503 research outputs found

    Generative and adaptive creativity: A unified approach to creativity in nature, humans and machines

    Full text link
    Computational creativity is not limited to the study of human-like creativity and forces us to think about creativity as a general process that can be applied wherever new things come into existence. In this chapter I propose that in order to unify various forms of creativity it is necessary to consider a distinction between two types of creativity: generative creativity, in which things are created as the result of a process regardless of their value, and adaptive creativity, in which things are created as adaptive responses by a system to its situation. Whilst individual human creativity is typically of the adaptive form, collectively humans are engaged in processes of generative creativity as well as adaptive creativity. It is helpful to understand human creative behaviour as part of a social process involving these two aspects, and this is relevant to understanding how manmade artefacts can act as creative agents in social networks

    Creative media + the internet of things = media multiplicities

    Full text link
    © 2018 ISAST. This paper proposes the term “media multiplicities” to describe contemporary media artworks that create multiples of “internet of things” devices. It discusses the properties that distinguish media multiplicities from other forms of media artwork, provides parameters for categorizing media multiplicities, and discusses aesthetic and creative factors in the production of media multiplicities

    Designing Sound for Social Robots: Candidate Design Principles

    Full text link
    How can we use sound and music to create rich and engaging human-robot interactions? A growing body of HRI research explores the many ways in which sound affects human-robot interactions and although some studies conclude with tentative design recommendations, there are, to our knowledge, no generalised design recommendations for the robot sound design process. We address this gap by first investigating sound design frameworks in the domains of product sound design and film sound to see whether practices and concepts from these areas contain actionable insights for the creation of robot sound. We then present three case studies, detailed examinations of the sound design of commercial social robots Cozmo and Vector, Jibo, and Kuri, facilitated by expert interviews with the robots’ sound designers. Combining insights from the design frameworks and case studies, we propose nine candidate design principles for robot sound which provide (1) a design-oriented perspective on robot sound that may inform future research, and (2) actionable guidelines for designers, engineers and decision-makers aiming to use sound to create richer and more refined human-robot interactions

    Crafting the Language of Robotic Agents: A vision for electroacoustic music in human-robot interaction

    Full text link
    This article discusses the role of electroacoustic music practice in the context of human-robot interaction (HRI), illustrated by the first author's work creating the sonic language of interactive robotic artwork Diamandini. It starts with a discussion of the role of sound in social robotics and surveys various notable conceptual approaches to robot sound. The central thesis of the article is that electroacoustic music can provide a valuable source of aesthetic considerations and creative practice for the creation of richer and more refined sonic HRIs by giving practitioners new ways to create believable sounding objects, to convey fiction, agency and animacy, and to communicate causality in auditory feedback. To demonstrate this, the authors describe the rationale for treating robot sound design as a compositional process and discuss the implications of the endeavour's non-linear and site-specific nature. These considerations are illustrated using sound examples and design decisions made throughout the creation process of the robotic artwork. The authors conclude with observations on how the compositional process is affected by this particular application context

    Using multiple classifiers for predicting the risk of endovascular aortic aneurysm repair re-intervention through hybrid feature selection.

    Get PDF
    Feature selection is essential in medical area; however, its process becomes complicated with the presence of censoring which is the unique character of survival analysis. Most survival feature selection methods are based on Cox's proportional hazard model, though machine learning classifiers are preferred. They are less employed in survival analysis due to censoring which prevents them from directly being used to survival data. Among the few work that employed machine learning classifiers, partial logistic artificial neural network with auto-relevance determination is a well-known method that deals with censoring and perform feature selection for survival data. However, it depends on data replication to handle censoring which leads to unbalanced and biased prediction results especially in highly censored data. Other methods cannot deal with high censoring. Therefore, in this article, a new hybrid feature selection method is proposed which presents a solution to high level censoring. It combines support vector machine, neural network, and K-nearest neighbor classifiers using simple majority voting and a new weighted majority voting method based on survival metric to construct a multiple classifier system. The new hybrid feature selection process uses multiple classifier system as a wrapper method and merges it with iterated feature ranking filter method to further reduce features. Two endovascular aortic repair datasets containing 91% censored patients collected from two centers were used to construct a multicenter study to evaluate the performance of the proposed approach. The results showed the proposed technique outperformed individual classifiers and variable selection methods based on Cox's model such as Akaike and Bayesian information criterions and least absolute shrinkage and selector operator in p values of the log-rank test, sensitivity, and concordance index. This indicates that the proposed classifier is more powerful in correctly predicting the risk of re-intervention enabling doctor in selecting patients' future follow-up plan

