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Segal Y, Hadar O, Lhotska L. Using EfficientNet-B7 (CNN), Variational Auto Encoder (VAE) and Siamese Twins' Networks to Evaluate Human Exercises as Super Objects in a TSSCI Images. J Pers Med 2023; 13:jpm13050874. [PMID: 37241044 DOI: 10.3390/jpm13050874] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/07/2023] [Revised: 05/16/2023] [Accepted: 05/18/2023] [Indexed: 05/28/2023] Open
Abstract
In this article, we introduce a new approach to human movement by defining the movement as a static super object represented by a single two-dimensional image. The described method is applicable in remote healthcare applications, such as physiotherapeutic exercises. It allows researchers to label and describe the entire exercise as a standalone object, isolated from the reference video. This approach allows us to perform various tasks, including detecting similar movements in a video, measuring and comparing movements, generating new similar movements, and defining choreography by controlling specific parameters in the human body skeleton. As a result of the presented approach, we can eliminate the need to label images manually, disregard the problem of finding the start and the end of an exercise, overcome synchronization issues between movements, and perform any deep learning network-based operation that processes super objects in images in general. As part of this article, we will demonstrate two application use cases: one illustrates how to verify and score a fitness exercise. In contrast, the other illustrates how to generate similar movements in the human skeleton space by addressing the challenge of supplying sufficient training data for deep learning applications (DL). A variational auto encoder (VAE) simulator and an EfficientNet-B7 classifier architecture embedded within a Siamese twin neural network are presented in this paper in order to demonstrate the two use cases. These use cases demonstrate the versatility of our innovative concept in measuring, categorizing, inferring human behavior, and generating gestures for other researchers.
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Affiliation(s)
- Yoram Segal
- School of Electrical and Computer Engineering, Ben Gurion University of the Negev, Be'er-Sheva 84105001, Israel
| | - Ofer Hadar
- School of Electrical and Computer Engineering, Ben Gurion University of the Negev, Be'er-Sheva 84105001, Israel
| | - Lenka Lhotska
- Czech Institute of Informatics, Robotics and Cybernetics, Faculty of Biomedical Engineering, Czech Technical University in Prague, 160 00 Prague, Czech Republic
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2
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Rodrigues A, Sousa B, Cardoso A, Machado P. "Found in Translation": An Evolutionary Framework for Auditory-Visual Relationships. Entropy (Basel) 2022; 24:1706. [PMID: 36554111 PMCID: PMC9777780 DOI: 10.3390/e24121706] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/21/2022] [Revised: 11/11/2022] [Accepted: 11/14/2022] [Indexed: 06/17/2023]
Abstract
The development of computational artifacts to study cross-modal associations has been a growing research topic, as they allow new degrees of abstraction. In this context, we propose a novel approach to the computational exploration of relationships between music and abstract images, grounded by findings from cognitive sciences (emotion and perception). Due to the problem's high-level nature, we rely on evolutionary programming techniques to evolve this audio-visual dialogue. To articulate the complexity of the problem, we develop a framework with four modules: (i) vocabulary set, (ii) music generator, (iii) image generator, and (iv) evolutionary engine. We test our approach by evolving a given music set to a corresponding set of images, steered by the expression of four emotions (angry, calm, happy, sad). Then, we perform preliminary user tests to evaluate if the user's perception is consistent with the system's expression. Results suggest an agreement between the user's emotional perception of the music-image pairs and the system outcomes, favoring the integration of cognitive science knowledge. We also discuss the benefit of employing evolutionary strategies, such as genetic programming on multi-modal problems of a creative nature. Overall, this research contributes to a better understanding of the foundations of auditory-visual associations mediated by emotions and perception.
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Affiliation(s)
- Ana Rodrigues
- Department of Informatics Engineering, Centre for Informatics and Systems of the University of Coimbra, University of Coimbra, 3004-531 Coimbra, Portugal
- Intelligent Systems Associate Laboratory (LASI), University of Minho, 4800-058 Guimarães, Portugal
| | - Bruna Sousa
- Department of Informatics Engineering, Centre for Informatics and Systems of the University of Coimbra, University of Coimbra, 3004-531 Coimbra, Portugal
| | - Amílcar Cardoso
- Department of Informatics Engineering, Centre for Informatics and Systems of the University of Coimbra, University of Coimbra, 3004-531 Coimbra, Portugal
- Intelligent Systems Associate Laboratory (LASI), University of Minho, 4800-058 Guimarães, Portugal
| | - Penousal Machado
- Department of Informatics Engineering, Centre for Informatics and Systems of the University of Coimbra, University of Coimbra, 3004-531 Coimbra, Portugal
- Intelligent Systems Associate Laboratory (LASI), University of Minho, 4800-058 Guimarães, Portugal
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3
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Mondol T, Brown DG. Computational Creativity and Aesthetics with Algorithmic Information Theory. Entropy (Basel) 2021; 23:e23121654. [PMID: 34945960 PMCID: PMC8700213 DOI: 10.3390/e23121654] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 09/28/2021] [Revised: 11/16/2021] [Accepted: 12/03/2021] [Indexed: 11/21/2022]
Abstract
We build an analysis based on the Algorithmic Information Theory of computational creativity and extend it to revisit computational aesthetics, thereby, improving on the existing efforts of its formulation. We discuss Kolmogorov complexity, models and randomness deficiency (which is a measure of how much a model falls short of capturing the regularities in an artifact) and show that the notions of typicality and novelty of a creative artifact follow naturally from such definitions. Other exciting formalizations of aesthetic measures include logical depth and sophistication with which we can define, respectively, the value and creator’s artistry present in a creative work. We then look at some related research that combines information theory and creativity and analyze them with the algorithmic tools that we develop throughout the paper. Finally, we assemble the ideas and their algorithmic counterparts to complete an algorithmic information theoretic recipe for computational creativity and aesthetics.
