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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference最新文献

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Improvisational theater for computing scientists 计算机科学家的即兴剧场
Raquell Holmes
Computing disciplines integrate computing and another discipline. In the field of computational biology this often includes mathematics, physics, biology and computing. To better understand the qualitative character of learning, collaboration and creativity in computational biology, a pilot study was initiated to determine if training in improvisational theater affects computing scientists' ability to be creative in their research. In this work we provide introductory improvisational theater training to students and researchers along the computational biology continuum. We are developing a better understanding of the creative character of computational biology education and research. Our evaluation suggests participants recognize that interpersonal relationships affect learning and creativity; and reexamine their notions of learning and creativity.
计算学科将计算与另一学科相结合。在计算生物学领域,这通常包括数学、物理、生物和计算。为了更好地理解计算生物学中学习、合作和创造力的定性特征,一项初步研究被启动,以确定即兴戏剧训练是否会影响计算科学家在研究中具有创造性的能力。在这项工作中,我们沿着计算生物学连续体向学生和研究人员提供介绍性的即兴戏剧训练。我们正在更好地理解计算生物学教育和研究的创造性。我们的评估表明,参与者认识到人际关系影响学习和创造力;重新审视他们对学习和创造的观念。
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引用次数: 4
NOOT: a tool for sharing moments of reflection during creative meetings 在创意会议期间分享反思时刻的工具
J. V. Dijk, Jirka van der Roest, R. Lugt, K. Overbeeke
We present a fully working prototype of NOOT, an interactive tangible system which supports (sharing of) moments of reflection during brainstorms. We discuss the iterative design process, informed by embodied situated cognition theory and by user studies in context using various versions of the prototype. Apart from a potentially useful product, NOOT served as a research-tool showing how physical materials and social interactions scaffold people's sense-making efforts, and how technology might fit in to support this process
我们展示了NOOT的一个完整的工作原型,这是一个交互式的有形系统,支持在头脑风暴期间的反思时刻(共享)。我们通过具体情境认知理论和使用不同版本原型的背景下的用户研究来讨论迭代设计过程。除了潜在的有用产品之外,NOOT还作为一种研究工具,展示了物质材料和社会互动如何支撑人们的感知努力,以及技术如何适应以支持这一过程
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引用次数: 18
Performing places 表演的地方
Colombine Gardair, P. Healey, Martin Welton
Street performers use carefully designed interactions to: create their performance space, build their audience, and elicit payment. Two of the key transformations a performer must achieve are (1) to transform a public space into a distinctive performance place that passers-by acknowledge as such; and (2) to turn a crowd of passers-by into an audience. In this ethnographic study of street shows we analyse the specific practicalities of creating a performance place within a public space. We propose that performers design their actions in ways that help passers-by and audience members identify them as part of a performance. We investigate how passers-by display their recognition that a performance is being created, becoming watchers before being audience members. We explore various techniques performers use for place-construction and demonstrate that in each case, while objects themselves may be important in attracting initial attention, it is only through interaction that they are successful in actual building of a performance place.
街头表演者使用精心设计的互动:创造他们的表演空间,建立他们的观众,并吸引付款。表演者必须实现的两个关键转变是:(1)将公共空间转变为路人认可的独特表演场所;(2)把一群路人变成观众。在这个街头表演的民族志研究中,我们分析了在公共空间中创建表演场所的具体实用性。我们建议表演者设计他们的动作,以帮助路人和观众将他们识别为表演的一部分。我们研究路人如何表现出他们对正在创作的表演的认识,在成为观众之前先成为观察者。我们探索了表演者用于场所建设的各种技术,并证明在每种情况下,虽然物体本身在吸引最初的注意力方面可能很重要,但只有通过相互作用,它们才能成功地在实际的表演场所建设中发挥作用。
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引用次数: 18
Scaffolding creativity with open-source hardware 用开源硬件搭建创意
D. Mellis, L. Buechley
In this paper we discuss the role of open-source hardware in supporting creativity. We use the case study of an open-source FM radio and explore the modes of creation that emerged from a workshop in which participants modified and produced the design: making, personalizing, designing, engineering, and experimenting. We contrast open-source hardware with other approaches to supporting creativity and explore some of its unique challenges and opportunities.
在本文中,我们讨论了开源硬件在支持创造力方面的作用。我们使用一个开源调频收音机的案例研究,并探索从研讨会中出现的创造模式,参与者修改和生产设计:制作,个性化,设计,工程和实验。我们将开源硬件与其他支持创造力的方法进行对比,并探索其独特的挑战和机遇。
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引用次数: 17
Beyond the binding: exploring the future book 超越装订:探索未来的书籍
Natalie Freed, Jie Qi, C. Sylla, Pedro Branco
We have reached a special moment in the story of the book: today's youngest generation will experience literature in a vastly different way than the generation preceding. What we call a book has always morphed over time, but digital capabilities and the ubiquity of mobile electronics are changing the landscape at an unprecedented pace. This workshop will be a forum for creative exploration and discussion of the future of the book, motivated by this particular historical moment and a desire to bring together researchers from diverse backgrounds who are working on book-related technologies. We will share and document visions, approaches, and techniques.
我们已经到了这本书故事的一个特殊时刻:今天最年轻的一代将以一种与上一代人截然不同的方式体验文学。我们所说的书总是随着时间的推移而变化,但数字能力和无处不在的移动电子设备正在以前所未有的速度改变着景观。本次研讨会将是一个创造性探索和讨论图书未来的论坛,由这一特殊的历史时刻推动,并希望汇集来自不同背景的研究图书相关技术的研究人员。我们将分享和记录愿景、方法和技术。
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引用次数: 9
Do HCI researchers use computers? HCI研究人员使用计算机吗?
