Proceedings of the 14th Conference on Creativity and Cognition最新文献

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Art in the Age of Immersion: Sensing, Bodies and the Responsive Environment 沉浸时代的艺术:感知,身体和响应环境
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3527927.3536396
Chris Salter
{"title":"Art in the Age of Immersion: Sensing, Bodies and the Responsive Environment","authors":"Chris Salter","doi":"10.1145/3527927.3536396","DOIUrl":"https://doi.org/10.1145/3527927.3536396","url":null,"abstract":"In 1968, the Polish born curator Jascia Reichardt opened a landmark exhibition at the ICA in London entitled Cybernetic Serendipty in which all manner of sensor-augmented devices, objects and sculptures stood ready to usher art into a new technological age. Remarkably, while ever more complex sensors, algorithms and devices have steadily increased in the 54 years since Reichardt's show, essentially the same goal has remained: using artificial sensing as an integral part of an artwork in order for the work to “make sense” about its “world” and respond to it. This phenomenon, what artist and theorist Simon Penny calls the “aesthetics of behavior,” perfectly aligns with the long sought- after imaginaries of artists, designers and technologists to create seamless computational links between our bodies and the larger environment and thus, reorganize the human senses in order for them to act as input for such works. But if the history and practices of “immersion” in the arts has long focused on the senses being transformed through melding them with technologies embedded into the actual physical world, the next wave of immersion seeks the opposite: to capture the senses in order to render a synthetic world that is “realer” than the physical one. In the words of computer graphics pioneer Ivan Sutherland from 1965, the new “ultimate display” (a harbinger of later VR/AR head mounted devices), would need to “serve as many senses as possible.”1 Thus, contrary to the idea that the senses are simply to be replaced by the prosthetics of artificial sensors, a different story seems to be emerging. Our senses are needed to drive and feed ever-new immersive experiences by being increasingly “coupled” or linked to the simulated. This talk will careen through TeamLab's immersive environments installed in the landfill islands of Tokyo, through the visions of artists in the 1960s to create new kinds of “reactive environments” and our now just emerging “metaverse” age of Extended Reality in order to give a critical historical and socio-technical picture of our present and future visions of art in the age of immersion.","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124989737","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}
引用次数: 0
Digital-Tropical: Venice of the East 数字热带:东方的威尼斯
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3527927.3531195
Hanif Baharin, Mohd Shahrudin Abd Manan, Afdallyna Fathiyah Harun, N. Baharuddin, Muhammad Hafiz Bin Mastro, Nazrita Ibrahim, P. Nohuddin, S. A. Abdul Shukor
{"title":"Digital-Tropical: Venice of the East","authors":"Hanif Baharin, Mohd Shahrudin Abd Manan, Afdallyna Fathiyah Harun, N. Baharuddin, Muhammad Hafiz Bin Mastro, Nazrita Ibrahim, P. Nohuddin, S. A. Abdul Shukor","doi":"10.1145/3527927.3531195","DOIUrl":"https://doi.org/10.1145/3527927.3531195","url":null,"abstract":"Digital-Tropical: Venice of the East highlights the significance of traditional cultural wisdom in the contemporary context of global warming. Although the Malaysian climate is different from Venice, however, like Venice, houses in Malaysia are traditionally designed to function around water, and in the rise and fall of river levels due to the monsoon and tides. Traditional Malay houses are made with timber using modular design that can be reused for generations. Although the houses are built high on stilts, there are doors which do not have stairs that are only used during flooding to access boats. In this artwork, a LiDAR video of a 300-year-old traditional Malay house, is juxtaposed with visualization of historical ocean wave height data using light projection. The data were collected near Tioman Island for two years for a renewable energy project. Traditional Malay houses ‘work around’ the natural environment to function in the uncertainties of nature unlike many technologies which arose from scientific advancement that ‘subdue’ the natural world by making irreversible and detrimental changes to it. Renewable energy technology also needs to function in the uncertainties of nature by ‘working around’ it. We need the knowledge of wave patterns to generate electricity. Thus, this artwork juxtaposes the tropical architecture of the old and new technology paradigm, both that ‘work around’ nature, to preserve nature. Malaysia came under Western colonization with the fall of the entrepôt city of Malacca in 1511. The title of this artwork is inspired by Vasco da Gama, a Portuguese explorer, who once described Malacca as “Venice of the East.” With this, we would like to highlight that even though Malaysia and Venice are separated by climate, cultural and geographical distance, we are living together in a warming world which will affect Malaysian cities as much as it will affect Venice.","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125515868","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}
引用次数: 0
Creative and Motivational Strategies Used by Expert Creative Practitioners 创意专家使用的创意和激励策略
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3527927.3532870
