5,518 research outputs found
Mixed-initiative co-creativity
Creating and designing with a machine: do we merely create together (co-create) or can a machine truly foster our
creativity as human creators? When does such co-creation
foster the co-creativity of both humans and machines? This
paper investigates the simultaneous and/or iterative process
of human and computational creators in a mixed-initiative
fashion within the context of game design and attempts to
draw from both theory and praxis towards answering the
above questions. For this purpose, we first discuss the strong
links between mixed-initiative co-creation and theories of
human and computational creativity. We then introduce
an assessment methodology of mixed-initiative co-creativity
and, as a proof of concept, evaluate Sentient Sketchbook as a
co-creation tool for game design. Core findings suggest that
tools such as Sentient Sketchbook are not mere game authoring systems or mere enablers of creation but, instead, foster
human creativity and realize mixed-initiative co-creativity.peer-reviewe
Can computers foster human users' creativity? Theory and praxis of mixed-initiative co-creativity
This article discusses the impact of artificially intelligent computers to the process of design, play and educational activities. A computational process which has the necessary intelligence and creativity to take a proactive role in such activities can not only support human creativity but also foster it and prompt lateral thinking. The argument is made both from the perspective of human creativity, where the computational input is treated as an external stimulus which triggers re-framing of humans’ routines and mental associations, but also from the perspective of computational creativity where human input and initiative constrains the search space of the algorithm, enabling it to focus on specific possible solutions to a problem rather than globally search for the optimal. The article reviews four mixed-initiative tools (for design and educational play) based on how they contribute to human-machine co-creativity. These paradigms serve different purposes, afford different human interaction methods and incorporate different computationally creative processes. Assessing how co-creativity is facilitated on a per-paradigm basis strengthens the theoretical argument and provides an initial seed for future work in the burgeoning domain of mixed-initiative interaction.peer-reviewe
Can computers foster human users' creativity? Theory and praxis of mixed-initiative co-creativity
This article discusses the impact of artificially intelligent computers to the process of design, play and educational activities. A computational process which has the necessary intelligence and creativity to take a proactive role in such activities can not only support human creativity but also foster it and prompt lateral thinking. The argument is made both from the perspective of human creativity, where the computational input is treated as an external stimulus which triggers re-framing of humans’ routines and mental associations, but also from the perspective of computational creativity where human input and initiative constrains the search space of the algorithm, enabling it to focus on specific possible solutions to a problem rather than globally search for the optimal. The article reviews four mixed-initiative tools (for design and educational play) based on how they contribute to human-machine co-creativity. These paradigms serve different purposes, afford different human interaction methods and incorporate different computationally creative processes. Assessing how co-creativity is facilitated on a per-paradigm basis strengthens the theoretical argument and provides an initial seed for future work in the burgeoning domain of mixed-initiative interaction.peer-reviewe
Toward the automated assessment of entity-relationship diagrams
The need to interpret imprecise diagrams (those with malformed, missing or extraneous features) occurs in the automated assessment of diagrams. We outline our proposal for an architecture to enable the interpretation of imprecise diagrams. We discuss our preliminary work on an assessment tool, developed within this architecture, for automatically grading answers to a computer architecture examination question. Early indications are that performance is similar to that of human markers. We will be using Entity-Relationship Diagrams (ERDs) as the primary application area for our investigation of automated assessment. This paper will detail our reasons for choosing this area and outline the work ahead
Concept mapping, mind mapping argument mapping: What are the differences and do they matter?
In recent years, academics and educators have begun to use software mapping tools for a number of education-related purposes. Typically, the tools are used to help impart critical and analytical skills to students, to enable students to see relationships between concepts, and also as a method of assessment. The common feature of all these tools is the use of diagrammatic relationships of various kinds in preference to written or verbal descriptions. Pictures and structured diagrams are thought to be more comprehensible than just words, and a clearer way to illustrate understanding of complex topics. Variants of these tools are available under different names: “concept mapping”, “mind mapping” and “argument mapping”. Sometimes these terms are used synonymously. However, as this paper will demonstrate, there are clear differences in each of these mapping tools. This paper offers an outline of the various types of tool available and their advantages and disadvantages. It argues that the choice of mapping tool largely depends on the purpose or aim for which the tool is used and that the tools may well be converging to offer educators as yet unrealised and potentially complementary functions
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Formalizing graphical notations
The thesis describes research into graphical notations for software engineering, with a principal interest in ways of formalizing them. The research seeks to provide a theoretical basis that will help in designing both notations and the software tools that process them.
The work starts from a survey of literature on notation, followed by a review of techniques for formal description and for computational handling of notations. The survey concentrates on collecting views of the benefits and the problems attending notation use in software development; the review covers picture description languages, grammars and tools such as generic editors and visual programming environments. The main problem of notation is found to be a lack of any coherent, rigorous description methods. The current approaches to this problem are analysed as lacking in consensus on syntax specification and also lacking a clear focus on a defined concept of notated expression.
To address these deficiencies, the thesis embarks upon an exploration of serniotic, linguistic and logical theory; this culminates in a proposed formalization of serniosis in notations, using categorial model theory as a mathematical foundation. An argument about the structure of sign systems leads to an analysis of notation into a layered system of tractable theories, spanning the gap between expressive pictorial medium and subject domain. This notion of 'tectonic' theory aims to treat both diagrams and formulae together.
The research gives details of how syntactic structure can be sketched in a mathematical sense, with examples applying to software development diagrams, offering a new solution to the problem of notation specification. Based on these methods, the thesis discusses directions for resolving the harder problems of supporting notation design, processing and computer-aided generic editing. A number of future research areas are thereby opened up. For practical trial of the ideas, the work proceeds to the development and partial implementation of a system to aid the design of notations and editors. Finally the thesis is evaluated as a contribution to theory in an area which has not attracted a standard approach
Category Theory and Model-Driven Engineering: From Formal Semantics to Design Patterns and Beyond
There is a hidden intrigue in the title. CT is one of the most abstract
mathematical disciplines, sometimes nicknamed "abstract nonsense". MDE is a
recent trend in software development, industrially supported by standards,
tools, and the status of a new "silver bullet". Surprisingly, categorical
patterns turn out to be directly applicable to mathematical modeling of
structures appearing in everyday MDE practice. Model merging, transformation,
synchronization, and other important model management scenarios can be seen as
executions of categorical specifications.
Moreover, the paper aims to elucidate a claim that relationships between CT
and MDE are more complex and richer than is normally assumed for "applied
mathematics". CT provides a toolbox of design patterns and structural
principles of real practical value for MDE. We will present examples of how an
elementary categorical arrangement of a model management scenario reveals
deficiencies in the architecture of modern tools automating the scenario.Comment: In Proceedings ACCAT 2012, arXiv:1208.430
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