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Music one participates in 参与的音乐
Atau Tanaka
Digital music has undergone fundamental shifts -- it has gone real time, it has become interactive, it has become miniaturized, and completely democratized. I'll map out my personal trajectory in this time to look at broader evolutions in the field with sensors, networks, and mobility. These are not just technological changes, but changes that bring about shifts in musical approaches. Form factors change, analogue is reconciled with digital, and new directions in Open Source and DIY culture continue to challenge our assumptions on what it means to be an artist, composer, performer, participant, in these evolving musical/technological landscapes.
数字音乐已经发生了根本性的转变——它已经变成了实时的,它已经变成了交互式的,它已经变得小型化,并且完全民主化了。在这段时间里,我将描绘出我的个人轨迹,看看传感器、网络和移动性领域更广泛的演变。这些不仅仅是技术上的变化,而是带来音乐方法转变的变化。形式因素的变化,模拟与数字的调和,开源和DIY文化的新方向继续挑战我们对艺术家,作曲家,表演者,参与者的假设,在这些不断发展的音乐/技术景观中。
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引用次数: 9
Conversing with a computer: the body language of the box 与电脑对话:盒子的肢体语言
James Sheridan
This small performance looks at novel interactive ways for better understanding the attentive processes and there affects on things like perception. This is done via the user exploring an audio-visual environment that reacts to their attention in different ways. The users gaze and brainwaves (via EEG) are dynamically mapped to different visual and sonic objects based on the ways in which they pay attention. This allows them to setup and explore different feedback loops, which begin to resonate with each other allowing the users attentive patterns to be represented as a unique audio-visual structure.
这个小表演着眼于新颖的互动方式,以更好地理解专注过程,并对感知等事物产生影响。这是通过用户探索以不同方式对他们的注意力做出反应的视听环境来实现的。用户的凝视和脑电波(通过脑电图)被动态映射到不同的视觉和声音对象,这是基于他们注意的方式。这允许他们建立和探索不同的反馈循环,这些反馈循环开始彼此产生共鸣,允许用户注意模式被表示为独特的视听结构。
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引用次数: 0
An exploration of creativity in school children's music composition: study, software and framework 学校儿童音乐创作创造力的探索:研究、软件与框架
S. Truman
A question that has gained widespread interest is 'how can learning tasks be structured to encourage creative thinking in the classroom?' This paper presents a generative framework which exists as a design support tool for planning creative learning experiences. A demonstration of the framework application is made through the design of SoundScape.
一个引起广泛兴趣的问题是“如何在课堂上组织学习任务以鼓励创造性思维?”本文提出了一个生成式框架,作为规划创造性学习经验的设计支持工具。通过对SoundScape的设计,对框架的应用进行了演示。
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引用次数: 3
The wheatstone stereoscopic random line pair generator with fitness function for non-objective art 具有适应度函数的wheatstone非客观艺术立体随机线对生成器
Gregory P. Garvey
The Wheatstone Stereoscopic Random Line Pair Generator with Fitness Function for Non-objective Art is a proposal for an interactive installation. Viewers in the gallery wear stereoscopic glasses. The motion of each viewer will trigger the projection of randomly positioned stereoscopic pairs of lines projected on each wall of the gallery forming a dynamic, evolving, emergent, stochastic, "non-objective [1] composition".
具有非客观艺术适应度函数的Wheatstone立体随机线对生成器是一个交互式装置的方案。画廊里的观众戴着立体眼镜。每个观众的动作都会触发随机定位的立体线对投射到画廊的每一面墙上,形成一个动态的、进化的、突现的、随机的、“非客观的[1]构图”。
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引用次数: 1
The taste of criticism: enhancing feedback for creativity 批评的味道:增强创造力的反馈
G. V. Georgiev, Y. Nagai
Criticism is important for cultivating creativity. In this paper, we propose a method to enhance feedback to creators of creative works. We separate the explicit evaluation from the implicit evaluation. We pay particular attention to cases in which the viewer expresses a positive evaluation of a work but the actual implicit evaluation is rather negative. In such cases, the feedback of the implicit criticism is important for creativity. We describe a prototype system designed to deliver such feedback to the creator. The feedback interface is represented by the taste of green tea, directly delivered to the creator, thus motivating the creator.
批评对培养创造力很重要。本文提出了一种加强对创意作品创作者反馈的方法。我们把显式评价和隐式评价分开。我们特别关注观众对作品表达积极评价,但实际隐含评价相当消极的情况。在这种情况下,隐性批评的反馈对创造力很重要。我们描述了一个原型系统,旨在向创造者提供这样的反馈。反馈界面以绿茶的味道为代表,直接传递给创作者,从而激励创作者。
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引用次数: 0
Finding the odd one out: a fractal analogical approach 找出奇怪的:分形类比方法
Keith McGreggor, Ashok K. Goel
The Odd One Out test of intelligence consists of 3x3 matrix reasoning problems organized in 20 levels of difficulty. Addressing problems on this test appears to require integration of multiple cognitive abilities usually associated with creativity, including visual encoding, similarity assessment, pattern detection, and analogical transfer. We describe a novel fractal technique for addressing visual analogy problems on the Odd One Out test. In our technique, the relationship between images is encoded fractally, capturing inherent self-similarity. The technique starts at a high level of resolution, but, if that is not sufficient to resolve ambiguity, it automatically adjusts itself to the right level of resolution for addressing a given problem. Similarly, the technique automatically starts with searching for similarity between simpler relationships, but, if that is not sufficient to resolve ambiguity, it automatically searches for similarity between higher-order relationships. We present preliminary results from applying the fractal technique on a representative subset of the problems from the Odd One Out test.
