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

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Semi-automated creativity: software as a creative collaborator 半自动化的创造力:作为创造性合作者的软件
J. Secretan
Creativity support tools are important to professionals and amateurs alike. Typically, these tools abstract away the mundane details of creative design to allow the user to focus on her creative process. However, emerging techniques in data mining, machine learning, and artificial intelligence all have the potential to enhance the efficiency, productivity, accessibility and usability of these tools. Leveraging these techniques, creativity support tools are poised to move from the role of an assistant carrying out chores for the user to a role as a creative collaborator.
创意支持工具对专业人士和业余爱好者都很重要。通常情况下,这些工具会抽象出创意设计的平凡细节,让用户专注于自己的创意过程。然而,数据挖掘、机器学习和人工智能等新兴技术都有可能提高这些工具的效率、生产力、可访问性和可用性。利用这些技术,创造力支持工具正准备从为用户执行家务的助手角色转变为创造性合作者的角色。
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引用次数: 1
Creativity and conducting: handle in the CAIRA project 创造性和执行力:处理CAIRA项目
S. Bringsjord, C. Kuebler, Joshua Taylor, Griffin W. Milsap, Sean Austin, J. Braasch, Pauline Oliveros, D. Nort, Adam Rosenkrantz, Kasia Hayden
After providing some context via (i) earlier work on literary creativity carried out by Bringsjord et al., and (ii) an account of creativity espoused by Cope, which stands in rather direct opposition to Bringsjord's account, we summarize our nascent attempt to engineer an artificial conductor: Handle. Handle is a microcosmic version of part of a larger, much more ambitious system: CAIRA. Both are under development courtesy of a three-year CreativeIT grant from the National Science Foundation (PI Braasch, Co-PIs Oliveros & Bringsjord).
在通过(i) bringsord等人对文学创造力的早期研究,以及(ii) Cope对创造力的支持(与bringsord的描述截然相反)提供了一些背景后,我们总结了我们设计人工导体的初步尝试:Handle。Handle是一个更大、更有野心的系统——CAIRA的微观版本。这两款产品都得到了美国国家科学基金会(PI Braasch, co -PI Oliveros & bringsord)为期三年的CreativeIT资助。
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引用次数: 1
Interpretation as driver for psychological creativity 解释是心理创造力的驱动力
Nick Kelly, J. Gero
This paper describes some acts of psychological creativity as phenomena arising from changes to a situation, brought about through interpretation. It presents a way of representing a situation as a schema of concepts made up from perceptual dimensions. It shows the utility of concepts as being changed by the situation within which they are used. An example of this is described, in which the information within a concept is unchanged yet its use becomes different through salience weighting. A computational implemented example is presented as a generate-and-interpret model that produces country growth indicators and then interprets them and repeats this process. The situation, and the space of possible designs, is changed through the act of interpretation. It is suggested that interpretation can be a driver for changing situations -- something that looks like P-creativity to an outside observer.
本文将心理创造的一些行为描述为一种由于情境变化而产生的现象,这种现象是通过解释而产生的。它提出了一种将情境表现为由感知维度构成的概念图式的方法。它显示了概念的效用随着使用它们的情况而改变。本文描述了一个这样的例子,其中概念中的信息是不变的,但它的使用通过显著性加权而变得不同。一个计算实现的例子作为一个生成和解释模型提出,该模型产生国家增长指标,然后解释这些指标并重复这一过程。情境和可能设计的空间,通过诠释的行为而改变。有人认为,解释可以成为改变情况的驱动力——在外部观察者看来,这像是p -创造力。
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引用次数: 0
Shared mental models in improvisational theatre 即兴戏剧中共享的心智模式
Daniel Fuller, Brian Magerko
This article presents our currents findings from an empirical study of the cognition employed by performers in improvisational theatre. Improvised theatrical performance is an activity in which one or more individuals create a dramatic or comedic performance in real-time and is an interesting example of creative, real-time, collaborative problem solving. Unlike other forms of creative problem solving, improvisers are constrained from explicitly coordinating with the other improvisers on stage or revising their decisions after the fact. This article focuses on the means by which a group of improvisers converge on a shared understanding (i.e. a shared mental model) of what a scene is about and how it should proceed. We present our findings on how improvisers build shared mental models during a performance and discuss our applications of these findings to the design and development of improvisational intelligent agents.
