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

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From motion to life: A design process 从运动到生活:一个设计过程
P. Guerra
{"title":"From motion to life: A design process","authors":"P. Guerra","doi":"10.1145/3591196.3596810","DOIUrl":"https://doi.org/10.1145/3591196.3596810","url":null,"abstract":"","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"1 1","pages":"18-21"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80036616","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
Explorations of Interactive Research Artifacts in Use: Applying Research through Design to Understand Ways Scholars Leverage Interactivity in their Research Practices 探索使用中的交互式研究人工制品:通过设计应用研究来理解学者在其研究实践中利用交互性的方式
A. Curtis
{"title":"Explorations of Interactive Research Artifacts in Use: Applying Research through Design to Understand Ways Scholars Leverage Interactivity in their Research Practices","authors":"A. Curtis","doi":"10.1145/3527927.3532812","DOIUrl":"https://doi.org/10.1145/3527927.3532812","url":null,"abstract":"","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"26 1","pages":"111-117"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83073548","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
Iterative City 迭代的城市
A. Thompson
{"title":"Iterative City","authors":"A. Thompson","doi":"10.1145/3450741.3464948","DOIUrl":"https://doi.org/10.1145/3450741.3464948","url":null,"abstract":"","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"43 1","pages":"49:1-49:4"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76156677","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
"zones of flow (iii)": a Paper and Light-based Immersive Water Environment 流动地带(iii)基于纸和光的沉浸式水环境
Rocio von Jungenfeld
{"title":"\"zones of flow (iii)\": a Paper and Light-based Immersive Water Environment","authors":"Rocio von Jungenfeld","doi":"10.1145/3450741.3464391","DOIUrl":"https://doi.org/10.1145/3450741.3464391","url":null,"abstract":"","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"4 1","pages":"54:1-54:5"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91512610","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
Proceedings of the 13th ACM SIGCHI Conference on Creativity and Cognition, C&C 2021, Virtual Event / Venice, Italy, June 22-23, 2021 第13届ACM SIGCHI创意与认知会议论文集,C&C 2021,虚拟事件/意大利威尼斯,2021年6月22日至23日
{"title":"Proceedings of the 13th ACM SIGCHI Conference on Creativity and Cognition, C&C 2021, Virtual Event / Venice, Italy, June 22-23, 2021","authors":"","doi":"10.1145/3450741","DOIUrl":"https://doi.org/10.1145/3450741","url":null,"abstract":"","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"51 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88875062","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
The Creative Proteus Effect: How Self-Similarity, Embodiment, and Priming of Creative Stereotypes with Avatars Influences Creative Ideation 创造性的普罗特斯效应:自我相似性、化身化和启动创造性刻板印象如何影响创造性思维
A. D. Rooij, S. Land, Shelly van Erp
{"title":"The Creative Proteus Effect: How Self-Similarity, Embodiment, and Priming of Creative Stereotypes with Avatars Influences Creative Ideation","authors":"A. D. Rooij, S. Land, Shelly van Erp","doi":"10.1145/3059454.3078856","DOIUrl":"https://doi.org/10.1145/3059454.3078856","url":null,"abstract":"Creative ideation can be enhanced in 3D virtual environments by manipulating the appearance of a user's avatar so that it primes a creative stereotype. However, not much is known about the factors that influence the effectiveness of using avatars to enhance creativity. In this study we investigate experimentally whether the degree to which users identify with their avatar moderates their actual ability to generate creative ideas. The results suggest that a non-creative avatar (office worker stereotype) diminishes creativity, but our creative avatar (artist stereotype) does not augment creativity. The similarity in appearance between the user and its avatar positively moderates, whereas its perceived embodiment with the avatar negatively moderates the ability to generate creative ideas. However, the study also suggests that self-similarity might be an even more effective way to support creative ideation than priming creative stereotypes. Therefore, this study (i) contributes that self-similarity and embodiment moderate the effectiveness of using an avatar to prime creative stereotypes to enhance creative ideation, and (ii) points toward a novel way to enhance creative ideation in virtual environments, by using avatars that look just like yourself.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"30 1","pages":"232-236"},"PeriodicalIF":0.0,"publicationDate":"2017-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73386028","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: 21
A Tangible Interface for Contemporary Wayang Kulit 当代Wayang Kulit的有形界面
M. Varela, Daniel Sim Yong En
