Creativity is a fuzzy, complex concept with a wide range of definitions and theories. Since there is no single agreed upon methodology for recognizing and evaluating creativity, this makes it particularly difficult to evaluate how well a creativity support tool (CST) supports the creativity of a user. My dissertation will be concerned with evaluating CSTs through the development of new quantitative metrics and methodologies. In this paper, I discuss research plans for my dissertation, which includes both existing work and new directions for my research.
{"title":"Convergence of self-report and physiological responses for evaluating creativity support tools","authors":"Erin A. Carroll","doi":"10.1145/2069618.2069748","DOIUrl":"https://doi.org/10.1145/2069618.2069748","url":null,"abstract":"Creativity is a fuzzy, complex concept with a wide range of definitions and theories. Since there is no single agreed upon methodology for recognizing and evaluating creativity, this makes it particularly difficult to evaluate how well a creativity support tool (CST) supports the creativity of a user. My dissertation will be concerned with evaluating CSTs through the development of new quantitative metrics and methodologies. In this paper, I discuss research plans for my dissertation, which includes both existing work and new directions for my research.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"47 1","pages":"455-456"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83426264","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}
Augmented Reality (AR) is becoming more interesting to a variety of research communities beyond the small group of researchers that have traditionally studied AR technology. From its earliest years, AR has been presented as a subset of Mixed Reality (MR), and both have been conceived of in terms of the technologies they use. However, while the definition of AR has been fixed for a number of years, MR is much more ambiguous. Through a re-examination of the accepted definition of AR, we derive a new definition of MR that centers on human experience rather than technology. Then, through discussion of a number of paradigmatic examples that fit this new definition, we generate a classification system for MR experiences based on the concept of spatial scale and its associated cognitive processes. Finally, we discuss how this new "scale model" of MR helps to identify key concepts that can be used in the design process of future MR experiences.
{"title":"A scale model of mixed reality","authors":"Evan Barba, B. MacIntyre","doi":"10.1145/2069618.2069640","DOIUrl":"https://doi.org/10.1145/2069618.2069640","url":null,"abstract":"Augmented Reality (AR) is becoming more interesting to a variety of research communities beyond the small group of researchers that have traditionally studied AR technology. From its earliest years, AR has been presented as a subset of Mixed Reality (MR), and both have been conceived of in terms of the technologies they use. However, while the definition of AR has been fixed for a number of years, MR is much more ambiguous. Through a re-examination of the accepted definition of AR, we derive a new definition of MR that centers on human experience rather than technology. Then, through discussion of a number of paradigmatic examples that fit this new definition, we generate a classification system for MR experiences based on the concept of spatial scale and its associated cognitive processes. Finally, we discuss how this new \"scale model\" of MR helps to identify key concepts that can be used in the design process of future MR experiences.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"38 1","pages":"117-126"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86068585","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 conjunction with Brigham Young University's Visual Arts program, we conducted a study centered around a system designed to be an artificial artist, in order to synthesize the ideas of visual artists and computer scientists. Participants from both disciplines designed activities that imposed the limitations of the artificial system on their fellow participants. These activities sparked discussion and insight into the nature of the creative process and how it can be better emulated in artificial systems. We present our system and several of the activities designed around it and discuss the synergistic results.
