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Investigating the effects of bimanual multitouch interaction on creativity 研究双手多点触控互动对创造力的影响
Allen Bevans
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.
创造力是一个重要但难以研究的认知过程。认知神经科学的最新发现表明,大脑半球间的相互作用(由胼胝体促进的相对大脑半球的相互作用)是影响创造性产出的一个重要因素。我们提出双手多点触控互动可以提高创造性产出,因为用两只手操作数字对象(计算机支持的创造性任务的一个组成部分)可以促进半球间的互动。本文简要描述了计算机形式的替代用途任务的发展,这是一种标准化的创造力评估工具,用于调查该理论的探索性研究(n=65)。
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引用次数: 7
Distributed creative cognition in digital filmmaking 数字电影制作中的分布式创意认知
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.
本文报告了一项实证研究,使用扎根理论的方法来调查机械姬电影制片人的创作实践。Machinima是一种新的数字电影制作技术,它使用3D图形和视频游戏引擎的实时渲染能力来制作电影。与传统电影制作的做法不同,我们发现Machinima的电影人会实时探索和评估创意。这些电影人产生模糊和不明确的心理图像,然后使用游戏引擎的实时渲染功能对其进行探索和完善。游戏引擎帮助电影制作人填补不确定的细节,这允许创造性的探索场景通过好玩的实验参数,如摄像机的角度和位置,灯光,和角色的位置。创造性探索在人类用户和Machinima工具之间分配评估的认知任务,通过探索可能的场景配置来进行评估。
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引用次数: 16
Computing harmony with PerLogicArt: perceptual logic inspired collaborative art 用PerLogicArt计算和谐:感性逻辑启发的协作艺术
N. Davis, E. Do, Pramod Gupta, Shruti Gupta
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.
本文提出了一种新的感知模型——感性逻辑,并将其应用于艺术领域来理解艺术风格。我们根据启示来描述风格,或者艺术家与艺术作品互动和贡献的方式。发现不同类型的感知逻辑会影响艺术品的感知可视性。我们提出了一个名为PERLOGICART的计算协作艺术程序,它使用感知逻辑的计算模型来通过协作学习艺术家的风格。该研究采用基于实践的方法进行——我们正在努力建立一个互动工具,以支持艺术品的制作,同时理解创作过程。PERLOGICART是一个引人注目的互动艺术作品,也是一个有价值的研究工具,以系统的方式记录和分类创作过程。
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引用次数: 13
Temporal integration of interactive technology in dance: creative process impacts 舞蹈中互动技术的时间整合:创作过程的影响
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.
连接技术和艺术的跨学科项目面临着许多方面的挑战。在本文中,我们反思了舞蹈制作中互动技术整合的时间约束问题。我们描述了经验教训,并说明了对利益相关者的实际影响,创造性的过程和结果,从三年多的经验,在我们的大学发展舞蹈作品。具体来说,我们反映了技术集成的时间如何影响相关利益相关者的创造力的看法。我们将项目特有的结果分开,并突出显示那些我们期望更普遍适用于其他艺术和技术项目的结果。最后,我们提供了一组时间集成考虑,其他人可以使用这些考虑来评估何时将技术集成到艺术项目中是最好的。
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引用次数: 29
Haptic interaction study and application to haptic mobile design for online communication. 触觉交互研究及其在触觉移动网络交流设计中的应用。
H. Joung
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.
本研究探讨了个体如何使用触觉手势进行情感交流,并探讨了触觉手势在情感在线交流中的可用性。在远距离交流中,触觉手势被用作表达情感的信息源。本研究通过感官输入装置观察用于情感互动的触觉手势的行为方面,并使用方差分析(ANOVA)进行分析。在用户实验中,受试者在感官输入设备上进行触觉手势,以说明8种不同的情绪(即兴奋、快乐、放松、困倦、疲倦、孤独、愤怒和惊慌)。采用分析方法对手势信号的强度、时间频率、空间频率和模式相关性等参数进行分类。我发现不同的情绪在统计上与不同的触觉手势有关。根据研究成果数据,我还介绍了在线情感交流设备的设计,旨在模仿面对面交流中使用的自然触觉手势。
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引用次数: 0
Innovation is built on the obscure: innovation-enhancing software for uncovering the obscure 创新是建立在不为人知的基础上的:用于发现不为人知的事物的创新增强软件
T. McCaffrey, L. Spector
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.
对1000多项创新发明的分析表明,在创新过程中,至少有一个很少被注意到的或新的(即,模糊的)特征被挖掘出来,并以此为基础来创造解决方案(即,创新的模糊特征假说:OFH)[6,7]。将这种分析的见解嵌入到语义网络的结构中创建了AhaNets,这有助于优化对所需关键模糊特征的搜索。克服注意模糊的认知厌恶(即固定效应)的技术通过改进搜索过程进一步增强了创新。一旦在软件中实现,AhaNets和反固定技术创造了一种创新的增强人机交互。
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引用次数: 9
Introducing creativity techniques and software apps to the care of people with dementia 引入创意技术和软件应用程序来照顾痴呆症患者
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。
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引用次数: 0
Creative strategies in artists' and engineers' approaches to technology development: first results of a case study 艺术家和工程师在技术开发方面的创新策略:一个案例研究的初步结果
Jill Fantauzzacoffin, J. D. Rogers, J. Bolter
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.
在本文中,我们介绍了艺术家和工程师独立开发类似技术的工作实践的比较案例研究的早期发现。我们描述了创造性策略的两种模式:目的性和随机性。我们还将这些创造性策略与我们的受试者对创造性过程中固有的不确定性的协商联系起来。
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引用次数: 3
Pictures at an exhibition: a physical/digital puppetry performance piece 展览图片:实物/数字木偶戏表演作品
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.
“展览中的图片”是一种物理/数字木偶作品,它使用有形的界面木偶来实时修改舞台后面投影的虚拟场景。讲述了一个在艺术画廊抢劫的故事,木偶的行动是数字反映在抽象的变化,在现场的艺术品。这部作品将传统的木偶戏实践与有形的互动技术和虚拟环境相结合,为现场舞台创造了一种新颖的表演。
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引用次数: 6
Audience empathy: a phenomenological method for mediated performance 观众共情:中介表演的现象学研究方法
Greg J. Corness, Kristin Carlson, T. Schiphorst
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.
本研究调查了观众在数字媒介表演中对表演者的共情体验。戏剧表演需要表演者和观众之间的社会互动。我们提出了一项基于表演的研究,通过两种方式探索观众对表演者动觉活动的意识:通过隔离观众的感官(视觉、听觉和动觉)和通过陌生化来聚焦观众的感知。通过将表演者置于观众身后:在他们的“退格空间”中,我们以一种不熟悉的方式将观众的注意力集中到表演者身上。我们描述了表演中观众共情体验研究的两个研究贡献。首先是发展现象学访谈方法,旨在提取表演场景中观众经验的实证评估。第二部分是接受诗学的描述性模型。我们的模型基于一种移情的观众-表演者关系,其中包括观众意识的3个组成部分:语境、人际关系和基于感官的关系。我们的研究成果对涉及数字媒体的表演特别有益,可以深入了解观众的移情体验。
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引用次数: 22
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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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