5,154 research outputs found

    Exploring Conceptual Space in Language Games Using Hedonic Functions

    Get PDF
    =The ambiguity of natural language can be an important source of creative concepts. In compositional languages, a many-to-many network of associations exists linking concepts by the polysemy and synonymy of utterances. This network allows utterances to represent the combination of concepts, forming new and poten- tially interesting compound meanings. At the same time, new experiences of external and internal contexts provide abundant materials for the evolution of language. This paper focuses on exploring the role of compositional language for social creativity through the simulation of language games running on multi-agent systems using a hedonic function to evaluate the inter- est of utterances as design requirements and the result- ing design works

    A Computational Model of Creative Design as a Sociocultural Process Involving the Evolution of Language

    Get PDF
    The aim of this research is to investigate the mechanisms of creative design within the context of an evolving language through computational modelling. Computational Creativity is a subfield of Artificial Intelligence that focuses on modelling creative behaviours. Typically, research in Computational Creativity has treated language as a medium, e.g., poetry, rather than an active component of the creative process. Previous research studying the role of language in creative design has relied on interviewing human participants, limiting opportunities for computational modelling. This thesis explores the potential for language to play an active role in computational creativity by connecting computational models of the evolution of artificial languages and creative design processes. Multi-agent simulations based on the Domain-Individual-Field-Interaction framework are employed to evolve artificial languages with features that may support creative designing including ambiguity, incongruity, exaggeration and elaboration. The simulation process consists of three steps: (1) constructing representations associating topics, meanings and utterances; (2) structured communication of utterances and meanings through the playing of “language games”; and (3) evaluation of design briefs and works. The use of individual agents with different evaluation criteria, preferences and roles enriches the scope and diversity of the simulations. The results of the experiments conducted with artificial creative language systems demonstrate the expansion of design spaces by generating compositional utterances representing novel concepts among design agents using language features and weighted context free grammars. They can be used to computationally explore the roles of language in creative design, and possibly point to computational applications. Understanding the evolution of artificial languages may provide insights into human languages, especially those features that support creativity

    An aesthetics of touch: investigating the language of design relating to form

    Get PDF
    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Hey Alexa
 examine the variables influencing the use of artificial intelligent in-home voice assistants

    Get PDF
    Artificial Intelligent (AI) In-home Voice Assistants have seen unprecedented growth. However, we have little understanding on the factors motivating individuals to use such devices. Given the unique characteristics of the technology, in the main hands free, controlled by voice, and the presentation of a voice user interface, the current technology adoption models are not comprehensive enough to explain the adoption of this new technology. Focusing on voice interactions, this research combines the theoretical foundations of U&GT with technology theories to gain a clearer understanding on the motivations for adopting and using in-home voice assistants. This research presents a conceptual model on the use of voice controlled technology and an empirical validation of the model through the use of Structural Equation Modelling with a sample of 724 in-home voice assistant users. The findings illustrate that individuals are motivated by the (1) utilitarian benefits, (2) symbolic benefits and (3) social benefits provided by voice assistants, the results found that hedonic benefits only motivate the use of in-home voice assistants in smaller households. Additionally, the research establishes a moderating role of perceived privacy risks in dampening and negatively influencing the use of in-home voice assistants

    Still believing in virtual worlds: A decomposed approach

    Get PDF
    siirretty Doriast

    Value annotation of web resources: the ValueML Language

    Get PDF
    In the multimedia design field, we have recently witnessed a shift of focus from products and the user' s experience to social effects of technologies and the quality of life. In this context, values play an important role. They may be inscribed within an artifact as symbolic meanings or as a built- in use consequence. In spite of their growing relevance, there is not yet a markup language for value annotation. This paper describes a proposal for filling this gap. After a brief review of various perspectives on the concept of value and relevant taxonomies, we discuss the syntax and semantics of a preliminary version of the ValueML language together with an example of annotation of a commercial video clip

    Using Log-Linear Models to Analyze the Use of Hedonic Information Technologies on Corporate Websites

    Get PDF
    The Internet allows combining various multimedia applications in order to create a holistic online experience. Companies integrate utilitarian and hedonic elements in their Websites in order to improve their overall effectiveness and efficiency. In this exploratory research paper we present the results of a longitudinal study, in which we analyze the use of four different hedonic information technologies (wallpapers/screensavers, e-cards, sweepstakes, online games) on corporate websites. We differentiate between sites which offer high and low involvement products. We use log-linear models to visualize our results and to show which combinations of hedonic instruments are most popular over time. Our results show that in general companies have reduced the application of hedonic instruments over time while simultaneously specific combinations of instruments have become quite popular

    Exploring value co-creation within buyer-seller relationship in mobile applications services : a model development

    Get PDF
    Mobile phones have become an indispensable part of consumers’ life where they access core and supporting services via mobile applications services (m-applications). The focus of the present study is to explore dyadic buyer-seller roles in m-applications services’ value creation taking mobile banking applications services (MB-applications) as a case study. While prior research on value co-creation in service dominant logic (S-d logic) serves as a foundation for this study, it does not provide adequate guidance on how buyer and seller co-create value in m-applications services.To address this shortcoming, semi-structured interviews were carried out with 12 banks’ officials in banks’ headquarters of Saudi Arabia. Also, six focus groups were conducted; three with MB-application services users and three with non-users which were held in Riyadh College of Technology (RCT). In addition, a content analysis of MB-applications services was conducted to support suppliers’ perspectives regarding value propositions (service offering). A conceptual framework is developed for managing co-creation to illustrate practical application of the framework.The findings pointed to six factors that shape shape service suppliers’ ability to offer and deliver value via MB-applications, namely; brand image building, bank’s business vision, customer culture-orientation, bank’s internal environment, information technology system and positioning strategy. These factors combine to establish a value proposition for banks’ customers in the MB-applications services domain.Customer’s value creation as value in-use during usage emerged in different usage situations. A value framework incorporating value consumptions (Sheth et al., 1991a) is proposed. It identifies the main value-adding elements in m-applications and the primary drivers for adopting m-applications. Findings revealed that bank managers attempted to support customers’ value creation, which was reflected in MB-application content. However, support was constrained by some insufficient assumptions about customers and the m-commerce architecture. Factors that impede MB-applications use include consumers’ banking habits, perceived risk (security and privacy); usability hindrance, marketing and promotion, technical problems, and socio-cultural barriers. Implications are drawn for service delivery value perception and mobile marketing theory, and recommendations are made to service suppliers and commercial banks to achieve sustained returns of investment from MB-applications services

    Playful approaches to news engagement

    Get PDF
    From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of merging news with games as a way to reformulate normative assumptions, production practices and consumption patterns. As a result, the boundaries between journalism and game’s logics start to erode, and they begin to find new ways of converging
    • 

    corecore