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}
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.
{"title":"The impact of design media on cognitive load during architectural ideation process","authors":"A. Ahmed, N. Bonnardel, Pierre Côté","doi":"10.1145/2069618.2069703","DOIUrl":"https://doi.org/10.1145/2069618.2069703","url":null,"abstract":"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.\u0000 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.\u0000 The results showed no significant difference between media but the quantitative and qualitative measures allow us to point out tendantial differences between them.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"107 1","pages":"375-376"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77429605","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}
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.
{"title":"Combining concept maps to catalyze creativity","authors":"Lixiu Yu, J. Nickerson","doi":"10.1145/2069618.2069623","DOIUrl":"https://doi.org/10.1145/2069618.2069623","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"23 1","pages":"13-20"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85261754","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}