本文介绍了我们目前对即兴戏剧演员认知的实证研究结果。即兴戏剧表演是一种活动,其中一个或多个个人实时创作戏剧或喜剧表演,是创造性,实时,协作解决问题的有趣例子。与其他形式的创造性解决问题不同,即兴表演者在舞台上无法明确地与其他即兴表演者协调,也无法在事后修改他们的决定。这篇文章关注的是如何让一群即兴创作的人对一个场景是关于什么的以及它应该如何进行达成一个共同的理解(即一个共同的心理模型)。我们介绍了即兴表演者如何在表演中建立共同的心智模型,并讨论了我们将这些发现应用于即兴智能代理的设计和开发。
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引用次数: 30
Designing reality-based interfaces for creative group work 为创造性的团队工作设计基于现实的界面
Florian Geyer, Ulrike Pfeil, Anita Höchtl, Jochen Budzinski, Harald Reiterer
Using affinity diagramming as an example, we investigate reality-based interfaces for supporting creative group work. Based on an observational study grounded in the reality-based interaction framework, we identified power vs. reality tradeoffs that can be addressed to find a close fit to embodied practice. Using this knowledge, we designed and implemented a digital workspace for supporting affinity diagramming. Its hybrid interaction techniques combine digital pen & paper with an interactive table and tangible tokens. An additional vertical display is used to support reflection-in-action and for enhancing discussion and coordination. A preliminary user study confirmed the applicability of our tradeoffs and the general acceptance of the tool design.
以亲和关系图为例,我们研究了支持创造性团队工作的基于现实的界面。基于一项基于现实的互动框架的观察性研究,我们确定了权力与现实之间的权衡,可以找到一个与具体实践密切相关的问题。利用这些知识,我们设计并实现了一个支持关联图的数字工作空间。它的混合交互技术将数字笔和纸与交互表和有形的令牌相结合。额外的垂直显示器用于支持行动中的反射,并加强讨论和协调。初步的用户研究证实了我们的权衡的适用性和工具设计的普遍接受度。
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引用次数: 70
Crowd creativity through combination 通过组合聚集创意
Lixiu Yu
The goal of this research is to perform large-scale experiments to see if the crowd, mediated by technology, produces creative designs by combining designs. To fulfill this goal, a sequential combination system is built. The system is a variant on a human based genetic algorithm, through which the crowd participates in an iterative process of design, evaluation, and combination. The study will provide a way of creatively solving problems in a number of different domains. It will also shed light on the mechanisms of social creativity: how individuals can build on each other's work and how technology can facilitate design by encouraging collaboration through shared designs.
本研究的目的是进行大规模的实验,看看人群是否在技术的介导下,通过组合设计产生创造性的设计。为了实现这一目标,构建了顺序组合系统。该系统是基于人类遗传算法的一种变体,通过该算法,人群参与设计、评估和组合的迭代过程。这项研究将为创造性地解决许多不同领域的问题提供一种方法。它还将揭示社会创造力的机制:个人如何以彼此的工作为基础,以及技术如何通过鼓励共享设计来促进合作,从而促进设计。
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引用次数: 9
Towards a computational model of character status in interactive storytelling 交互式故事叙述中角色状态的计算模型
Jichen Zhu, Kenneth E. Ingraham, J. M. Moshell, Santiago Ontañón
In computer-based interactive narrative, a key challenge is the conflict between user agency and authorial control of the story quality. In this paper, we use the constructs of character status and status shifts from improvisational and interactive theatre to further engage users in the creative process of co-creating the story. Based on the cognitive semantics theory of force dynamics, we develop a computational model of status shifts.
在基于计算机的交互式叙事中,一个关键的挑战是用户代理和作者对故事质量的控制之间的冲突。在本文中,我们使用角色状态和状态转换的结构,从即兴和互动戏剧进一步吸引用户参与共同创造故事的创作过程。基于力动力学的认知语义理论,建立了状态转移的计算模型。
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引用次数: 1
Influence of design tools on conceptually driven processes 设计工具对概念驱动过程的影响
Amod Damle, Trudi C. Miller
Design thinking literature suggests that design tools can influence early design activities in a bottom-up, data-driven manner. This study suggests that design tools can influence design thinking in a top-down manner and cause designers prematurely to fixate on the details of a design solution. Further, such fixation can take place before a designer actually utilizes these features to produce a sketch.
