, Sybil Huskey, Berto Gonzalez, Melissa Word","doi":"10.1145/2069618.2069639","DOIUrl":"https://doi.org/10.1145/2069618.2069639","url":null,"abstract":"Interdisciplinary projects bridging technology and the arts face challenges across many dimensions. In this paper, we reflect on the issue of temporal constraints on integrations of interactive technology within dance production. We describe lessons learned and illustrate practical impacts on stakeholders, creative process and outcomes from over three years of experience in developing dance productions at our university. Specifically, we reflect on perceptions of how the timing of the technology integrations impacted the creativity of the stakeholders involved. We separate results that are idiosyncratic to our project and highlight those that we expect are more generally applicable to other art and technology projects. Finally, we provide a set of temporal integration considerations that others can use to assess when it is best to integrate technology into an arts project.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84540475","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}
This study explores how individuals communicate emotions using tactile hand gestures and investigates the usability of applying tactile hand gestures for emotional online communication. Tactile hand gestures are used as the source of information to express emotions in distance communications. In this study, behavioral aspects of tactile hand gestures used for emotional interaction are observed through a sensory input device and analyzed using analysis of variance (ANOVA). In user experiments, subjects perform tactile hand gestures on the sensory input device to illustrate a list of 8 distinct emotions (i.e. excited, happy, relaxed, sleepy, tired, lonely, angry and alarmed). An analytical method is used to classify gestures in terms of signal parameters such as intensity, temporal frequency, spatial frequency and pattern correlation. I found that different emotions are statistically associated with different tactile hand gestures. From the research outcome data, I also introduce the design of online emotional communication devices that aim to mimic natural tactile hand gestures used in the face-to-face communication.
{"title":"Haptic interaction study and application to haptic mobile design for online communication.","authors":"H. Joung","doi":"10.1145/2069618.2069750","DOIUrl":"https://doi.org/10.1145/2069618.2069750","url":null,"abstract":"This study explores how individuals communicate emotions using tactile hand gestures and investigates the usability of applying tactile hand gestures for emotional online communication. Tactile hand gestures are used as the source of information to express emotions in distance communications. In this study, behavioral aspects of tactile hand gestures used for emotional interaction are observed through a sensory input device and analyzed using analysis of variance (ANOVA). In user experiments, subjects perform tactile hand gestures on the sensory input device to illustrate a list of 8 distinct emotions (i.e. excited, happy, relaxed, sleepy, tired, lonely, angry and alarmed). An analytical method is used to classify gestures in terms of signal parameters such as intensity, temporal frequency, spatial frequency and pattern correlation. I found that different emotions are statistically associated with different tactile hand gestures. From the research outcome data, I also introduce the design of online emotional communication devices that aim to mimic natural tactile hand gestures used in the face-to-face communication.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80839364","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}
Analysis of over 1,000 innovative inventions reveals that during the innovative process at least one rarely-noticed or new (i.e., obscure) feature is unearthed and built upon to create the solution (i.e., the Obscure Features Hypothesis for innovation: OFH) [6, 7]. Embedding the insights from this analysis into the structure of semantic networks creates AhaNets, which help optimize the search for the needed key obscure feature. Techniques to overcome cognitive aversions to noticing the obscure (i.e., fixation effects) further enhance innovation by improving the search process. Once implemented in software, AhaNets and counter-fixation techniques create an innovation-enhancing human-machine interaction.
{"title":"Innovation is built on the obscure: innovation-enhancing software for uncovering the obscure","authors":"T. McCaffrey, L. Spector","doi":"10.1145/2069618.2069701","DOIUrl":"https://doi.org/10.1145/2069618.2069701","url":null,"abstract":"Analysis of over 1,000 innovative inventions reveals that during the innovative process at least one rarely-noticed or new (i.e., obscure) feature is unearthed and built upon to create the solution (i.e., the Obscure Features Hypothesis for innovation: OFH) [6, 7]. Embedding the insights from this analysis into the structure of semantic networks creates AhaNets, which help optimize the search for the needed key obscure feature. Techniques to overcome cognitive aversions to noticing the obscure (i.e., fixation effects) further enhance innovation by improving the search process. Once implemented in software, AhaNets and counter-fixation techniques create an innovation-enhancing human-machine interaction.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80926556","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}
K. Zachos, N. Maiden, Inger Kristine Karlsen, Sara Jones, Ian Turner, M. Rose, Kevin Pudney, Julie MacManus
This poster reports research to introduce creative problem solving techniques and software to the care for people with dementia in residential homes.
