58,066 research outputs found

    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

    Evaluating computational creativity: a standardised procedure for evaluating creative systems and its application

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    This thesis proposes SPECS: a Standardised Procedure for Evaluating Creative Systems. No methodology has been accepted as standard for evaluating the creativity of a system in the field of computational creativity and the multi-faceted and subjective nature of creativity generates substantial definitional issues. Evaluative practice has developed a general lack of rigour and systematicity, hindering research progress. SPECS is a standardised and systematic methodology for evaluating computational creativity. It is flexible enough to be applied to a variety of different types of creative system and adaptable to specific demands in different types of creativity. In the three-stage process of evaluation, researchers are required to be specific about what creativity entails in the domain they work in and what standards they test a system’s creativity by. To assist researchers, definitional issues are investigated and a set of components representing aspects of creativity is presented, which was empirically derived using computational linguistics analysis. These components are recommended for use within SPECS, being offered as a general definition of creativity that can be customised to account for any specific priorities for creativity in a given domain. SPECS is applied in a case study for detailed comparisons of the creativity of three musical improvisation systems, identifying which systems are more creative than others and why. In a second case study, SPECS is used to capture initial impressions on the creativity of systems presented at a 2011 computational creativity research event. Five systems performing different creative tasks are compared and contrasted. These case studies exemplify the valuable information that can be obtained on a system’s strengths and weaknesses. SPECS gives researchers vital feedback for improving their systems’ creativity, informing further progress in computational creativity research

    Shape grammars for creative decisions in the architectural project

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    Shape grammars (SG), which define a set of shapes, are used in applications in the field of Computational Creativity (CC). Computational Creativity can be considered an area of Artificial Intelligence (AI) that chases the goal of understanding creativity and building computational applications that emulate or support human creativity in Arts and Science. In this context, our aim is to show how SG may provide artists with applications to assist them in the creative process, not only creating solutions but also as a way of creating new ideas. Our objective is to demonstrate how, in architecture, SG can work with rules that will convey legal restrictions, space needs and goals of the architect, creating possible solutions to a project. A wide range of solutions can be tested in computational applications based in SG. These applications can also encourage the architect to go further in his creativity through shape emergence where the conditions are fulfilled and presented as innovative and/or unexpected. Architects obey strict rules when they apply artistic intention to a specific need/objective intention (space building). Thus, our methods are to enumerate SG as a tool for decision-making in architectural projects and to show a set of common phases that may be generated by the use of computational applications in response not only to technical needs but also to creative goals.info:eu-repo/semantics/publishedVersio

    Towards creative information exploration based on Koestler's concept of bisociation

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    Creative information exploration refers to a novel framework for exploring large volumes of heterogeneous information. In particular, creative information exploration seeks to discover new, surprising and valuable relationships in data that would not be revealed by conventional information retrieval, data mining and data analysis technologies. While our approach is inspired by work in the field of computational creativity, we are particularly interested in a model of creativity proposed by Arthur Koestler in the 1960s. Koestler’s model of creativity rests on the concept of bisociation. Bisociative thinking occurs when a problem, idea, event or situation is perceived simultaneously in two or more “matrices of thought” or domains. When two matrices of thought interact with each other, the result is either their fusion in a novel intellectual synthesis or their confrontation in a new aesthetic experience. This article discusses some of the foundational issues of computational creativity and bisociation in the context of creative information exploration

    Evaluating computational creativity: a standardised procedure for evaluating creative systems and its application

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    This thesis proposes SPECS: a Standardised Procedure for Evaluating Creative Systems. No methodology has been accepted as standard for evaluating the creativity of a system in the field of computational creativity and the multi-faceted and subjective nature of creativity generates substantial definitional issues. Evaluative practice has developed a general lack of rigour and systematicity, hindering research progress. SPECS is a standardised and systematic methodology for evaluating computational creativity. It is flexible enough to be applied to a variety of different types of creative system and adaptable to specific demands in different types of creativity. In the three-stage process of evaluation, researchers are required to be specific about what creativity entails in the domain they work in and what standards they test a system’s creativity by. To assist researchers, definitional issues are investigated and a set of components representing aspects of creativity is presented, which was empirically derived using computational linguistics analysis. These components are recommended for use within SPECS, being offered as a general definition of creativity that can be customised to account for any specific priorities for creativity in a given domain. SPECS is applied in a case study for detailed comparisons of the creativity of three musical improvisation systems, identifying which systems are more creative than others and why. In a second case study, SPECS is used to capture initial impressions on the creativity of systems presented at a 2011 computational creativity research event. Five systems performing different creative tasks are compared and contrasted. These case studies exemplify the valuable information that can be obtained on a system’s strengths and weaknesses. SPECS gives researchers vital feedback for improving their systems’ creativity, informing further progress in computational creativity research

    Computational musicology: An Artificial Life approach

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    Abstract — Artificial Life (A-Life) and Evolutionary Algorithms (EA) provide a variety of new techniques for making and studying music. EA have been used in different musical applications, ranging from new systems for composition and performance, to models for studying musical evolution in artificial societies. This paper starts with a brief introduction to three main fields of application of EA in Music, namely sound design, creativity and computational musicology. Then it presents our work in the field of computational musicology. Computational musicology is broadly defined as the study of Music with computational modelling and simulation. We are interested in developing A-Life-based models to study the evolution of musical cognition in an artificial society of agents. In this paper we present the main components of a model that we are developing to study the evolution of musical ontogenies, focusing on the evolution of rhythms and emotional systems. The paper concludes by suggesting that A-Life and EA provide a powerful paradigm for computational musicology. I

    Modelling creativity: identifying key components through a corpus-based approach

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    Creativity is a complex, multi-faceted concept encompassing a variety of related aspects, abilities, properties and behaviours. If we wish to study creativity scientifically, then a tractable and well-articulated model of creativity is required. Such a model would be of great value to researchers investigating the nature of creativity and in particular, those concerned with the evaluation of creative practice. This paper describes a unique approach to developing a suitable model of how creative behaviour emerges that is based on the words people use to describe the concept. Using techniques from the field of statistical natural language processing, we identify a collection of fourteen key components of creativity through an analysis of a corpus of academic papers on the topic. Words are identified which appear significantly often in connection with discussions of the concept. Using a measure of lexical similarity to help cluster these words, a number of distinct themes emerge, which collectively contribute to a comprehensive and multi-perspective model of creativity. The components provide an ontology of creativity: a set of building blocks which can be used to model creative practice in a variety of domains. The components have been employed in two case studies to evaluate the creativity of computational systems and have proven useful in articulating achievements of this work and directions for further research

    A Standardised Procedure for Evaluating Creative Systems: Computational Creativity Evaluation Based on What it is to be Creative

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    Computational creativity is a flourishing research area, with a variety of creative systems being produced and developed. Creativity evaluation has not kept pace with system development with an evident lack of systematic evaluation of the creativity of these systems in the literature. This is partially due to difficulties in defining what it means for a computer to be creative; indeed, there is no consensus on this for human creativity, let alone its computational equivalent. This paper proposes a Standardised Procedure for Evaluating Creative Systems (SPECS). SPECS is a three-step process: stating what it means for a particular computational system to be creative, deriving and performing tests based on these statements. To assist this process, the paper offers a collection of key components of creativity, identified empirically from discussions of human and computational creativity. Using this approach, the SPECS methodology is demonstrated through a comparative case study evaluating computational creativity systems that improvise music
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