设计思维文献表明,设计工具可以以自下而上、数据驱动的方式影响早期的设计活动。这项研究表明,设计工具可以以自上而下的方式影响设计思维,并导致设计师过早地关注设计解决方案的细节。此外,这种固定可能发生在设计师实际利用这些特征制作草图之前。
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引用次数: 2
Creative ecologies in action: technology and the workshop-as-artwork 行动中的创意生态:技术和作为艺术品的工作室
Jamie Allen, Rachel Clarke, A. Galani, K. Wajda
A shift is occurring, particularly evident in art-and- technology practice, in which the artist-led-workshop is transformed into an distinct and distinguishable artistic form. Resulting from, and contributing to, the new access and relationships people have to information, creative culture, materials and like-interested individuals, the "workshop-as-artwork" is herein proposed and outlined. As a set of multiple artistic (material), social and learning agent interactions, thinking this new form as an ecology has shown benefits in terms of the aims and design of these new works, as well as their thinking, planning and execution. Further, from the artist-interventionist point of view, positing the workshop-as-artwork and ecological thinking seeks to update notions of legacy, consequence and significance for the art-and-technology practitioner and his or her audience. Particular attention is given to the links made between the workshop-as-artwork to other historical art forms, the potentials for these structures to provide a means of rendering technologies more convivial, as well as understanding the participative and performative interactions possible within such a form. We conclude with a set of reflections on the artistic context of this work, and possible directions and prospects arising from the "workshop-as-artwork".
一种转变正在发生,尤其是在艺术和技术实践中,艺术家主导的工作室转变为一种独特的、可区分的艺术形式。由于人们对信息、创意文化、材料和感兴趣的个人有了新的接触和关系,并为此做出了贡献,在此提出并概述了“作为艺术品的工作室”。作为一组多重艺术(材料)、社会和学习代理的互动,将这种新形式视为一个生态,从这些新作品的目标和设计,以及它们的思考、规划和执行方面来看,都显示出了好处。此外,从艺术家干预主义的角度来看,将工作坊定位为艺术品和生态思维,旨在为艺术和技术从业者及其受众更新遗产、后果和意义的概念。特别关注工作坊作为艺术品与其他历史艺术形式之间的联系,这些结构的潜力提供了一种使技术更加欢乐的手段,以及理解这种形式中可能的参与性和表演性互动。最后,我们对这件作品的艺术背景进行了一系列反思,以及“工作坊即艺术”可能带来的方向和前景。
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引用次数: 3
Enduring interaction: an approach to analysis and design of animated gestural interfaces in creative computing systems 持久的交互:创造性计算系统中动画手势界面的分析和设计方法
Kenny K. N. Chow, D. Fox Harrell
This paper provides an interdisciplinary reflection on the nature meaning-making involving users and animated gestural interfaces. In particular, we propose a new model for analysis of creative computing systems incorporating gestural input into dynamically animated interfaces. Our contributions are based on a theoretical framework synthesizing embodied cognition approaches in cognitive science, phenomenology in philosophy, and user interface design in computing. We introduce the term enduring interaction to refer to the phenomenon of bodily and conceptually engaging interaction within constantly changing computational environments. Our construct centralizes the issue of how users' motor-sensory experiences inform their construction of meaning in the design of interactive systems. We argue that creative computing systems, a class of artifacts including types of hobbyist websites, video games, and computer-based artworks, require a new design perspective quite distinct from user-centric interface design approaches focused on productivity-oriented applications. Using examples including outcomes of the Gestural Narrative and Interactive Expression (GeNIE) project (Harrell, PI; Chow and Erik Loyer collaborators) along with existing prevalent, exceptional, or historically significant artifacts, we articulate a continuum of various kinds of engagement, showing design implications of our perspective, enabling users to use gestural interaction (through multi-touch and gyroscope/accelerometer-based input devices) to result in narratively salient, evocative, and even intimate interaction mechanisms in interactive narrative environments.
本文对涉及用户和动画手势界面的本质意义生成进行了跨学科的反思。特别地,我们提出了一种新的模型来分析将手势输入纳入动态动画界面的创造性计算系统。我们的贡献是基于一个理论框架,综合了认知科学中的具身认知方法、哲学中的现象学和计算中的用户界面设计。我们引入“持久互动”一词,指的是在不断变化的计算环境中,身体和概念上的互动现象。我们的构建集中于用户的运动感官体验如何在交互系统设计中告知他们意义的构建。我们认为,创造性的计算系统,一类包括爱好者网站、视频游戏和基于计算机的艺术品在内的人工制品,需要一种新的设计视角,这与专注于面向生产力的应用程序的以用户为中心的界面设计方法截然不同。使用的例子包括手势叙述和互动表达(GeNIE)项目的结果(Harrell, PI;Chow和Erik Loyer(合作者))以及现有的流行的、特殊的或具有历史意义的文物,我们阐明了各种参与的连续体,展示了我们视角的设计含义,使用户能够使用手势交互(通过多触控和陀螺仪/加速度计输入设备),从而在交互式叙事环境中产生叙事上的突出、唤起甚至是亲密的交互机制。
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引用次数: 9
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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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