{"title":"Drawing in the lamposcope","authors":"V. Weiley, Matt Adcock","doi":"10.1145/2466627.2481213","DOIUrl":"https://doi.org/10.1145/2466627.2481213","url":null,"abstract":"The Lamposcope is a low-cost mixed reality system that enables a shared experience of art or design communication and collaboration mediated by light. Two participants in different places share a single drawing, to which they can contribute using familiar materials such as pencils, pens and oil pastels. Their collaboration is facilitated and mediated by a simple camera/projector system built into the armature of an ordinary desk lamp, which creates an interactive video link. At each end the Lamposcope captures the drawing occurring at that end, and projects the drawing from the other. The drawings are transmitted over the Internet and then superimposed at each end. At the completion of the collaboration each participant is left with half of the physical drawing, and an ephemeral digital representation of the whole drawing. The demonstration allows participants to explore tactile sharing using real materials and remote presence in the familiar form of a desk lamp, which can be seamlessly integrated into existing work places and practices.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133907423","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}
{"title":"Co-creation model for traditional artisans in the current creative environment","authors":"D. W. Junaidy, Y. Nagai","doi":"10.1145/2466627.2466669","DOIUrl":"https://doi.org/10.1145/2466627.2466669","url":null,"abstract":"Our goal was to develop a co-creation model that might empower cognitive fixedness of traditional artisans. First, we studied two prior studies on cognitive modeling; Study (a) demonstrated that abilities to capture and utilize stimuli during extreme levels of cognitive fixedness may lead to unconventional ways of thinking, thus, it requires participatory works. Likewise, Study (b) explained a cognitive modelling of creative knowledge work also requires various actors contribute knowledge facilitated by the participatory support system. Next, a model of Study (b) was adapted by considering experiences from Study (a). This result may serve as the basis for the development of co-creation model. Ultimately, this adapted model hopes to be a co-creation model of creative knowledge work that applicable in design training program for traditional artisans to overcome their cognitive fixedness.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121730843","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}
{"title":"EXODUS","authors":"M. Rieser","doi":"10.1145/2466627.2481233","DOIUrl":"https://doi.org/10.1145/2466627.2481233","url":null,"abstract":"The expulsion of Asians from Uganda by Idi Amin in 1972 happened inside sixty days. Their stories are told in an interactive audio-visual experience. Their stories of expulsion, migration, resettlement and their lives in the East Midlands are told in their own words. The installation uses multiscreen selection of video clips based on close up video 'transits' of filmed communal fabric narratives, filmed in slow motion, with added voices. The audience are able to select colour-coded previews on a large flat screen, using their mobile phone plugged into an audio jack. Using personal testimony from Leicester's Ugandan Asian community, the installation revisits the dramatic events in 1972 and shares memories about arrival in the UK and settling in Leicester in the 1970s, while celebrating the community's continued cultural and economic impact on the UK. The public can participate through interactive selections. Exodus was part of a series of events and exhibitions marking the 40th anniversary of the expulsion from Uganda and connected with the exhibition From Kampala to Leicester at the New Walk Museum and Art Gallery, shown throughout August and September 2012. Cuttlefish Multimedia in Leicester developed the selection software for the installation. An experience based on a montage of voices and some imagery from archives comprises the following sections: Life in Uganda/The 60 day emergency and expulsion/The arrival in the UK/Settling in Leicester/Present lives","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121849513","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}
{"title":"Emotional creativity","authors":"Barbara Rauch","doi":"10.1145/2466627.2481239","DOIUrl":"https://doi.org/10.1145/2466627.2481239","url":null,"abstract":"In collaboration with the Rapidform Print Research department at the Royal College of Art in London we developed a series of three-dimensional works. Some of the digital data was used for animations, some data was manipulated for printing and 3D sculptures. This research demonstrates an exciting moment of a new tangentiality of digital media. With this research a crossover zone was explored, where computer technology affects the material realm and where digitally driven processes interact with traditional ones describing a hybrid practice. 'InterFaced' and 'Thick Friendship' is a series of works that speak to evolutionary biology, emotions and hybridity. The work derives from a database of human faces and individual animal faces that where scanned with a 3D scanner to bring gestural and facial expressions of animals and humans to interact. The work suggests a discussion about feelings and consciousness that include animal and posthuman digital emotion.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129502826","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}
{"title":"Audio arc: an audio-spatial game using mobile phone ringtones","authors":"Jennifer Lade, J. Duckworth","doi":"10.1145/2466627.2481228","DOIUrl":"https://doi.org/10.1145/2466627.2481228","url":null,"abstract":"Audio Arc is an audio-spatial game for a group of players using mobile phone ringtones. A game host instructs players to set their phone alarms to default ringtones in unique pairs. Alarms are set a few minutes in advance of the game starting so that they all activate at the same time. Once the phone alarm activates, players seek their audio counterparts with the matching ringtone whilst blindfolded. On finding each other, players can remove their blindfolds and silence their phone alarms. The game is designed to keep rules and organization to a minimum so players may focus on the experience of navigating space using audio cues. The simplicity of the game play belies the more profound contemplation of the role of the human senses in orientation within an environment. It draws attention to the proliferation of digital sound in everyday situations. Each time the game is played, a unique soundscape is generated based upon the number of players, their choice of ringtone and the inherent acoustic qualities of the site of play. The mobile phone is re-signified for ludic and collaborative ends in ways that facilitate ad-hoc social interaction and draws attention to our audio-spatial senses.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"86 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126285057","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}
