5,334 research outputs found
Connotation in Computational Creativity
Computational creativity is the application of computers to perform tasks that would be regarded as creative if performed by humans. One approach to computational creativity is to regard it as a search process, where some conceptual space is searched, and perhaps transformed, to find an outcome that would be regarded as creative. Typically, such search processes have been guided by one or more objective functions that judge how creative each solution is on one or more dimensions. This paper introduces a contrasting approach, which is search based on the idea of connotations. Rather than exploring a space constructed solely of potential outcomes, a larger space is explored consisting of such outcomes together with other relevant information. This allows us to define search processes that include a more exploratory process, out of which an outcome emerges via density of connotations. Both the general principles behind this and some specific ideas are explored
Co-Operation as an Asymmetric Form of Human-Computer Creativity. Case: Peace Machine
This theoretical paper identifies a need for a definition of asymmetric co-creativity where creativity is expected from the computational agent but not from the human user. Our co-operative creativity framework takes into account that the computational agent has a message to convey in a co-operative fashion, which introduces a trade-off on how creative the computer can be. The requirements of co-operation are identified from an interdisciplinary point of view. We divide cooperative creativity in message creativity, contextual creativity and communicative creativity. Finally these notions are applied in the context of the Peace Machine system concept.Peer reviewe
When conventional procedures are no longer the rule for application: design as a discipline opens up to new possibilities
This paper discusses the development of the prototype application âLabanAssistâ. It looks at the design rationale used for the creation of what is fundamentally a system for recording dance knowledge on a score, as identifiable and replicable signs and symbols. A system made necessary because the conventions of other established disciplines, such as engineering and computer science practices, were no longer considered to be effective alone, in facilitating the production of well-designed cultural artefacts (Calvert, Fox, Ryman, & Wilke, 2005; Ebenreuter, 2005).
It is important to ask how can we understand design as a discipline amongst other fields of study with longstanding conventions and traditions and if the discipline of design offers effective ways of thinking about the creation and art of making products or services for the enhancement of the human experience? Is design a discipline because it adheres to existing and established rules of interdisciplinary knowledge from which it draws, or is it a discipline in its own right that as a significant field of intellectual development utilizes interdisciplinary knowledge as a basis for creativity and invention?â
While there is no simple answer to these questions, the design approach adopted for the development of the prototype application âLabanAssistâ offers a working example in which the central theme of grammar, or more particularly the rules of a language, depart from the conventional use for its practical application. This application is one in which a literal understanding of grammar is no longer seen as an adequate basis for the generation of dance knowledge expressed via symbolic writing systems. Instead, this research focuses on the way in which the figurative aspects of language can be represented in the design of an interface to orient user thinking and facilitate the generation of diverse movement compositions.
Keywords:
Labanotation; Grammar; Literal; Figurative; Tropes; Poetic Constructs; Broad Terms; Interface.</p
Enaction-Based Artificial Intelligence: Toward Coevolution with Humans in the Loop
This article deals with the links between the enaction paradigm and
artificial intelligence. Enaction is considered a metaphor for artificial
intelligence, as a number of the notions which it deals with are deemed
incompatible with the phenomenal field of the virtual. After explaining this
stance, we shall review previous works regarding this issue in terms of
artifical life and robotics. We shall focus on the lack of recognition of
co-evolution at the heart of these approaches. We propose to explicitly
integrate the evolution of the environment into our approach in order to refine
the ontogenesis of the artificial system, and to compare it with the enaction
paradigm. The growing complexity of the ontogenetic mechanisms to be activated
can therefore be compensated by an interactive guidance system emanating from
the environment. This proposition does not however resolve that of the
relevance of the meaning created by the machine (sense-making). Such
reflections lead us to integrate human interaction into this environment in
order to construct relevant meaning in terms of participative artificial
intelligence. This raises a number of questions with regards to setting up an
enactive interaction. The article concludes by exploring a number of issues,
thereby enabling us to associate current approaches with the principles of
morphogenesis, guidance, the phenomenology of interactions and the use of
minimal enactive interfaces in setting up experiments which will deal with the
problem of artificial intelligence in a variety of enaction-based ways
Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies
This paper argues that traditional and mainstream mythologies, which have
been continually told within the Information Technology domain among designers
and advocators of conceptual modelling since the 1960s in different fields of
computing sciences, could now be renovated or substituted in the mould of more
recent discourses about performativity, complexity and end-user creativity that
have been constructed across different fields in the meanwhile. In the paper,
it is submitted that these discourses could motivate IT professionals in
undertaking alternative approaches toward the co-construction of
socio-technical systems, i.e., social settings where humans cooperate to reach
common goals by means of mediating computational tools. The authors advocate
further discussion about and consolidation of some concepts in design research,
design practice and more generally Information Technology (IT) development,
like those of: task-artifact entanglement, universatility (sic) of End-User
Development (EUD) environments, bricolant/bricoleur end-user, logic of
bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical
construction. Points backing these and similar concepts are made to promote
further discussion on the need to rethink the main assumptions underlying IT
design and development some fifty years later the coming of age of software and
modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D.
Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded
Technologies: A European Challenge (2013, forthcoming) with the title
"Building Socially Embedded Technologies: Implications on Design" within an
EUSSET editorial initiative (www.eusset.eu/
Creativity: can artistic perspectives contribute to management?
Today creativity is considered as a necessity in all aspects of management. This working paper mirrors the artistic and managerial conceptions of creativity. Although there are shared points in both applications, however deep-seated and radically opposed traits account for the divergence between the two fields. This exploratory analysis opens up new research questions and insights into practices
Great Minds Think Different: Preserving Cognitive Diversity in an Age of Gene Editing
It is likely that gene editing technologies will become viable in the current century. As scientists uncover the genetic contribution to personality traits and cognitive styles, parents will face hard choices. Some of these choices will involve tradeâoffs from the standpoint of the individual's welfare, while others will involve tradeâoffs between what is best for each and what is good for all. Although we think we should generally defer to the informed choices of parents about what kinds of children to create, we argue that decisions to manipulate polygenic psychological traits will be much more ethically complicated than choosing Mendelian traits like blood type. We end by defending the principle of regulatory parsimony, which holds that when legislation is necessary to prevent serious harms, we should aim for simple rules that apply to all, rather than microâmanaging parental choices that shape the traits of their children. While we focus on embryo selection and gene editing, our arguments apply to all powerful technologies which influence the development of children
- âŠ