5,765 research outputs found

    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

    Experience Evaluations for Human-Computer Co-Creative Processes : Planning and Conducting an Evaluation in Practice

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    In human–computer co-creativity, humans and creative computational algorithms create together. Too often, only the creative algorithms and their outcomes are evaluated when studying these co-creative processes, leaving the human participants to little attention. This paper presents a case study emphasising the human experiences when evaluating the use of a co-creative poetry writing system called the Poetry Machine. The co-creative process was evaluated using seven metrics: Fun, Enjoyment, Expressiveness, Outcome satisfaction, Collaboration, Ease of writing, and Ownership. The metrics were studied in a comparative setting using three co-creation processes: a human–computer, a human–human, and a human–human–computer co-creation process. Twelve pupils of age 10–11 attended the studies in six pairs trying out all the alternative writing processes. The study methods included observation in paired-user testing, questionnaires, and interview. The observations were complemented with analyses of the video recordings of the evaluation sessions. According to statistical analyses, Collaboration was the strongest in human–human–computer co-creation, and weakest in human–computer co-creation. Ownership was just the opposite: weakest in human–human–computer co-creation, and strongest in human–computer co-creation. Other metrics did not produce statistically significant results. In addition to the results, this paper presents the lessons learned in the evaluations with children using the selected methods.Peer reviewe

    The Case of the Mexican Mobile Government: Measurement and Examples

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    The mobile government has become a reality in a large majority of countries around the world. The use of apps to link government websites and information is a recent trend that is capturing citizens and public officials. The uses, advantages and disadvantages have recently become a study field for several scholars around the globe. The mobile government is not new for e-government scholars; however, the explosion of apps and the increase of smart phones have created a new trend in the mobile government field. In order to understand these phenomena in the Mexican society we have gathered data from different sources: government, companies and citizen organizations. Based on this information, we analyzed the impact of apps across the country and suggest a classification method that can be used for a better understanding of this new field. We finish with five small case studies, which we consider good examples to be followed by different government organizations. To accomplish this objective we divided this chapter into seven main sections: this first section is the introduction. The second section includes a literature review. The third section describes the method we suggest to classify the apps. The fourth section discusses the findings with the model application. The fifth section presents the case studies we suggest for government apps. The sixth section discusses future research on government apps. In the seventh section, we present some remarks and the conclusion of this topic

    Computational Creativity and Music Generation Systems: An Introduction to the State of the Art

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    Computational Creativity is a multidisciplinary field that tries to obtain creative behaviors from computers. One of its most prolific subfields is that of Music Generation (also called Algorithmic Composition or Musical Metacreation), that uses computational means to compose music. Due to the multidisciplinary nature of this research field, it is sometimes hard to define precise goals and to keep track of what problems can be considered solved by state-of-the-art systems and what instead needs further developments. With this survey, we try to give a complete introduction to those who wish to explore Computational Creativity and Music Generation. To do so, we first give a picture of the research on the definition and the evaluation of creativity, both human and computational, needed to understand how computational means can be used to obtain creative behaviors and its importance within Artificial Intelligence studies. We then review the state of the art of Music Generation Systems, by citing examples for all the main approaches to music generation, and by listing the open challenges that were identified by previous reviews on the subject. For each of these challenges, we cite works that have proposed solutions, describing what still needs to be done and some possible directions for further research

    A Software Architecture Assisting Workflow Executions on Cloud Resources

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    An enterprise providing services handled by means of workflows needs to monitor and control their execution, gather usage data, determine priorities, and properly use computing cloud-related resources. This paper proposes a software architecture that connects unaware services to components handling workflow monitoring and management concerns. Moreover, the provided components enhance dependability of services while letting developers focus only on the business logic

    Faculty Publications and Creative Works 2004

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    Faculty Publications & Creative Works is an annual compendium of scholarly and creative activities of University of New Mexico faculty during the noted calendar year. Published by the Office of the Vice President for Research and Economic Development, it serves to illustrate the robust and active intellectual pursuits conducted by the faculty in support of teaching and research at UNM

    Cinematic Arts 2017 APR Self-Study & Documents

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    UNM Cinematic Arts APR self-study report and review team report for Fall 2017, fulfilling requirements of the Higher Learning Commission

    DARIAH and the Benelux

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