{"title":"Folded sensitive surface","authors":"I. Pohl","doi":"10.1145/2466627.2481212","DOIUrl":"https://doi.org/10.1145/2466627.2481212","url":null,"abstract":"Folded Sensitive Surface pursues the aim to empower the sense of touch in the context of interactive architecture. The 1.3 by 1.2 meter large interactive wall is made of a folded surface structure with three dimensional cells. It is equipped with over 200 actuators of three different types: temperature, movement and light. The interaction reveals an interplay of various tactile and visual stimuli based on touch-reliant and bodily interaction. Embedded capacitive sensors enable the surface to \"feel\" the position of persons and respond to the human touch. Audience are encouraged interact with the surface not solely with the hands but with the entire body to experience the different sensible zones. The performance of the surface is based on behaviour patterns and locomotion in nature. This biomimetic approach includes also the temperature ranges and coloured light output. Folded Sensitive Surface shows a new perspective on how tactile sensory awareness can be augmented and amplified with interactive technology and presents an outlook on how interactive architecture might feel like.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123374692","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}
Thomas Marcusson, Stephanie Rajalingam, L. Giacomini, Ernesto Sumarkho
{"title":"The worry ball","authors":"Thomas Marcusson, Stephanie Rajalingam, L. Giacomini, Ernesto Sumarkho","doi":"10.1145/2466627.2481225","DOIUrl":"https://doi.org/10.1145/2466627.2481225","url":null,"abstract":"The 'Worry Ball' is an interactive art installation project that aims to explore the human condition of 'Worry' through an intriguing and unexpected medium. It constitutes a sphere constructed by more than 6,000 handcrafted Guatemalan worry dolls. The indigenous people from the highlands in Guatemala have been creating worry dolls traditionally as a remedy for worrying. The Worry Ball will become a temple of 'worries' as audiences will be invited to participate whilst juxtaposing first and third world problems.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"42 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120860519","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}
{"title":"Cultivating creativity in diverse teams","authors":"J. Haines","doi":"10.1145/2466627.2466651","DOIUrl":"https://doi.org/10.1145/2466627.2466651","url":null,"abstract":"Diverse groups of individuals, with their confluence of ideas and perspectives, hold great potential for creativity. But cultural differences often create problems that make it difficult for such groups to work together on a creative task. Little is understood about how to harness this creative potential. I conducted a laboratory study with 14 groups comprised of individuals from various nationalities to investigate the roles of cultural dimensions and diversity along those dimensions in the creative process and on the product. While overall diversity had a negative net effect on outcomes, I found a significant relationship between a task-orientation that embraces conflict and a positive product outcome. There were also several areas in which diversity was problematic due to diverse processes and work styles. I highlight some of the ways teams can be constructed and managed to promote good conflict and embrace diverse perspectives while limiting other issues created by diversity.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131606633","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}
{"title":"Sound stream","authors":"Andrew Johnston, Linda Walsh","doi":"10.1145/2466627.2481227","DOIUrl":"https://doi.org/10.1145/2466627.2481227","url":null,"abstract":"Sound Stream is a work for oboe and interactive system which blurs the boundaries between instrumental performance, gestural interaction and dance. Largely improvised within a predetermined high-level structure, the work explores the relationships between acoustic sounds, instrumental gestures and expressive gestures and between sound and image. The interactive system uses motion tracking, real-time fluid simulation and fluid-controlled sound synthesis to produce an immersive performance environment.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128615914","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}
{"title":"Novelty makes sense: a social semiotic based model of idea generation","authors":"Hakim Hachour","doi":"10.1145/2466627.2466676","DOIUrl":"https://doi.org/10.1145/2466627.2466676","url":null,"abstract":"This paper aims to contribute to collaborative creativity theory and methodology. Using the theories of social phenomenology and semiotics, the important role of knowledge in problem-finding is argued. An analysis of collaborative work activities showed that the search for mutual understanding and situated interaction stimulates the emergence of problems; the group members, while synchronizing their system of relevance and their expressive routine, are confronted to problematic situations. Problems are structured all along the transformation of knowledge states, by the transference of explication processes from a knowledge domain to another. It is proposed that problem identification and definition stems from the exploitation of irrelevant cognitive structures. The author presents a problem-finding method for making the irrelevant relevant which is based on semantic discovery of knowledge.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"154 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114927350","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}