M. Nicholas, S. Sterman, E. Paulos
{"title":"Creative and Motivational Strategies Used by Expert Creative Practitioners","authors":"M. Nicholas, S. Sterman, E. Paulos","doi":"10.1145/3527927.3532870","DOIUrl":"https://doi.org/10.1145/3527927.3532870","url":null,"abstract":"Creative practice often requires persevering through moments of ambiguity, where the outcome of a process is unclear. Creative practitioners intentionally manage this process, for example by developing strategies to break out of creative ruts, or stay motivated through uncertainty. Understanding the way experts engage with and manage these creativity-relevant processes represents a rich source of foundational knowledge for designers of Creativity Support Tools. These strategies represent an opportunity for CST research: to create CSTs that embody emotional and process-focused strategies and techniques. Through interviews with expert practitioners in diverse domains including performance, craft, engineering, and design, we identify four strategies for managing process: Strategic Forgetting, Mode Switching, Embodying Process, and Aestheticizing. Understanding tool- and domain-agnostic creative strategies used by experts to manage their own creative process can inform the design of future CSTs that amplify the benefits of successful strategies and scaffold new techniques.","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126762390","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}
引用次数: 5
A creative intelligence tool for journalists 记者的创造性情报工具
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3527927.3535201
N. Maiden, K. Zachos
{"title":"A creative intelligence tool for journalists","authors":"N. Maiden, K. Zachos","doi":"10.1145/3527927.3535201","DOIUrl":"https://doi.org/10.1145/3527927.3535201","url":null,"abstract":"JECT.AI is a research-based digital tool that was developed to augment journalist creative thinking. It integrates natural language processing, creative search and interactive creative thinking guidance to support journalists to discover novel ideas, angles and voices when writing new articles. This technical demonstration paper summarises JECT.AI's architecture, algorithms and key interactive features.","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114767020","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}
引用次数: 0
Session details: Paper and Pictorial Session: Sound and Music 会议详情:论文和图片会议:声音和音乐
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3544875
{"title":"Session details: Paper and Pictorial Session: Sound and Music","authors":"","doi":"10.1145/3544875","DOIUrl":"https://doi.org/10.1145/3544875","url":null,"abstract":"","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126371919","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}
引用次数: 0
Morphing Matter for Girls: Designing interdisciplinary learning experiences to broaden teenage girls' participation in STEM 为女孩改变问题:设计跨学科学习经验,扩大少女对STEM的参与
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3527927.3535211
Harshika Jain, Alisha Collins, Melinda Chen, L. Yao
{"title":"Morphing Matter for Girls: Designing interdisciplinary learning experiences to broaden teenage girls' participation in STEM","authors":"Harshika Jain, Alisha Collins, Melinda Chen, L. Yao","doi":"10.1145/3527927.3535211","DOIUrl":"https://doi.org/10.1145/3527927.3535211","url":null,"abstract":"Morphing Matter (MM) is an emerging multidisciplinary field that combines material science and digital fabrication. It empowers people to engineer materials that respond to a specific energy or stimuli and transform its shape or other characteristics such as stiffness, opacity, and phase. This poster introduces creative pathways with MM to engage girls in science, technology, engineering, and mathematics (STEM) learning, sparking interest in the field. We share our experience designing a set of learning tools that introduce novices to MM by fabricating morphing artifacts triggered by water. Further, we present a pilot MM workshop highlighting our reflections on designing learning experiences to foster high-school-aged girls' curiosity and interest in STEM.","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"16 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132609280","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}
引用次数: 0
Interactive Cartoon Animation through Collaborative Storytelling: A Field Study 通过协作讲故事的互动卡通动画:一个实地研究
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3527927.3535204
Sang Lin, Meng-Yang Chen, Na Chen, Min-Zhi Shao
{"title":"Interactive Cartoon Animation through Collaborative Storytelling: A Field Study","authors":"Sang Lin, Meng-Yang Chen, Na Chen, Min-Zhi Shao","doi":"10.1145/3527927.3535204","DOIUrl":"https://doi.org/10.1145/3527927.3535204","url":null,"abstract":"We present a real-time multi-user interactive system in which children can use their drawings to create and perform cartoon animation spontaneously and collaboratively. With our system, children can control the movements and actions of the characters and tell stories like puppeteers. The interaction is simple and intuitive for children to learn and use. The preliminary results of this field study suggest that the system can effectively stimulate children's creative desire and imagination, encourage personal expression and exploration, and provide a way to communicate and cooperate with peers. Being low-cost, flexible, and robust, the system can be easily and quickly deployed in schools and other places while maintaining strong practicability and affordability that even extend into remote rural areas.","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132779054","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}
