90,915 research outputs found

    Incorporating characteristics of human creativity into an evolutionary art algorithm (journal article)

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    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

    Get PDF
    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

    6 Seconds of Sound and Vision: Creativity in Micro-Videos

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    The notion of creativity, as opposed to related concepts such as beauty or interestingness, has not been studied from the perspective of automatic analysis of multimedia content. Meanwhile, short online videos shared on social media platforms, or micro-videos, have arisen as a new medium for creative expression. In this paper we study creative micro-videos in an effort to understand the features that make a video creative, and to address the problem of automatic detection of creative content. Defining creative videos as those that are novel and have aesthetic value, we conduct a crowdsourcing experiment to create a dataset of over 3,800 micro-videos labelled as creative and non-creative. We propose a set of computational features that we map to the components of our definition of creativity, and conduct an analysis to determine which of these features correlate most with creative video. Finally, we evaluate a supervised approach to automatically detect creative video, with promising results, showing that it is necessary to model both aesthetic value and novelty to achieve optimal classification accuracy.Comment: 8 pages, 1 figures, conference IEEE CVPR 201

    Skills for Creativity in Games Design (Part 2) Practitioner Conceptions of Creativity in Games Design.

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    Creativity and the Brain

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    Neurocognitive approach to higher cognitive functions that bridges the gap between psychological and neural level of description is introduced. Relevant facts about the brain, working memory and representation of symbols in the brain are summarized. Putative brain processes responsible for problem solving, intuition, skill learning and automatization are described. The role of non-dominant brain hemisphere in solving problems requiring insight is conjectured. Two factors seem to be essential for creativity: imagination constrained by experience, and filtering that selects most interesting solutions. Experiments with paired words association are analyzed in details and evidence for stochastic resonance effects is found. Brain activity in the process of invention of novel words is proposed as the simplest way to understand creativity using experimental and computational means. Perspectives on computational models of creativity are discussed

    When conventional procedures are no longer the rule for application: design as a discipline opens up to new possibilities

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    This paper discusses the development of the prototype application ‘LabanAssist’. 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?” While there is no simple answer to these questions, the design approach adopted for the development of the prototype application ‘LabanAssist’ 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
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