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.
{"title":"Towards supporting creative design: analysis of the use of the TRENDS system according to designers' expertise","authors":"N. Bonnardel, C. Bouchard","doi":"10.1145/2069618.2069674","DOIUrl":"https://doi.org/10.1145/2069618.2069674","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"60 1","pages":"315-316"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88315197","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}
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.
{"title":"An agent-based model of the cognitive mechanisms underlying the origins of creative cultural evolution","authors":"L. Gabora, M. Saberi","doi":"10.1145/2069618.2069667","DOIUrl":"https://doi.org/10.1145/2069618.2069667","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"40 1","pages":"299-306"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79517749","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}
Computer programming opens up many exciting possibilities to the creative mind. These possibilities are limited by the mismatch between the organic, free-flowing nature of the creative process and the rigid, highly formal nature of machines. While the artist is concerned with presentation and content, the machine requires complicated setup, memory management, and precise programming before anything else can be considered. I have termed this mismatch friction, it is present in any software engineering project. Zajal's primary goal is to minimize friction, focusing on creative and audio/visual work. Zajal aims to take care of as much of the administrative code as possible while freeing the programmer to focus on what really matters -- their idea. Zajal is implemented as a language interpreter built on and compatible with the Ruby programming language while using the creative coding capabilities of openFrameworks. Although still very new, the responses in various user tests have been positive, with testers excited to use the language in future projects.
{"title":"The zajal programming language","authors":"Ramsey Nasser","doi":"10.1145/2069618.2069723","DOIUrl":"https://doi.org/10.1145/2069618.2069723","url":null,"abstract":"Computer programming opens up many exciting possibilities to the creative mind. These possibilities are limited by the mismatch between the organic, free-flowing nature of the creative process and the rigid, highly formal nature of machines. While the artist is concerned with presentation and content, the machine requires complicated setup, memory management, and precise programming before anything else can be considered. I have termed this mismatch friction, it is present in any software engineering project. Zajal's primary goal is to minimize friction, focusing on creative and audio/visual work. Zajal aims to take care of as much of the administrative code as possible while freeing the programmer to focus on what really matters -- their idea.\u0000 Zajal is implemented as a language interpreter built on and compatible with the Ruby programming language while using the creative coding capabilities of openFrameworks. Although still very new, the responses in various user tests have been positive, with testers excited to use the language in future projects.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"38 1","pages":"413-414"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88953388","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}
Jason Freeman, Sang Won Lee, Shannon Yao, Aaron Albin
This statement describes LOLC, a text-based collaborative music improvisation environment for laptop ensemble developed at Georgia Tech and presented in performance by the authors at the Creativity and Cognition conference.
{"title":"LOLC for laptop music ensemble","authors":"Jason Freeman, Sang Won Lee, Shannon Yao, Aaron Albin","doi":"10.1145/2069618.2069735","DOIUrl":"https://doi.org/10.1145/2069618.2069735","url":null,"abstract":"This statement describes LOLC, a text-based collaborative music improvisation environment for laptop ensemble developed at Georgia Tech and presented in performance by the authors at the Creativity and Cognition conference.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"24 1","pages":"433-434"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78918975","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}
Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Lin Xiao
The Fourth Grade Slump, whereby children's creativity drops precipitously at around fourth grade, is a developmental phenomenon that begs for research to be done on ways to nurture children's creativity. We posit that due to its form and formal features, the use of the animated medium for creative activities can positively sustain the child's creativity throughout the Slump. We present a study that investigated how the animated medium (animation) mediates and influences the creative process of children in the third and fourth grade, using the digital print medium (storybook) as comparison. Analysis of the process was done at the structural and production level using mainly the method of discourse analysis. Children were observed to go through different stages and sequences when creating stories using animation as opposed to the storybook medium. The strategies that the children adopted to create differed along six themes: the prevalence of micro-activities, an integrated and activity-driven process of story generation, a focus on qualitative details producing richer stories, a broader imagination in terms of the story world, the occurrence of serendipitous creativity, and a higher degree of convergence and divergence despite a low seeding level of ideas in story generation. While animation was seen to have certain limitations in the act of creating, it had a largely positive impact on the children's motivation and enthusiasm to engage in the creative activity. Our results have implications for the understanding of the creative process among elementary school children, a necessary first step for the proper design of systems to nurture and sustain children's creativity throughout the Fourth Grade Slump.
{"title":"Studying medium effects on children's creative processes","authors":"Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Lin Xiao","doi":"10.1145/2069618.2069622","DOIUrl":"https://doi.org/10.1145/2069618.2069622","url":null,"abstract":"The Fourth Grade Slump, whereby children's creativity drops precipitously at around fourth grade, is a developmental phenomenon that begs for research to be done on ways to nurture children's creativity. We posit that due to its form and formal features, the use of the animated medium for creative activities can positively sustain the child's creativity throughout the Slump. We present a study that investigated how the animated medium (animation) mediates and influences the creative process of children in the third and fourth grade, using the digital print medium (storybook) as comparison. Analysis of the process was done at the structural and production level using mainly the method of discourse analysis.\u0000 Children were observed to go through different stages and sequences when creating stories using animation as opposed to the storybook medium. The strategies that the children adopted to create differed along six themes: the prevalence of micro-activities, an integrated and activity-driven process of story generation, a focus on qualitative details producing richer stories, a broader imagination in terms of the story world, the occurrence of serendipitous creativity, and a higher degree of convergence and divergence despite a low seeding level of ideas in story generation. While animation was seen to have certain limitations in the act of creating, it had a largely positive impact on the children's motivation and enthusiasm to engage in the creative activity. Our results have implications for the understanding of the creative process among elementary school children, a necessary first step for the proper design of systems to nurture and sustain children's creativity throughout the Fourth Grade Slump.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"27 3 1","pages":"3-12"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78569481","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}
Sang Won Lee, Jason Freeman, A. Colella, Shannon Yao, Akito van Troyer
This paper discusses LOLC, a text-based collaborative music improvisation system for laptop ensemble developed by the authors. The paper evaluates LOLC in the context of a recent performance by professional classical musicians with minimal computer experience. Using qualitative data from interviews with the performers and quantitative data from server logs, the paper considers the degree to which LOLC facilitated collaborative improvisation among the musicians and the degree to which LOLC was accessible to non-programmers to learn and perform.