Odd One Out智力测试由3 × 3矩阵推理问题组成,分为20个难度等级。解决这个测试中的问题似乎需要整合通常与创造力相关的多种认知能力,包括视觉编码、相似性评估、模式检测和类比迁移。我们描述了一种新的分形技术,用于解决Odd One Out测试中的视觉类比问题。在我们的技术中,图像之间的关系是分形编码的,捕捉固有的自相似性。该技术从高分辨率开始,但是,如果这不足以解决歧义,它会自动调整到解决给定问题的正确分辨率级别。类似地,该技术自动从搜索简单关系之间的相似性开始,但是,如果这不足以解决歧义,它会自动搜索高阶关系之间的相似性。我们提出了从应用分形技术的一个有代表性的问题子集从奇数出局测试的初步结果。
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引用次数: 14
Beyond fixing bugs: case studies of creative collaboration in open source software bug fixing processes 超越bug修复:开源软件bug修复过程中创造性协作的案例研究
Jing Wang, John Millar Carroll
Bug fixing is an important collaborative practice of open source software development. Creative collaborative bug fixing---collectively generating new and useful solutions to improve software quality---is important especially when bugs are difficult to fix. We find bug fixing practices are unavoidably creative by studying Mozilla and Python. We characterize their bug fixing process as four common subprocesses, problem identification, preparation, solution generation, and solution evaluation. We discuss the key challenges of creative collaboration during each subprocess, and recommend design implications to enhance creative collaborative bug fixing processes, including support for establishment of common ground, externalization of social networks, awareness of resolving progress, and articulation of design rationale.
Bug修复是开源软件开发中一项重要的协作实践。创造性的协作错误修复——集体生成新的和有用的解决方案来提高软件质量——是非常重要的,特别是当错误难以修复时。通过研究Mozilla和Python,我们发现bug修复实践不可避免地具有创造性。我们将它们的bug修复过程描述为四个常见的子过程:问题识别、准备、解决方案生成和解决方案评估。我们讨论了在每个子过程中创造性协作的主要挑战,并推荐了增强创造性协作错误修复过程的设计含义,包括支持建立共同点、社会网络的外部化、解决进展的意识和设计基本原理的表达。
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引用次数: 3
Dance in augmented reality: calibration and applications 增强现实中的舞蹈:校准和应用
Michael Korostelev, K. Knauth, Li Bai
Dance expresses and translates human experience into meaningful body forms, transcending cultural barriers and language. Ideas and concepts can be portrayed through each dancer's movement on the stage. Mixing cutting edge technologies into contemporary fine arts creates opportunities for human imagination and advances development of futuristic technologies. Augmented Reality (AR) is this technology, and we envision the use of AR in avantgarde dance, interactive media, and story telling. Dance and Engineering in Augmented Reality (DEAR) is a collaborative effort between artists and engineers. Through this project, we will realize multiple creative works that take advantage of AR in an integral and non trivial manner. As part of this paper, we describe our application of the technology in dance and propose a simple projector camera calibration method for projection mapping installations. With an easier setup, we hope enable and inspire future AR pieces from talented artists, computer engineers and computer scientists.
舞蹈超越文化和语言的障碍,将人类的经验表达并转化为有意义的身体形式。思想和概念可以通过每个舞者在舞台上的动作来描绘。将尖端技术融入当代美术,为人类的想象力创造了机会,并推动了未来技术的发展。增强现实(AR)就是这种技术,我们设想在前卫舞蹈、互动媒体和讲故事中使用AR。增强现实中的舞蹈和工程(DEAR)是艺术家和工程师之间的合作成果。通过这个项目,我们将以一种完整而非琐碎的方式实现多个利用AR的创作作品。作为论文的一部分,我们描述了该技术在舞蹈中的应用,并提出了一种简单的投影摄像机校准方法。有了一个更简单的设置,我们希望能够激发和启发未来的AR作品,从有才华的艺术家,计算机工程师和计算机科学家。
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引用次数: 1
Measuring creative impact with web-based data 用基于网络的数据衡量创造性的影响
Richard W. Hass
This paper reviews a method of collecting creative-impact data utilizing the All Music Guide (AMG, www.allmusic.com) database. This type of data is suitable for quantitative analysis and has been used to test cognitive-psychological hypotheses about the creative process. Implications are discussed.
本文回顾了一种利用全音乐指南(AMG, www.allmusic.com)数据库收集创造性影响数据的方法。这种类型的数据适合定量分析,并已被用于测试关于创造过程的认知心理学假设。讨论了影响。
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引用次数: 1
Creative storytelling enhanced through social media and intelligent recommendation 通过社交媒体和智能推荐增强创意故事
Yin-Li Wong, Chien-Sing Lee
Collaborative storytelling is an activity that would boost our creativity and imagination. However, collaborative storytelling systems are not popular and few efforts have been made to support its growth. This research presents WriteYourJourney (WYJ), a collaborative e-storytelling system integrated with social networking media and a recommender system. WriteYourJourney supports the idea of collaborative storytelling by adding in features that increase the interactivity between the users and the system. These features are story and link recommender, story tree visualization, diverse choices of story writing style and chat room. User testing results are positive with regards to usability, effectiveness, learnability and memorability. Users are keen to use the system in the future.
合作讲故事是一种可以提高我们创造力和想象力的活动。然而,协作讲故事系统并不流行,支持其发展的努力也很少。本研究介绍了WriteYourJourney (WYJ),这是一个集成了社交网络媒体和推荐系统的协作式电子故事系统。WriteYourJourney通过添加增加用户和系统之间交互性的功能来支持协作讲故事的想法。这些功能包括故事和链接推荐、故事树可视化、故事写作风格的多样化选择和聊天室。用户测试结果在可用性、有效性、易学性和记忆性方面都是积极的。用户希望在未来使用该系统。
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引用次数: 3
期刊
Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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