We are interested in the usability of haptic hand gestures in emotional online communication. To investigate how different emotions are associated with different tactile hand gestures, we built a tactile user interface device to record parameters of hand gestures exerted on it such as the hand gesture intensity, temporal frequency, spatial frequency and pattern correlation to be used as the source of information to access emotions. We observed the behavioral aspects of tactile hand gestures used for emotional interaction through the sensory input device and analyzed the data using a model-based analysis tool. The obtained gestures are categorized into the groups defined by the tactile signal parameters. Based on the findings of this research, we show a possibility that the tactile hand gesture-to-emotion map can be used to enable affective on-line communication. We are applying the relationships between tactile hand gestures and emotions to emotional online communication devices.
{"title":"Study of affective communication method in tactile hand gesture feedback","authors":"H. Joung, E. Do","doi":"10.1145/2069618.2069691","DOIUrl":"https://doi.org/10.1145/2069618.2069691","url":null,"abstract":"We are interested in the usability of haptic hand gestures in emotional online communication. To investigate how different emotions are associated with different tactile hand gestures, we built a tactile user interface device to record parameters of hand gestures exerted on it such as the hand gesture intensity, temporal frequency, spatial frequency and pattern correlation to be used as the source of information to access emotions. We observed the behavioral aspects of tactile hand gestures used for emotional interaction through the sensory input device and analyzed the data using a model-based analysis tool. The obtained gestures are categorized into the groups defined by the tactile signal parameters. Based on the findings of this research, we show a possibility that the tactile hand gesture-to-emotion map can be used to enable affective on-line communication. We are applying the relationships between tactile hand gestures and emotions to emotional online communication devices.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"32 1","pages":"351-352"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90494042","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}
Enduring story patterns provide a rich source of variation that can be exploited by the creators of multiform digital stories. Stories of seduction and courtship, for example, reveal variations based on the "moral physics" of the story world including characters serving similar plot functions, such as seducer or suitor, who contrast with one another in significant ways. Focusing on story structure at this level of abstraction can help authors to avoid arbitrary variation, by creating narratively consistent worlds that provide interaction choices that offer the possibility of dramatic agency.
{"title":"Mapping seduction: traditional narrative abstractions as parameterized story systems","authors":"J. Murray","doi":"10.1145/2069618.2069704","DOIUrl":"https://doi.org/10.1145/2069618.2069704","url":null,"abstract":"Enduring story patterns provide a rich source of variation that can be exploited by the creators of multiform digital stories. Stories of seduction and courtship, for example, reveal variations based on the \"moral physics\" of the story world including characters serving similar plot functions, such as seducer or suitor, who contrast with one another in significant ways. Focusing on story structure at this level of abstraction can help authors to avoid arbitrary variation, by creating narratively consistent worlds that provide interaction choices that offer the possibility of dramatic agency.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"54 1","pages":"377-378"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79665140","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 impact of the physical environment on people's ability to be optimally creative at work is a research area which has only now, in the past decade, started to receive detailed attention. Although creativity in the workplace has been the subject of intensive research for over half a century researchers have stepped away from or minimized the effect that the physical environment may have on people's creativity and ability to innovate. Building on recent work done in the field, and on earlier theories of pattern language and shape grammar, this paper outlines work that moves towards a grammar of creative spaces identifying and codifying those elements of the physical environment which may optimize creativity in the workplace.
{"title":"Creativity syntax: codifying physical space's impact on creativity in the workplace","authors":"Alison Williams","doi":"10.1145/2069618.2069755","DOIUrl":"https://doi.org/10.1145/2069618.2069755","url":null,"abstract":"The impact of the physical environment on people's ability to be optimally creative at work is a research area which has only now, in the past decade, started to receive detailed attention. Although creativity in the workplace has been the subject of intensive research for over half a century researchers have stepped away from or minimized the effect that the physical environment may have on people's creativity and ability to innovate. Building on recent work done in the field, and on earlier theories of pattern language and shape grammar, this paper outlines work that moves towards a grammar of creative spaces identifying and codifying those elements of the physical environment which may optimize creativity in the workplace.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"1 1","pages":"469-470"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90093689","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}
Chih-Sung Wu, Jung-Bin Yim, Eric Caspary, Ali Mazalek, S. Chandrasekharan, N. Nersessian
We report on an ethnographic study of the work practice and discovery process in a systems biology lab, and outline a tabletop visualization that was developed based on this study, in collaboration with the researchers. The feedback from the researchers on the current prototype is presented, and ongoing revisions are outlined. We conclude with some of the challenges involved in developing such tangible visualizations for discovery.