这张海报报道了一项研究,旨在将创造性的问题解决技术和软件引入到老年痴呆症患者的护理中。
{"title":"Introducing creativity techniques and software apps to the care of people with dementia","authors":"K. Zachos, N. Maiden, Inger Kristine Karlsen, Sara Jones, Ian Turner, M. Rose, Kevin Pudney, Julie MacManus","doi":"10.1145/2069618.2069718","DOIUrl":"https://doi.org/10.1145/2069618.2069718","url":null,"abstract":"This poster reports research to introduce creative problem solving techniques and software to the care for people with dementia in residential homes.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84136355","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}
In this paper we present early findings from our comparative case study of the work practices of artists and engineers independently developing similar technologies. We describe two patterns of creative strategies: teleological and stochastic. We also draw a connection between these creative strategies and our subjects' negotiation of the uncertainty inherent in the creative process.
{"title":"Creative strategies in artists' and engineers' approaches to technology development: first results of a case study","authors":"Jill Fantauzzacoffin, J. D. Rogers, J. Bolter","doi":"10.1145/2069618.2069683","DOIUrl":"https://doi.org/10.1145/2069618.2069683","url":null,"abstract":"In this paper we present early findings from our comparative case study of the work practices of artists and engineers independently developing similar technologies. We describe two patterns of creative strategies: teleological and stochastic. We also draw a connection between these creative strategies and our subjects' negotiation of the uncertainty inherent in the creative process.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82279848","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}
Ali Mazalek, Michael Nitsche, C. Rebola, Chih-Sung Wu, Paul G. Clifton, Firaz Peer, Matthew Drake
Pictures at an Exhibition is a physical/digital puppetry piece that uses tangible interface puppets to modify a virtual scene projected at the back of the stage in real-time. Telling the story of a heist in an art gallery, the actions of the puppets are digitally reflected in abstract changes to an artwork in the scene. The piece merges traditional puppeteering practices with tangible interaction technologies and virtual environments to create a novel performance for the live stage.
{"title":"Pictures at an exhibition: a physical/digital puppetry performance piece","authors":"Ali Mazalek, Michael Nitsche, C. Rebola, Chih-Sung Wu, Paul G. Clifton, Firaz Peer, Matthew Drake","doi":"10.1145/2069618.2069739","DOIUrl":"https://doi.org/10.1145/2069618.2069739","url":null,"abstract":"Pictures at an Exhibition is a physical/digital puppetry piece that uses tangible interface puppets to modify a virtual scene projected at the back of the stage in real-time. Telling the story of a heist in an art gallery, the actions of the puppets are digitally reflected in abstract changes to an artwork in the scene. The piece merges traditional puppeteering practices with tangible interaction technologies and virtual environments to create a novel performance for the live stage.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87878563","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}
This research investigates audience experience of empathy with a performer during a digitally mediated performance. Theatrical performance necessitates social interaction between performers and audience. We present a performance-based study that explores audience awareness of performer's kinaesthetic activity in 2 ways: by isolating the audience's senses (visual, auditory, and kinaesthetic) and by focusing audience perception through defamiliarization. By positioning the performer behind the audience: in their 'backspace', we focus the audience's attention to the performer in an unfamiliar way. We describe two research contributions to the study of audience empathic experience during performance. The first is the development of a phenomenological interview method designed for extracting empirical evaluations of experience of audience members in a performance scenario. The second is a descriptive model for a poetics of reception. Our model is based on an empathetic audience-performer relationship that includes 3 components of audience awareness: contextual, interpersonal, and sense-based. Our research contributions are of particular benefit to performances involving digital media, and can provide insight into audience experience of empathy.
{"title":"Audience empathy: a phenomenological method for mediated performance","authors":"Greg J. Corness, Kristin Carlson, T. Schiphorst","doi":"10.1145/2069618.2069641","DOIUrl":"https://doi.org/10.1145/2069618.2069641","url":null,"abstract":"This research investigates audience experience of empathy with a performer during a digitally mediated performance. Theatrical performance necessitates social interaction between performers and audience. We present a performance-based study that explores audience awareness of performer's kinaesthetic activity in 2 ways: by isolating the audience's senses (visual, auditory, and kinaesthetic) and by focusing audience perception through defamiliarization. By positioning the performer behind the audience: in their 'backspace', we focus the audience's attention to the performer in an unfamiliar way. We describe two research contributions to the study of audience empathic experience during performance. The first is the development of a phenomenological interview method designed for extracting empirical evaluations of experience of audience members in a performance scenario. The second is a descriptive model for a poetics of reception. Our model is based on an empathetic audience-performer relationship that includes 3 components of audience awareness: contextual, interpersonal, and sense-based. Our research contributions are of particular benefit to performances involving digital media, and can provide insight into audience experience of empathy.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87589437","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}