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LOLC for laptop music ensemble LOLC为笔记本电脑音乐合奏
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.
这个声明描述了LOLC,一个基于文本的协作音乐即兴环境,用于笔记本合奏,由佐治亚理工学院开发,并由作者在创造力和认知会议上展示。
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引用次数: 1
The impact of design media on cognitive load during architectural ideation process 建筑构思过程中设计媒介对认知负荷的影响
A. Ahmed, N. Bonnardel, Pierre Côté
Architectural design can be viewed as a process of solving ill-defined problems, requiring a constant dialogue between internal (or mental) representations and external representations based on the use of different media (sketches but also technologies) [4]. During the ideation phase or conceptual phase, this dialogue uses the resources of the working memory, which has to be discharged to process new information elements [1]. The objective of this research is to document whether different types of media traditionally used in architecture (physical models, freehand sketch or the use of a 3D software -- in this case Sketch-Up) impose anadditional cognitive load to the designer during the design process. To address this topic, an experiment was conducted with 25 students in a school of architecture. Two kinds of measures of cognitive workload were performed: an objective measure using the paradigm of dual task and a subjective measurement based on a modified version of the questionnaire NASATLX. The results showed no significant difference between media but the quantitative and qualitative measures allow us to point out tendantial differences between them.
建筑设计可以被看作是一个解决不明确问题的过程,需要在内部(或心理)表征和外部表征之间进行持续的对话,这些表征基于使用不同的媒体(草图和技术)[4]。在构思阶段或概念阶段,这种对话使用了工作记忆的资源,这些资源必须被释放以处理新的信息元素[1]。本研究的目的是记录建筑中传统使用的不同类型的媒体(物理模型,手绘草图或3D软件的使用-在这种情况下是sketch - up)是否在设计过程中给设计师带来额外的认知负荷。为了解决这个问题,我们对一所建筑学院的25名学生进行了一项实验。认知负荷的测量分为两种:一种是采用双任务范式的客观测量,另一种是采用改进的NASATLX问卷的主观测量。结果显示,媒体之间没有显著差异,但定量和定性措施使我们能够指出它们之间的趋势差异。
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引用次数: 1
The zajal programming language zajal编程语言
Ramsey Nasser
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.
计算机编程为创造性思维开辟了许多令人兴奋的可能性。创造性过程的有机、自由流动的本质与机器的僵化、高度正式的本质之间的不匹配,限制了这些可能性。虽然艺术家关心的是呈现和内容,但机器需要复杂的设置、内存管理和精确的编程,然后才能考虑其他事情。我将这种不匹配摩擦称为不匹配摩擦,它存在于任何软件工程项目中。Zajal的主要目标是尽量减少摩擦,专注于创意和音频/视觉工作。Zajal的目标是尽可能多地处理管理代码,同时让程序员专注于真正重要的事情——他们的想法。Zajal是作为一个语言解释器实现的,它基于Ruby编程语言并与之兼容,同时使用了openFrameworks的创造性编码功能。尽管仍然很新,但在各种用户测试中的反应是积极的,测试人员对在未来的项目中使用该语言感到兴奋。
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引用次数: 0
Combining concept maps to catalyze creativity 结合概念图来激发创造力
Lixiu Yu, J. Nickerson
Combining concept maps aids creative problem solving. In two studies, participants were presented with a story describing a problem and its solution. They were then asked to read an analogous problem and provide a solution. In order to facilitate transfer from the first story to the second, concept maps of the stories were elicited and participants instructed to combine them. The results show that participants were more likely to solve the problem when they produced and combined concept maps, as compared to a condition in which concept maps were used without combination, and compared to a condition in which no maps were used, but instead summaries were created and combined.
结合概念图有助于创造性地解决问题。在两项研究中,研究人员向参与者展示了一个描述问题及其解决方案的故事。然后他们被要求阅读一个类似的问题并提供解决方案。为了便于从第一个故事转移到第二个故事,我们引出了故事的概念图,并指导参与者将它们组合起来。结果表明,与不使用概念图的情况和不使用概念图的情况相比,参与者在制作和组合概念图时更有可能解决问题,而在不使用概念图的情况下,与不使用概念图的情况相比,而是制作和组合摘要。
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引用次数: 4
Studying medium effects on children's creative processes 研究媒介对儿童创造过程的影响
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.