{"title":"Kinesthetic pathways: a tabletop visualization to support discovery in systems biology","authors":"Chih-Sung Wu, Jung-Bin Yim, Eric Caspary, Ali Mazalek, S. Chandrasekharan, N. Nersessian","doi":"10.1145/2069618.2069624","DOIUrl":"https://doi.org/10.1145/2069618.2069624","url":null,"abstract":"We report on an ethnographic study of the work practice and discovery process in a systems biology lab, and outline a tabletop visualization that was developed based on this study, in collaboration with the researchers. The feedback from the researchers on the current prototype is presented, and ongoing revisions are outlined. We conclude with some of the challenges involved in developing such tangible visualizations for discovery.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"83 1","pages":"21-30"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87197318","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 describes a computerized aesthetic composition task that is based on a "creativity as search" metaphor. The technique collects detailed, moment-to-moment data about people's search behavior, which can help open the "black box" that separates independent variables that influence creativity from their outcomes. We first describe the technique and provide a detailed theoretical framework. Then, we discuss how the technique is typically applied, describe several in-progress studies, and present some preliminary results. Finally, we discuss relations to other work, limitations, and future directions. We argue that this technique and the research that it enables will facilitate a deeper understanding of the creative process, become a valued tool for creativity researchers, and contribute to methodological and theoretical advances in how creativity is studied and understood.
{"title":"Understanding exploratory creativity in a visual domain","authors":"Kyle E. Jennings, D. Simonton, S. Palmer","doi":"10.1145/2069618.2069656","DOIUrl":"https://doi.org/10.1145/2069618.2069656","url":null,"abstract":"This paper describes a computerized aesthetic composition task that is based on a \"creativity as search\" metaphor. The technique collects detailed, moment-to-moment data about people's search behavior, which can help open the \"black box\" that separates independent variables that influence creativity from their outcomes. We first describe the technique and provide a detailed theoretical framework. Then, we discuss how the technique is typically applied, describe several in-progress studies, and present some preliminary results. Finally, we discuss relations to other work, limitations, and future directions. We argue that this technique and the research that it enables will facilitate a deeper understanding of the creative process, become a valued tool for creativity researchers, and contribute to methodological and theoretical advances in how creativity is studied and understood.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"6 1","pages":"223-232"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75657859","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. Peppler, Diane Glosson, Y. Kafai, D. Fields, Kristin A. Searle
Building on Csikszentmihalyi's conception of creativity as a system composed of the domain, the individual, and a field of experts who validate creative innovations, we examine a new domain of e-textiles to describe creativity. Further, we use our interviews with domain experts to outline some of the limitations of current assessment techniques to inform our understanding of creativity.
{"title":"Articulating creativity in a new domain: expert insights from the field of e-textiles","authors":"K. Peppler, Diane Glosson, Y. Kafai, D. Fields, Kristin A. Searle","doi":"10.1145/2069618.2069708","DOIUrl":"https://doi.org/10.1145/2069618.2069708","url":null,"abstract":"Building on Csikszentmihalyi's conception of creativity as a system composed of the domain, the individual, and a field of experts who validate creative innovations, we examine a new domain of e-textiles to describe creativity. Further, we use our interviews with domain experts to outline some of the limitations of current assessment techniques to inform our understanding of creativity.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"72 1","pages":"385-386"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74665647","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}
Assisted story generation systems do not include automatic generation of content due to the fact that creating generation algorithms is a challenging task, usually carried out in research projects on Artificial Intelligence. This paper proposes a top-down design methodology in which the knowledge representation is based on causality and chronology. The proposed methodology partially eases the process by dividing the narrative generation system in two parts: a generic engine and a domain definition based only on a specific set of predicates. The theoretical model and an implemented case study with resulting stories are presented.
{"title":"A top-down design methodology based on causality and chronology for developing assisted story generation systems","authors":"C. León, Pablo Gervás","doi":"10.1145/2069618.2069697","DOIUrl":"https://doi.org/10.1145/2069618.2069697","url":null,"abstract":"Assisted story generation systems do not include automatic generation of content due to the fact that creating generation algorithms is a challenging task, usually carried out in research projects on Artificial Intelligence. This paper proposes a top-down design methodology in which the knowledge representation is based on causality and chronology. The proposed methodology partially eases the process by dividing the narrative generation system in two parts: a generic engine and a domain definition based only on a specific set of predicates. The theoretical model and an implemented case study with resulting stories are presented.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"37 1","pages":"363-364"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73750270","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}
Meta-design theory emphasizes that future use can never be entirely anticipated at design time, as users shape their environments in response to emerging needs; systems should therefore be designed to adapt to future conditions in the hands of end users. In our increasingly complex technological environments, tomorrow's meta-designers must be able to anticipate the environment in which the end users will work in order to provide the flexibility for users to craft their tools. By exploring and projecting forward current trends in technology use, I have identified key principles for meta-designers and suggest that using them as design heuristics will aid meta-designers in crafting systems for future end-users. My doctoral research aims to validate and critique these meta-design principles.