{"title":"An artistic dialogue with the artificial","authors":"D. Norton, Derrall Heath, D. Ventura","doi":"10.1145/2069618.2069625","DOIUrl":"https://doi.org/10.1145/2069618.2069625","url":null,"abstract":"In conjunction with Brigham Young University's Visual Arts program, we conducted a study centered around a system designed to be an artificial artist, in order to synthesize the ideas of visual artists and computer scientists. Participants from both disciplines designed activities that imposed the limitations of the artificial system on their fellow participants. These activities sparked discussion and insight into the nature of the creative process and how it can be better emulated in artificial systems. We present our system and several of the activities designed around it and discuss the synergistic results.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"1 1","pages":"31-40"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83414055","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 organized one-week 'IncompanyLabs' (i.e. on site co-design activities) at three different creative companies, seeking opportunities for an embodied interactive media tool to support creative sessions. Our concept TRACES is an interactive floor guiding the creation of shared insights and supporting taking the step from individual thinking to group-level integration. User explorations with a Wizard-of-Oz prototype revealed directions for improving the interaction quality and indicated how a system like TRACES could act as a 'scaffold' for discussion
{"title":"Traces in creative spaces","authors":"J. V. Dijk, Gerrit-Willem Vos","doi":"10.1145/2069618.2069634","DOIUrl":"https://doi.org/10.1145/2069618.2069634","url":null,"abstract":"We organized one-week 'IncompanyLabs' (i.e. on site co-design activities) at three different creative companies, seeking opportunities for an embodied interactive media tool to support creative sessions. Our concept TRACES is an interactive floor guiding the creation of shared insights and supporting taking the step from individual thinking to group-level integration. User explorations with a Wizard-of-Oz prototype revealed directions for improving the interaction quality and indicated how a system like TRACES could act as a 'scaffold' for discussion","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"1 1","pages":"91-94"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79922400","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}
The visual music composition cartographs, a work in three short movements, is presented. [1] Each movement is an abstract animation---a visualization of a numeric process---that is then mapped into a single static image (a score)---that is then mapped into sound. Thus through the process of data mapping we hear and see a process unfold, each sense simultaneously experiencing a map (a metaphor) of what the other sense is experiencing.
{"title":"cartographs: the trans-sensory metaphor","authors":"B. Evans","doi":"10.1145/2069618.2069722","DOIUrl":"https://doi.org/10.1145/2069618.2069722","url":null,"abstract":"The visual music composition cartographs, a work in three short movements, is presented. [1] Each movement is an abstract animation---a visualization of a numeric process---that is then mapped into a single static image (a score)---that is then mapped into sound. Thus through the process of data mapping we hear and see a process unfold, each sense simultaneously experiencing a map (a metaphor) of what the other sense is experiencing.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"49 1","pages":"411-412"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82369231","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}
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.
{"title":"Enduring interaction: an approach to analysis and design of animated gestural interfaces in creative computing systems","authors":"Kenny K. N. Chow, D. Fox Harrell","doi":"10.1145/2069618.2069636","DOIUrl":"https://doi.org/10.1145/2069618.2069636","url":null,"abstract":"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.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"10 1","pages":"95-104"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79034108","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}
Interactive media technologies are increasingly designed to support an active life among senior citizens and not solely to diminish the effects of physical and cognitive decline. One aspect of active life in one's old age is engagement in creative "personal projects," such as new hobbies and reflection on past events. To our knowledge, research has not yet explicitly focused on the role of creative personal projects in senior citizens' media use. In our analysis of media diaries and contextual interviews with seven seniors, we focus on how interactive media technologies are involved in these projects. Proceeding from our findings, we provide suggestions on how to enhance creative personal projects with interactive media technology design.
{"title":"Creative personal projects of the elderly as active engagements with interactive media technology","authors":"Anu Kankainen, Vilma Lehtinen","doi":"10.1145/2069618.2069648","DOIUrl":"https://doi.org/10.1145/2069618.2069648","url":null,"abstract":"Interactive media technologies are increasingly designed to support an active life among senior citizens and not solely to diminish the effects of physical and cognitive decline. One aspect of active life in one's old age is engagement in creative \"personal projects,\" such as new hobbies and reflection on past events. To our knowledge, research has not yet explicitly focused on the role of creative personal projects in senior citizens' media use. In our analysis of media diaries and contextual interviews with seven seniors, we focus on how interactive media technologies are involved in these projects. Proceeding from our findings, we provide suggestions on how to enhance creative personal projects with interactive media technology design.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"1 1","pages":"175-184"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77696074","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}
This paper describes Open House, a networked art installation by Jack Stenner and Patrick LeMieux that allows visitors to telematically squat in a Florida home undergoing foreclosure after the U.S. housing collapse. Virtual markets transformed this otherwise livable property into a ghost house. Prior to the collapse, the movements of global capital seemed like a distant reality to most homeowners, but in the end it was imaginary systems of value, not bricks and mortar, that fell apart. Through computer interaction that integrates computational processes, mechanical relays, and human interactions, Open House implicates the tendency to separate virtual and physical activity, an enabling mechanism and proximate cause for the current U.S. economic crisis.