{"title":"A Tangible Interface for Contemporary Wayang Kulit","authors":"M. Varela, Daniel Sim Yong En","doi":"10.1145/3059454.3059505","DOIUrl":"https://doi.org/10.1145/3059454.3059505","url":null,"abstract":"Digital Archives cannot capture certain aspects that are fundamental to theatrical performances: embodiment, co-presence and the cultural history of specific objects. A Tangible User Interface (TUI) was developed using Arduino components, Node.js and movement conventions from contemporary Javanese shadow puppetry in order to craft a user experience that communicates aspects of performance that are lost in digitization.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"27 1","pages":"446-447"},"PeriodicalIF":0.0,"publicationDate":"2017-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80886337","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
Emotion Hero 情感的英雄
Ruben van de Ven
{"title":"Emotion Hero","authors":"Ruben van de Ven","doi":"10.1145/3059454.3059490","DOIUrl":"https://doi.org/10.1145/3059454.3059490","url":null,"abstract":"What does it mean to feel 62% joy, and 15% surprised? Over the past years the digitization of emotions is booming business: multimillion dollar investments are made in technologies of which is claimed that they give companies an objective view in their consumers' feelings. The video-game-artwork Emotion Hero challenges the user to investigate this claim and question the premise of the technology. Emotion Hero is a two-part artwork. On the one hand is a video-game that is freely downloadable for everybody with an Android device. Inspired by Guitar Hero, the user scores points by following given cues. It provides detailed feedback on the mechanics of the face. The second part is a projection that shows a grid with aggregated scores of the game, that updates live. In its design, the grid refers to 19th century positivist practices.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"5 1","pages":"422-423"},"PeriodicalIF":0.0,"publicationDate":"2017-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89385054","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: 3
Translations 2.2013 翻译2.2013
João dos Santos
{"title":"Translations 2.2013","authors":"João dos Santos","doi":"10.1145/2466627.2481220","DOIUrl":"https://doi.org/10.1145/2466627.2481220","url":null,"abstract":"Translations 2.2013 is a digital device for the presentation of drawings, based on the interpretation and translation of others' drawings data. On this work it is proposed the experience of the perception of the duration of the act of drawing, as well as of other representations for its data, as a way to place the observer on the position of interpreter and creator of a mental copy of the drawing. The drawings being displayed have been previously produced using another device's module, constituted by a digital drawing machine and a person to make the drawing, that will record, on a text file, the data corresponding to every pixel's position and its quantity. Translations 2.2013 is a device that interprets and transforms these data in a copy drawing of its original and in graphs of the relation of each pixel's position and the duration of the drawing process. This drawing presentation has the duration of one day, happening pixel-by-pixel, in order to accentuate the act of drawing as a performative act inscribed in a duration. By turning the revelation of the drawing in an extremely slow process it becomes relevant the observer's perception as a subjective and creative action.","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"46 1","pages":"415-416"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76527192","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
Enhancing Orientation and Mobility Skills in Learners who are Blind through Video gaming. 通过视频游戏提高盲人学习者的定向和行动技能。
Jaime Sánchez, Matías Espinoza, Marcia de Borba Campos, Lotfi B Merabet
{"title":"Enhancing Orientation and Mobility Skills in Learners who are Blind through Video gaming.","authors":"Jaime Sánchez,&nbsp;Matías Espinoza,&nbsp;Marcia de Borba Campos,&nbsp;Lotfi B Merabet","doi":"10.1145/2466627.2466673","DOIUrl":"https://doi.org/10.1145/2466627.2466673","url":null,"abstract":"<p><p>In this work we present the results of the cognitive impact evaluation regarding the use of Audiopolis, an audio and/or haptic-based videogame. The software has been designed, developed and evaluated for the purpose of developing orientation and mobility (O&M) skills in blind users. The videogame was evaluated through cognitive tasks performed by a sample of 12 learners. The results demonstrated that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged blind learners.</p>","PeriodicalId":90479,"journal":{"name":"Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference","volume":"2013 ","pages":"353-356"},"PeriodicalIF":0.0,"publicationDate":"2013-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1145/2466627.2466673","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"32906750","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
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