{"title":"Bridging the design time -- use time divide: towards a future of designing in use","authors":"M. Maceli","doi":"10.1145/2069618.2069751","DOIUrl":"https://doi.org/10.1145/2069618.2069751","url":null,"abstract":"Meta-design theory emphasizes that future use can never be entirely anticipated at design time, as users shape their environments in response to emerging needs; systems should therefore be designed to adapt to future conditions in the hands of end users. In our increasingly complex technological environments, tomorrow's meta-designers must be able to anticipate the environment in which the end users will work in order to provide the flexibility for users to craft their tools. By exploring and projecting forward current trends in technology use, I have identified key principles for meta-designers and suggest that using them as design heuristics will aid meta-designers in crafting systems for future end-users. My doctoral research aims to validate and critique these meta-design principles.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"23 1","pages":"461-462"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81617377","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}
OCAD University's strategic plan Living in the Age of Imagination places a priority on focusing the lenses of art, design and media on contemporary issues and practices outside of the traditional boundaries of art and design. This has resulted in a myriad of innovative curriculum and research initiatives of specific relevance to HCI. For example in concert with led partner York University, the University of Toronto and a set of industrial partners OCAD University has created the Centre for Innovation in Information Visualization and Data Driven Design (CIV/DDD), a research hub for the development of next-generation data visualization techniques and their underlying information processing and communication technologies (ICT). This centre is the focus of this talk. The idea was that by bringing an unprecedented number of interdisciplinary artists, designers, media makers, humanist analysts and social scientists into the research partnership we would develop new paradigms of data enquiry, user-centered visualization models, and information processing and display technologies.
{"title":"Artists & designers: an experiment in data visualization","authors":"S. Diamond","doi":"10.1145/2069618.2069651","DOIUrl":"https://doi.org/10.1145/2069618.2069651","url":null,"abstract":"OCAD University's strategic plan Living in the Age of Imagination places a priority on focusing the lenses of art, design and media on contemporary issues and practices outside of the traditional boundaries of art and design. This has resulted in a myriad of innovative curriculum and research initiatives of specific relevance to HCI. For example in concert with led partner York University, the University of Toronto and a set of industrial partners OCAD University has created the Centre for Innovation in Information Visualization and Data Driven Design (CIV/DDD), a research hub for the development of next-generation data visualization techniques and their underlying information processing and communication technologies (ICT). This centre is the focus of this talk. The idea was that by bringing an unprecedented number of interdisciplinary artists, designers, media makers, humanist analysts and social scientists into the research partnership we would develop new paradigms of data enquiry, user-centered visualization models, and information processing and display technologies.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"20 1","pages":"195-196"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79461327","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}
Nowadays, with reductions in manufacturing costs and a transition toward lifestyles of convenience, robots are becoming pervasive in our homes, museums, and hospitals. In addition to increased demands for robots in these domains, recently more artistic robots that interact with audiences on a personal instead of a practical level are now being exhibited in art exhibition. This paper explains how people interpret artistic robots as more than mere machines in the theory of intentionality and introduces the implementation of the artistic robot, Please Smile, which consists of five robotic skeleton arms that gesture in response to a viewer's facial expressions. The paper also explores how individuals can use experimental designs to create artistic robots that can express various ideas that traditional, practical robots can often not convey.
{"title":"Please smile","authors":"Hye Yeon Nam, Changhyun Choi, Sam Mendenhall","doi":"10.1145/2069618.2069729","DOIUrl":"https://doi.org/10.1145/2069618.2069729","url":null,"abstract":"Nowadays, with reductions in manufacturing costs and a transition toward lifestyles of convenience, robots are becoming pervasive in our homes, museums, and hospitals. In addition to increased demands for robots in these domains, recently more artistic robots that interact with audiences on a personal instead of a practical level are now being exhibited in art exhibition. This paper explains how people interpret artistic robots as more than mere machines in the theory of intentionality and introduces the implementation of the artistic robot, Please Smile, which consists of five robotic skeleton arms that gesture in response to a viewer's facial expressions. The paper also explores how individuals can use experimental designs to create artistic robots that can express various ideas that traditional, practical robots can often not convey.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"36 1","pages":"423-424"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85163852","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}