引用次数: 1
Making AI: Advancing creative approaches to the design of AI systems through the craft of making them 制作AI:通过制作AI系统的工艺,推进AI系统设计的创造性方法
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3527927.3531206
Margaret Rose McGrath, Nancy Salem, Laurel Boxall
{"title":"Making AI: Advancing creative approaches to the design of AI systems through the craft of making them","authors":"Margaret Rose McGrath, Nancy Salem, Laurel Boxall","doi":"10.1145/3527927.3531206","DOIUrl":"https://doi.org/10.1145/3527927.3531206","url":null,"abstract":"The objective of this workshop is to rethink ‘making’ AI through a focus on the physical materials involved in designing, producing, and running artificially intelligent systems. The recent manufacturing chip shortage illuminates digital technologies’ physicality and the fragility of the commodity and production networks that underpin the AI systems our cities, governments, and workplaces have come to rely on. Those that are conventionally considered to ‘make’ AI through the design of AI systems are largely divorced from AI's materiality and the craft of making AI. Corresponding research on AI and creativity focuses primarily on the digital artefacts, potentials and imaginaries AI creates, and less so on the social and material artefacts embedded in its ability to create. We hope to push participants beyond the theoretical knowing of AI materiality to tactile knowing through a practice-based approach to ‘making’ AI. Reorienting the focus of AI to materials and the supply chain as sites of creative intervention could leverage the potential of sensory, tactile experiences to spur reimaginations of AI technologies and infrastructures. Ultimately, the aim is to advance creative approaches to the design of AI systems through the craft of making them.","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131169914","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}
引用次数: 0
Identifying Cognitive and Creative Support Needs for Remote Scientific Collaboration using VR: Practices, Affordances, and Design Implications 识别使用VR的远程科学协作的认知和创造性支持需求:实践,能力和设计含义
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3527927.3532797
Monsurat Olaosebikan, Claudia Aranda Barrios, Blessing Kolawole, L. Cowen, Orit Shaer
{"title":"Identifying Cognitive and Creative Support Needs for Remote Scientific Collaboration using VR: Practices, Affordances, and Design Implications","authors":"Monsurat Olaosebikan, Claudia Aranda Barrios, Blessing Kolawole, L. Cowen, Orit Shaer","doi":"10.1145/3527927.3532797","DOIUrl":"https://doi.org/10.1145/3527927.3532797","url":null,"abstract":"Remote scientific collaborations have been pivotal in generating scientific discoveries and breakthroughs that accelerate research in many fields. Emerging VR applications for remote work, which utilize commercially available head-mounted displays (HMDs), offer the promise to enhance collaboration, through spatial and embodied experiences. However, there is little evidence on how professionals in general, and scientists in particular, could use existing commercial VR applications to support their cognitive and creative collaborative processes while exploring real-world data as part of day-to-day collaborative work. In this paper, we present findings from an empirical study with 14 coral reef scientists, examining how they chose to utilize available resources in existing virtual environments for their ongoing data-driven collaborative research. We shed light on scientists’ data organization practices, identify affordances unique to VR for supporting cognition in a collaborative setting, and highlight design requirements for supporting cognitive and creative collaboration processes in future tools.","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124546314","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}
引用次数: 4
Drawing Conversations Mediated by AI 人工智能介导的绘画对话
Proceedings of the 14th Conference on Creativity and Cognition Pub Date : 2022-06-20 DOI: 10.1145/3527927.3531448
Paulina Yurman, A. Reddy
{"title":"Drawing Conversations Mediated by AI","authors":"Paulina Yurman, A. Reddy","doi":"10.1145/3527927.3531448","DOIUrl":"https://doi.org/10.1145/3527927.3531448","url":null,"abstract":"In this pictorial paper, we present a series of drawing conversations held between two humans, mediated by computational GAN models. We consider how this creative collaboration is affected by the hybrid inclusion of more-than-human participants in the form of watercolour and artificial intelligence. Our drawing experiments were an extension of our search for new ways of seeing and telling, which includes a reflection of the extent to which more-than-human elements took part in our creative process. We discuss our tendencies to form strange interpretations and assign meaning to the unpredictable and ambiguous spaces we created with them. We further speculate on the characteristic material agencies they revealed in our interactions with them. Finally, we contend how such collaborations are already and always embedded and embodied in our ways of seeing and knowing in design and creativity research.","PeriodicalId":294324,"journal":{"name":"Proceedings of the 14th Conference on Creativity and Cognition","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125979429","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}
引用次数: 7
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