{"title":"Open house: interaction as critical reflection","authors":"John R. Stenner, P. LeMieux","doi":"10.1145/2069618.2069733","DOIUrl":"https://doi.org/10.1145/2069618.2069733","url":null,"abstract":"This paper describes Open House, a networked art installation by Jack Stenner and Patrick LeMieux that allows visitors to telematically squat in a Florida home undergoing foreclosure after the U.S. housing collapse. Virtual markets transformed this otherwise livable property into a ghost house. Prior to the collapse, the movements of global capital seemed like a distant reality to most homeowners, but in the end it was imaginary systems of value, not bricks and mortar, that fell apart. Through computer interaction that integrates computational processes, mechanical relays, and human interactions, Open House implicates the tendency to separate virtual and physical activity, an enabling mechanism and proximate cause for the current U.S. economic crisis.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"176 1","pages":"431-432"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86076825","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 this paper, we discuss the role of spatial cognition during the architectural design activity, and how it affects design creativity. Recognizing that current CAD applications' Windows-Icon-Menu-Pointer (WIMP) user interfaces do not fully support creative exploration in modeling geometries for design, we design a prototype system that incorporates a regular pc and a depth camera for gestural input. We present the implementation and use scenario of the system, and discuss why gestural input may advance creativity in the design process.
{"title":"Gesture modeling: improving spatial recognition in architectural design process","authors":"Chih-Pin Hsiao","doi":"10.1145/2069618.2069749","DOIUrl":"https://doi.org/10.1145/2069618.2069749","url":null,"abstract":"In this paper, we discuss the role of spatial cognition during the architectural design activity, and how it affects design creativity. Recognizing that current CAD applications' Windows-Icon-Menu-Pointer (WIMP) user interfaces do not fully support creative exploration in modeling geometries for design, we design a prototype system that incorporates a regular pc and a depth camera for gestural input. We present the implementation and use scenario of the system, and discuss why gestural input may advance creativity in the design process.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"22 1","pages":"457-458"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90064608","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}
The goal of our research is to develop a computer system based on the concept of pictures-and-attributed-notes (PAN) aiming to stimulate creativity and imagination when users create a story. We have conducted an experiment and used the Conceptual, Operational, Perceptional and Evaluation (COPE) coding system to analyze the process of creating a story with the aid of computer system. The preliminary results revealed that the computer system based on PAN can stimulate user's creativity during the process of story creation.
{"title":"A computer system aiming to stimulate creativity for narrative","authors":"Yun-Tai Chang, Sheng-Chih Chen, Tsai-Yen Li","doi":"10.1145/2069618.2069678","DOIUrl":"https://doi.org/10.1145/2069618.2069678","url":null,"abstract":"The goal of our research is to develop a computer system based on the concept of pictures-and-attributed-notes (PAN) aiming to stimulate creativity and imagination when users create a story. We have conducted an experiment and used the Conceptual, Operational, Perceptional and Evaluation (COPE) coding system to analyze the process of creating a story with the aid of computer system. The preliminary results revealed that the computer system based on PAN can stimulate user's creativity during the process of story creation.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"17 1","pages":"323-324"},"PeriodicalIF":0.0,"publicationDate":"2011-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90038217","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}