    Distributed Interactive Audio Devices: Creative strategies and audience responses to novel musical interaction scenarios

    Full text link
    With the rise of ubiquitous computing, comes new possibilities for experiencing audio, visual and tactile media in distributed and situated forms, disrupting modes of media experience that have been relatively stable for decades. We present the Distributed Interactive Audio Devices (DIADs) project, a set of experimental interventions to explore future ubiquitous computing design spaces in which electronic sound is presented as distributed, interactive and portable. The DIAD system is intended for creative sound and music performance and interaction, yet it does not conform to traditional concepts of musical performance, suggesting instead a fusion of music performance and other forms of collaborative digital interaction. We describe the thinking behind the project, the state of the DIAD system’s technical development, and our experiences working with userinteraction in lab-based and public performance scenarios

    Surgery for Esophageal Adenocarcinoma: Three field open McKeown procedure has a role in assessment and treatment of extensive locally advanced esophageal adenocarcinoma with a favorable clinical and pathological outcome.

    Get PDF
    Esophageal adenocarcinoma has seen an increased incidence due to gastroesophageal reflux disease , smoking and obesity. There are no established guidelines for screening of esophageal cancer and many patients present late in their disease process. Most early stage adenocarcinoma of the esophagus is treated with neoadjuvant chemotherapy and radiation follow by surgical resection in suitable operative candidates. We describe a case of locally advanced esophageal cancer, where the patient had a relatively insignificant response to neoadjuvant chemotherapy and radiation, who was then treated by open direct resection of the esophagus and proximal stomach (three field McKeown approach) with lymphadenectomy. The patient did well after surgery apart from pneumonia and increased secretions that required tracheostomy. There were no surgical complications such as anstomotic leak or chylothorax. Pathology showed T2N0 disease. Locally advanced esophageal cancer in the mediastinum occasionally requires an open direct approach for direct assessment of resectability and full mobilization of the esophagus and subsequent complete cancer free surgical outcome. We felt that this was a necessary procedure under these circumstances due to the large mass effect of the tumor, and a preoperative staging of T2N3. The mainstay of esophageal resection continues to be minimally invasive procedures for early stage esophageal malignancy where assessment of resectability and direct mobilization from the mediastinum are typically not an issue

    Supporting Creative Practice in Wireless Distributed Sound Installations Given Technical Constraints

    Full text link
    In this paper we present creative practice-led research into building large, scalable “multiplicitous media” artworks in which many networked devices control lights and speakers and are coordinated over Wi-Fi to create holistic artistic and environmental experiences. We discuss competing constraints, in particular the creative constraints associated with the challenge of coding complex multi-device behaviors, maximizing creative freedom and simplifying complex engineering and design decisions. Based on recent experience building multi-device digital installation works, we propose an approach, the “broadcast-first recipe, ” that aims to simplify the space of creative possibilities, with a trade-off between expressive power and creative efficiency that we argue is worth adopting. We examine this approach in light of hard technical constraints such as central processing unit (CPU) and Wi-Fi bandwidth budgets, which we discuss in a concrete example. We consider how the effectiveness of the proposed approach could be further leveraged in the provision of support tools

    Facilitating Creative Exploratory Search with Multiple Networked Audio Devices Using HappyBrackets

    Full text link
    We present an audio-focused creative coding toolkit for deploying music programs to remote networked devices. It is designed to support efficient creative exploratory search in the context of the Internet of Things (IoT), where one or more devices must be configured, programmed and interact over a network, with applications in digital musical instruments, networked music performance and other digital experiences. Users can easily monitor and hack what multiple devices are doing on the fly, enhancing their ability to perform “exploratory search” in a creative workflow. We present two creative case studies using the system: the creation of a dance performance and the creation of a distributed musical installation. Analysing different activities within the production process, with a particular focus on the trade-off between more creative exploratory tasks and more standard configuring and problem-solving tasks, we show how the system supports creative exploratory search for multiple networked devices
    • …
    corecore