G. Harboe
Doing scientific research involves creative and complex forms of thinking. This paper examines the effect that information and computer technology (ICT) has on research practice. I present a bibliographic study that examines the role of ICT as a research tool in the field of human-computer interaction (HCI) through an analysis of 79 CHI papers, identifying five themes in their references to ICT. Among recent ICT developments, the internet is found to have had the greatest effect on research methods.
做科学研究涉及创造性和复杂的思维形式。本文探讨了信息与计算机技术(ICT)对研究实践的影响。通过对79篇人机交互(HCI)论文的分析,我提出了一项参考文献研究,研究了ICT作为人机交互(HCI)领域研究工具的作用,确定了其中涉及ICT的五个主题。在最近的信息通信技术发展中,人们发现互联网对研究方法的影响最大。
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引用次数: 0
Towards supporting creative design: analysis of the use of the TRENDS system according to designers' expertise 支持创意设计:根据设计师的专业知识分析趋势系统的使用
N. Bonnardel, C. Bouchard
Towards the end of favoring the emergence of new ideas in design situations, we first characterize cognitive processes involved in creative design and we describe a new computational system, called TRENDS, which aims at helping designers find inspirational material. Then, we present an exploratory study that contributes to a better understanding of the use of this system for performing a creative task, according to the users' level of expertise in design. The obtained results allow us to point out differences of use by novices and experienced designers and, on these bases, to suggest complementary support depending on the designers' level of expertise.
为了在设计情境中支持新想法的出现,我们首先描述了创意设计中涉及的认知过程,并描述了一个新的计算系统,称为TRENDS,旨在帮助设计师找到鼓舞人心的材料。然后,我们提出了一项探索性研究,根据用户在设计方面的专业水平,有助于更好地理解该系统在执行创造性任务时的使用。获得的结果使我们能够指出新手和有经验的设计师使用的差异,并在这些基础上,根据设计师的专业水平建议补充支持。
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引用次数: 3
LilyPond: an online community for sharing e-textile projects LilyPond:一个分享电子纺织项目的在线社区
Emily Lovell, L. Buechley
LilyPond is a new online community that enables people to document, share and browse e-textile projects---projects that blend electronics, computation and textiles. It was designed to be a project repository and a community gathering place for students, educators, and hobbyists who are creating e-textiles. In this paper, we describe the developing website and its user community. We examine the demographics of this community, its patterns of site usage and its emerging tastes and preferences.
LilyPond是一个新的在线社区,它使人们能够记录、分享和浏览电子纺织品项目——融合了电子、计算和纺织品的项目。它被设计成一个项目存储库和一个社区聚会场所,供学生、教育工作者和创建电子纺织品的爱好者使用。在本文中,我们描述了发展中的网站及其用户群体。我们研究了这个社区的人口统计数据,它的网站使用模式和它的新口味和偏好。
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引用次数: 15
The HCI researcher as artist and designer: approaches to creativity and distance 作为艺术家和设计师的HCI研究者:创造力和距离的方法
V. Weiley, E. Edmonds
We first describe the process of working on creative problems using three different but related approaches: Art, Design and Human Computer Interaction research. We present case studies of two interactive artworks; Magic Hopscotch and Cities Tango: Melbourne/Sydney, and explain how engagement with those works has informed our further practice in art, design and HCI. We consider how HCI research can influence art and design, and how art and design can influence HCI research, thereby making some kinds of decisions more explicit, supporting stronger hypothesis generation and crucially enriching evaluation methods for creativity support tools.
我们首先描述了使用三种不同但相关的方法来解决创造性问题的过程:艺术、设计和人机交互研究。我们展示了两个互动艺术作品的案例研究;魔术跳房子和城市探戈:墨尔本/悉尼,并解释与这些作品的接触如何影响我们在艺术,设计和HCI方面的进一步实践。我们考虑HCI研究如何影响艺术和设计,以及艺术和设计如何影响HCI研究,从而使某些决策更明确,支持更强大的假设生成,并至关重要地丰富创造力支持工具的评估方法。
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引用次数: 7
An agent-based model of the cognitive mechanisms underlying the origins of creative cultural evolution 创造性文化进化起源的认知机制的基于主体的模型
L. Gabora, M. Saberi
Human culture is uniquely cumulative and open-ended. Using a computational model of cultural evolution in which neural network based agents evolve ideas for actions through invention and imitation, we tested the hypothesis that this is due to the capacity for recursive recall. We compared runs in which agents were limited to single-step actions to runs in which they used recursive recall to chain simple actions into complex ones. Chaining resulted in higher cultural diversity, open-ended generation of novelty, and no ceiling on the mean fitness of actions. Both chaining and no-chaining runs exhibited convergence on optimal actions, but without chaining this set was static while with chaining it was ever-changing. Chaining increased the ability to capitalize on the capacity for learning. These findings show that the recursive recall hypothesis provides a computationally plausible explanation of why humans alone have evolved the cultural means to transform this planet.
人类文化具有独特的累积性和开放性。使用文化进化的计算模型,其中基于神经网络的代理通过发明和模仿来进化行为的想法,我们测试了这是由于递归回忆能力的假设。我们比较了两种情况,一种是智能体被限制为单步操作,另一种是智能体使用递归召回将简单操作链接到复杂操作中。连锁导致了更高的文化多样性,开放式的新颖性产生,以及对行动的平均适合度没有上限。有链和无链的运行都表现出最优行为的收敛性,但无链时该集合是静态的,有链时该集合是不断变化的。链接提高了利用学习能力的能力。这些发现表明,递归回忆假说提供了一个计算上合理的解释,为什么只有人类进化出了改变这个星球的文化手段。
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引用次数: 5
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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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