28 research outputs found

    Creative Coding for Humor Design: A Preliminary Exploration

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    Both humor and art aims are creative and complex processes, and both aim to induce an emotional effect (mirth in the former case, aesthetic pleasure in the latter one). In recent years a number of programming languages and computational environment for creative coding have been diffused and have attracted a growing community of artists and enthusiasts. This contribution is a small collection of observations emerged during an explorative study of these environments, performed during the last months. It is aimed to search new ideas and methodological directions for the future development of research in computational humor generation.Non peer reviewe

    Corpus-Based Generation of Content and Form in Poetry

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    We employ a corpus-based approach to generate content and form in poetry. The main idea is to use two different corpora, on one hand, to provide semantic content for new poems, and on the other hand, to generate a specific grammatical and poetic structure. The approach uses text mining methods, morphological analysis, and morphological synthesis to produce poetry in Finnish. We present some promising results obtained via the combination of these methods and preliminary evaluation results of poetry generated by the system.Peer reviewe

    Lexical Creativity from Word Associations

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    A fluent ability to associate tasks, concepts, ideas, knowledge and experiences in a relevant way is often considered an important factor of creativity, especially in problem solving. We are interested in providing computational support for discovering such creative associations. In this paper we design minimally supervised methods that can perform well in the remote associates test (RAT), a well-known psychometric measure of creativity. We show that with a large corpus of text and some relatively simple principles, this can be achieved. We then develop methods for a more general word association model that could be used in lexical creativity support systems, and which also could be a small step towards lexical creativity in computers.Peer reviewe

    Computational Production of Affect-Based Verbal Humorous Expressions

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    In this work we provided a contribution in the specific context of verbal humor generation, focused on computational creation of humorous texts. The goal consisted of the design and implementation of a tool for the automatic generation of short humorous expressions. We focused on humorous puns generated through the variation of familiar expressions, performed via lexical substitution. Phonetic and semantic features are employed to select the appropriate substitution. We have chosen a corpus-based approach, in line with a tendency prevailing in the computational linguistics field. A number of textual corpora and dictionaries were employed. We have developed some of these resources (WordNet-Affect and Affective-Weight) in an early stage of the research. The system can be used as a testbed for the empirical investigation of various aspects of verbal humor. More specifically, it can be used to study the correlation between linguistic parameters of humorous expressions and appraisal dimensions that are part of the cognitive process of humor understanding. In the last phase of the work, we developed two exploratory applications: a prototype was developed as a first component of a system in which task-oriented assistance and humorous feedback can be integrated to achieve frustration reduction. The other application developed is a tool for the collaborative creation of puns. In this system, the pun generator is integrated with a graphical user interface based on a dynamic graph, helping the exploration of different creative solutions

    Affective Adaptivity in Interactive Assistance Planning

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    Assistance planning is a distinctive type of interactive planning, in which the planner supports a human being while trying to achieve some complex goal. An intelligent assistant capable of assistance planning decreases the work overload, which is characteristic of several activities. On the other hand, it is of great help to humans working towards the solution of some complex problems [Lindner, 1993]. An interactive assistance planner generally has a representation of the task to be executed as a partial ordered plan. This feature allows the user to choose among different paths of execution. Furthermore, it is a hierarchical planner: in this way, the decomposition of the actions enables the system to reduce the task to the actions executable by the user. This set of "human executable actions" depends on the user's competence and familiarity with the task, but it can also change in accordance with the user's affective-cognitive state. Therefore, it is interesting to have a user model in which the relation between the set of executable actions and the affective-cognitive state is realized. With this demo, we want to show a simplified prototypical tool in which the assistance to the task-oriented activity is characterized by adaptability to the user's mental state. The system consists of an application (in order to provide a task domain) and of an assistant to the user's decision-making [Amant, 1997
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