{"title":"Collaborative musical improvisation in a laptop ensemble with LOLC","authors":"Sang Won Lee, Jason Freeman, A. Colella, Shannon Yao, Akito van Troyer","doi":"10.1145/2069618.2069696","DOIUrl":"https://doi.org/10.1145/2069618.2069696","url":null,"abstract":"This paper discusses LOLC, a text-based collaborative music improvisation system for laptop ensemble developed by the authors. The paper evaluates LOLC in the context of a recent performance by professional classical musicians with minimal computer experience. Using qualitative data from interviews with the performers and quantitative data from server logs, the paper considers the degree to which LOLC facilitated collaborative improvisation among the musicians and the degree to which LOLC was accessible to non-programmers to learn and perform.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"10 1","pages":"361-362"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84023837","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}
"maybe make some change" is an interactive fiction incorporating video, audio, and animated text to explore a frozen battlefield moment from six violently conflicting perspectives. Inspired by a true story of Adam Winfield, a US soldier accused in 2010 of war crimes in Afghanistan, the piece was first exhibited in the spring of 2011 as part of the author's MFA exhibition in Digital Arts & New Media.
{"title":"Creating \"maybe make some change\"","authors":"Aaron A. Reed","doi":"10.1145/2069618.2069731","DOIUrl":"https://doi.org/10.1145/2069618.2069731","url":null,"abstract":"\"maybe make some change\" is an interactive fiction incorporating video, audio, and animated text to explore a frozen battlefield moment from six violently conflicting perspectives. Inspired by a true story of Adam Winfield, a US soldier accused in 2010 of war crimes in Afghanistan, the piece was first exhibited in the spring of 2011 as part of the author's MFA exhibition in Digital Arts & New Media.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"9 1","pages":"427-428"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84762264","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}
Young children often feel anxious when visiting the doctors. This paper presents mediPuppet, an interactive companion with an exploratory procedure map designed to help children feel more relaxed and comfortable during their medical procedure. The ultimate goal of this study is to transform an intimidating stressful situation into a joyful exploring game for children during hospital visits.
{"title":"mediPuppet: an interactive comforting companion for children while visiting a doctor","authors":"Szu-Chia Lu, Chih-Sung Wu, E. Do","doi":"10.1145/2069618.2069699","DOIUrl":"https://doi.org/10.1145/2069618.2069699","url":null,"abstract":"Young children often feel anxious when visiting the doctors. This paper presents mediPuppet, an interactive companion with an exploratory procedure map designed to help children feel more relaxed and comfortable during their medical procedure. The ultimate goal of this study is to transform an intimidating stressful situation into a joyful exploring game for children during hospital visits.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"32 1","pages":"367-368"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87142982","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 discuss Paradigm, a game of intuition and pattern exploration. We make a case for the game's relevance as a microdomain for studying creativity and related phenomena such as analogy-making, high-level perception, and aesthetic sensibility. Rather than focusing on creativity in the sense of "generating output" (e.g., writing stories or making up jokes), we emphasize its more exploratory and evaluative aspects, which we believe to be prerequisites for genuine "output creativity."
{"title":"Perception, insight, and creativity in paradigm, a game of pattern exploration","authors":"William W. York, David Bender","doi":"10.1145/2069618.2069717","DOIUrl":"https://doi.org/10.1145/2069618.2069717","url":null,"abstract":"We discuss Paradigm, a game of intuition and pattern exploration. We make a case for the game's relevance as a microdomain for studying creativity and related phenomena such as analogy-making, high-level perception, and aesthetic sensibility. Rather than focusing on creativity in the sense of \"generating output\" (e.g., writing stories or making up jokes), we emphasize its more exploratory and evaluative aspects, which we believe to be prerequisites for genuine \"output creativity.\"","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"198 1","pages":"403-404"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89011422","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 recent years we have been witnessing the first stages of a democratization of manufacturing, a trend that promises to revolutionize the means of design, production and distribution of material goods and give rise to a new class of creators and producers. A disruptive technology and several cultural and economic driving forces are leading to what has already been called a new industrial revolution: public access to digital fabrication tools, software and databases of blueprints; a tech Do-It-Yourself movement; and a growing desire amongst individuals to shape and personalize the material goods they consume. This paper is an overview of the current state of personal digital fabrication and the trends that are shaping it.
{"title":"The rise of personal fabrication","authors":"Catarina Mota","doi":"10.1145/2069618.2069665","DOIUrl":"https://doi.org/10.1145/2069618.2069665","url":null,"abstract":"In recent years we have been witnessing the first stages of a democratization of manufacturing, a trend that promises to revolutionize the means of design, production and distribution of material goods and give rise to a new class of creators and producers. A disruptive technology and several cultural and economic driving forces are leading to what has already been called a new industrial revolution: public access to digital fabrication tools, software and databases of blueprints; a tech Do-It-Yourself movement; and a growing desire amongst individuals to shape and personalize the material goods they consume. This paper is an overview of the current state of personal digital fabrication and the trends that are shaping it.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"52 1","pages":"279-288"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89096573","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}