34,393 research outputs found
Incorporating characteristics of human creativity into an evolutionary art algorithm
A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically
Incorporating characteristics of human creativity into an evolutionary art algorithm (journal article)
A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically
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Introducing TU100 ‘My Digital Life’: Ubiquitous computing in a distance learning environment
In this paper we describe the Open University’s progress towards delivering an introduction to ubiquitous computing within a distance-learning environment. Our work is strongly influenced by the philosophy of learning-through-play and we have taken technologies originally designed for children’s education and adapted them for adult learners, many of whom will have no formal experience of computer science or information technology.
We will introduce two novel technologies; Sense, a drag-and-drop programming language based on Scratch; and the SenseBoard, an inexpensive hardware device that can be connected to the student’s computer, through which they can sense their environment and display outputs.
This paper is not intended as a detailed discussion of individual technologies (they will follow in time), rather it should serve as an introduction to the Open University’s method of teaching and how we hope to continue to recruit new computer scientists and engineers using novel technologies
An Alternative Paradigm for Developing and Pricing Storage on Smart Contract Platforms
Smart contract platforms facilitate the development of important and diverse
distributed applications in a simple manner. This simplicity stems from the
inherent utility of employing the state of smart contracts to store, query and
verify the validity of application data. In Ethereum, data storage incurs an
underpriced, non-recurring, predefined fee. Furthermore, as there is no
incentive for freeing or minimizing the state of smart contracts, Ethereum is
faced with a tragedy of the commons problem with regards to its monotonically
increasing state. This issue, if left unchecked, may lead to centralization and
directly impact Ethereum's security and longevity. In this work, we introduce
an alternative paradigm for developing smart contracts in which their state is
of constant size and facilitates the verification of application data that are
stored to and queried from an external, potentially unreliable, storage
network. This approach is relevant for a wide range of applications, such as
any key-value store. We evaluate our approach by adapting the most widely
deployed standard for fungible tokens, i.e., the ERC20 token standard. We show
that Ethereum's current cost model penalizes our approach, even though it
minimizes the overhead to Ethereum's state and aligns well with Ethereum's
future. We address Ethereum's monotonically increasing state in a two-fold
manner. First, we introduce recurring fees that are proportional to the state
of smart contracts and adjustable by the miners that maintain the network.
Second, we propose a scheme where the cost of storage-related operations
reflects the effort that miners have to expend to execute them. Lastly, we show
that under such a pricing scheme that encourages economy in the state consumed
by smart contracts, our ERC20 token adaptation reduces the incurred transaction
fees by up to an order of magnitude.Comment: 6 pages, 2 figures, DAPPCON 201
It Was TV: Teaching HBO\u27s The Wire as a Television Series
Unlike most courses dedicated to The Wire that have examined race, class, criminal justice, urban studies, or education, Sodano foregrounds The Wire as a work of television and examines how it was taught to media majors and non-majors from aesthetic, cultural, technological, economic, and sociological perspectives. It is crucial to recognize The Wire as a piece of television because the circumstances surrounding its appearance on HBO provide context for how it was produced, distributed, and received
Analogous: Digital / Analogue Metaphors.
When discussing our understanding of the world, the term ‘analogue’ has become shorthand for anything not digital, and has become an analogy of its own. ‘Digital’ has also become an analogy for anything requiring a computer. This essay starts to investigate some of the analogies of analogue and digital media to reveal the complexity of thinking about animation
PLACE Events 2016-2017
This document describes PLACE events at Linfield College for 2016-2017
A sweetspot for innovation:developing games with purpose through student-staff collaboration
Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ‘games with purpose’, ‘serious games’ and gamification’ has been mirrored in a flurry of activity in games research. Broader applications of games beyond entertainment are now well-understood and accepted, with universities and companies excelling in creating games to serve particular needs. However, it is not explicitly clear how undergraduates of game design and development courses can be directly involved in serious game creation. With most undergraduates inspired by commercial games development, and the games industry requiring that universities teach specific technical skills in their courses, balancing the research aspirations of academics with the educational requirements of an appropriate undergraduate course can be a difficult balancing act. In this paper, the authors present three case studies of games with purpose developed through collaboration between undergraduate students and academic staff. In all cases, the educational value of the projects for the students is considered in relation to the research value for the academics, who face increasing demands to develop research outcomes despite a necessity to provide a first-rate learning experience and nurture future game developers
Investigation of Air Transportation Technology at Princeton University, 1989-1990
The Air Transportation Technology Program at Princeton University proceeded along six avenues during the past year: microburst hazards to aircraft; machine-intelligent, fault tolerant flight control; computer aided heuristics for piloted flight; stochastic robustness for flight control systems; neural networks for flight control; and computer aided control system design. These topics are briefly discussed, and an annotated bibliography of publications that appeared between January 1989 and June 1990 is given
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