四年级低潮,即儿童的创造力在四年级左右急剧下降,是一种发展现象,需要对培养儿童创造力的方法进行研究。我们认为,由于其形式和形式的特点,使用动画媒介进行创造性活动可以在整个低迷时期积极地维持儿童的创造力。我们提出了一项研究,以数字印刷媒体(故事书)为比较,调查了动画媒体(动画)如何中介和影响三年级和四年级儿童的创造过程。本文主要运用语篇分析的方法,从结构和生产两个层面对这一过程进行了分析。研究人员观察到,在使用动画和故事书媒介创作故事时,孩子们经历了不同的阶段和顺序。孩子们采用的创作策略在六个主题上有所不同:微活动的流行,故事生成的整合和活动驱动过程,对定性细节的关注产生了更丰富的故事,对故事世界的更广泛的想象力,偶然创造力的发生,以及更高程度的趋同和分歧,尽管故事生成的想法播种水平较低。虽然动画被认为在创作行为上有一定的局限性,但它对孩子们从事创作活动的动机和热情有很大的积极影响。我们的研究结果对理解小学儿童的创造过程具有启示意义,这是正确设计系统以在整个四年级低迷时期培养和维持儿童创造力的必要的第一步。
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引用次数: 19
Collaborative musical improvisation in a laptop ensemble with LOLC 在笔记本电脑合奏与LOLC合作的即兴音乐
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.
本文讨论了作者开发的基于文本的笔记本合奏协同音乐即兴系统LOLC。本文以专业古典音乐家最近的一次演出为背景,对LOLC进行了评估。使用来自表演者访谈的定性数据和来自服务器日志的定量数据,本文考虑了LOLC在多大程度上促进了音乐家之间的协作即兴创作,以及在多大程度上非程序员可以访问LOLC学习和表演。
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引用次数: 11
Creating "maybe make some change" 创造“也许会做出一些改变”
Aaron A. Reed
"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.
《也许会做出一些改变》是一部结合了视频、音频和动画文本的互动小说,从六个激烈冲突的角度探索一个冰冻的战场。这幅作品的灵感来自于2010年被指控在阿富汗犯下战争罪的美国士兵亚当·温菲尔德(Adam Winfield)的真实故事,作为作者在2011年春季举办的数字艺术与新媒体艺术硕士展览的一部分,这幅作品首次展出。
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引用次数: 0
mediPuppet: an interactive comforting companion for children while visiting a doctor mediPuppet:儿童看医生时的互动安慰伙伴
Szu-Chia Lu, Chih-Sung Wu, E. Do
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.
小孩子看医生时常常感到焦虑。本文介绍了mediPuppet,一个带有探索性程序图的交互式伴侣,旨在帮助儿童在医疗过程中感到更放松和舒适。本研究的最终目的是将儿童在医院就诊时的紧张情境转化为愉快的探索游戏。
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引用次数: 7
Perception, insight, and creativity in paradigm, a game of pattern exploration 感知,洞察力和创造力的范式,一个游戏的模式探索
William W. York, David Bender
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."
我们讨论范式,一个直觉和模式探索的游戏。我们将游戏的相关性作为研究创造力和相关现象(如类比制作、高级感知和审美敏感性)的微领域。而不是专注于“产生输出”意义上的创造力(例如,写故事或编造笑话),我们强调其更具探索性和评估性的方面,我们认为这是真正的“输出创造力”的先决条件。
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引用次数: 2
The rise of personal fabrication 个人造假的兴起
Catarina Mota
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.
近年来,我们目睹了制造业民主化的第一阶段,这一趋势有望彻底改变物质产品的设计、生产和分配手段,并产生一个新的创造者和生产者阶层。一项颠覆性的技术以及几种文化和经济驱动力正在引领一场已经被称为新的工业革命:公众可以使用数字制造工具、软件和蓝图数据库;科技diy运动;个人越来越渴望塑造和个性化他们消费的物质产品。本文概述了个人数字制造的现状以及正在塑造它的趋势。
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引用次数: 232
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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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