12,450 research outputs found

    Discovery Is Never By Chance: Designing for (Un)Serendipity

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    Serendipity has a long tradition in the history of science as having played a key role in many significant discoveries. Computer scientists, valuing the role of serendipity in discovery, have attempted to design systems that encourage serendipity. However, that research has focused primarily on only one aspect of serendipity: that of chance encounters. In reality, for serendipity to be valuable chance encounters must be synthesized into insight. In this paper we show, through a formal consideration of serendipity and analysis of how various systems have seized on attributes of interpreting serendipity, that there is a richer space for design to support serendipitous creativity, innovation and discovery than has been tapped to date. We discuss how ideas might be encoded to be shared or discovered by ‘association-hunting’ agents. We propose considering not only the inventor’s role in perceiving serendipity, but also how that inventor’s perception may be enhanced to increase the opportunity for serendipity. We explore the role of environment and how we can better enable serendipitous discoveries to find a home more readily and immediately

    Implementing feedback in creative systems : a workshop approach

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    One particular challenge in AI is the computational modelling and simulation of creativity. Feedback and learning from experience are key aspects of the creative process. Here we investigate how we could implement feedback in creative systems using a social model. From the field of creative writing we borrow the concept of a Writers Workshop as a model for learning through feedback. The Writers Workshop encourages examination, discussion and debates of a piece of creative work using a prescribed format of activities. We propose a computational model of the Writers Workshop as a roadmap for incorporation of feedback in artificial creativity systems. We argue that the Writers Workshop setting describes the anatomy of the creative process. We support our claim with a case study that describes how to implement the Writers Workshop model in a computational creativity system. We present this work using patterns other people can follow to implement similar designs in their own systems. We conclude by discussing the broader relevance of this model to other aspects of AI

    Remarkable Objects: Supporting Collaboration in a Creative Environment

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    In this paper, we report the results of a field trial of a Ubicomp system called CAM that is aimed at supporting and enhancing collaboration in a design studio environment. CAM uses a mobile-tagging application which allows designers to collaboratively store relevant information onto their physical design objects in the form of messages, annotations and external web links. The purpose of our field trial was to explore the role of augmented objects in supporting and enhancing creative work. Our results show that CAM was used not only used to support participants’ mutual awareness and coordination but also to facilitate designers in appropriating their augmented design objects to be explorative, extendable and playful supporting creative aspects of design work. In general, our results show how CAM transformed static design objects into ‘remarkable’ objects that made the creative and playful side of cooperative design visible

    Serendipitous research process

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    This article presents the results of an exploratory study asking faculty in the first-year writing program and instruction librarians about their research process focusing on results specifically related to serendipity. Steps to prepare for serendipity are highlighted as well as a model for incorporating serendipity into a first-year writing course

    “Game over, man. Game over”:looking at the Alien in film and videogames

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    In this article we discuss videogame adaptations of the Alien series of films, in particular Alien: Colonial Marines (2013) and Alien: Isolation (2014). In comparing critical responses and developer commentary across these texts, we read the very different affective, aesthetic and socio-political readings of the titular alien character in each case. The significant differences in what it means to ‘look’ at this figure can be analyzed in terms of wider storytelling techniques that stratify remediation between film and games. Differing accounts of how storytelling techniques create intensely ‘immersive’ experiences such as horror and identification—as well as how these experiences are valued—become legible across this set of critical contexts. The concept of the ‘look’ is developed as a comparative series that enables the analysis of the affective dynamics of film and game texts in terms of gender-normative ‘technicity’, moving from the ‘mother monster’ of the original film to the ‘short controlled burst’ of the colonial marines and finally to the ‘psychopathic serendipity’ of Alien: Isolation

    The problem of off duty time in long duration space missions. Volume 3 - An annotated bibliography

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    Annotated bibliography on studies pertaining to off duty time during long duration manned space flight
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