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Affiliation(s)
- Tiasa Mondol
- Untether AI, Toronto, ON M5V 2H2, Canada
- Correspondence: (T.M.); (D.G.B.)
| | - Daniel G. Brown
- David R. Cheriton School of Computer Science, University of Waterloo, Waterloo, ON N2L 3G1, Canada
- Correspondence: (T.M.); (D.G.B.)
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4
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Abstract
We discuss how to assess computationally the aesthetic value of "small" objects, namely those that have short digital descriptions. Such small objects still matter: they include headlines, poems, song lyrics, short musical scripts and other culturally crucial items. Yet, small objects are a confounding case for our recent work adapting ideas from algorithmic information theory (AIT) to the domain of computational creativity, as they cannot be either logically deep or sophisticated following the traditional definitions of AIT. We show how restricting the class of models under analysis can make it the case that we can still separate high-quality small objects from ordinary ones, and discuss the strengths and limitations of our adaptation.
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Affiliation(s)
- Daniel G. Brown
- David R. Cheriton School of Computer Science, University of Waterloo, Waterloo, ON N2L 3G1, Canada
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5
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Kantosalo A, Falk M, Jordanous A. Embodiment in 18th Century Depictions of Human-Machine Co-Creativity. Front Robot AI 2021; 8:662036. [PMID: 34262945 PMCID: PMC8273262 DOI: 10.3389/frobt.2021.662036] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2021] [Accepted: 06/08/2021] [Indexed: 11/16/2022] Open
Abstract
Artificial intelligence has a rich history in literature; fiction has shaped how we view artificial agents and their capacities in the real world. This paper looks at embodied examples of human-machine co-creation from the literature of the Long 18th Century (1,650-1,850), examining how older depictions of creative machines could inform and inspire modern day research. The works are analyzed from the perspective of design fiction with special focus on the embodiment of the systems and the creativity exhibited by them. We find that the chosen examples highlight the importance of recognizing the environment as a major factor in human-machine co-creative processes and that some of the works seem to precede current examples of artificial systems reaching into our everyday lives. The examples present embodied interaction in a positive, creativity-oriented way, but also highlight ethical risks of human-machine co-creativity. Modern day perceptions of artificial systems and creativity can be limited to some extent by the technologies available; fictitious examples from centuries past allow us to examine such limitations using a Design Fiction approach. We conclude by deriving four guidelines for future research from our fictional examples: 1) explore unlikely embodiments; 2) think of situations, not systems; 3) be aware of the disjunction between action and appearance; and 4) consider the system as a situated moral agent.
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Affiliation(s)
- Anna Kantosalo
- Department of Computer Science, School of Science, Aalto University, Espoo, Finland
| | - Michael Falk
- School of English, University of Kent, Canterbury, United Kingdom
| | - Anna Jordanous
- School of Computing, Cornwallis South, University of Kent, Canterbury, United Kingdom
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6
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Wicke P, Veale T. Creative Action at a Distance: A Conceptual Framework for Embodied Performance With Robotic Actors. Front Robot AI 2021; 8:662182. [PMID: 33996928 PMCID: PMC8120109 DOI: 10.3389/frobt.2021.662182] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2021] [Accepted: 04/12/2021] [Indexed: 11/25/2022] Open
Abstract
Acting, stand-up and dancing are creative, embodied performances that nonetheless follow a script. Unless experimental or improvised, the performers draw their movements from much the same stock of embodied schemas. A slavish following of the script leaves no room for creativity, but active interpretation of the script does. It is the choices one makes, of words and actions, that make a performance creative. In this theory and hypothesis article, we present a framework for performance and interpretation within robotic storytelling. The performance framework is built upon movement theory, and defines a taxonomy of basic schematic movements and the most important gesture types. For the interpretation framework, we hypothesise that emotionally-grounded choices can inform acts of metaphor and blending, to elevate a scripted performance into a creative one. Theory and hypothesis are each grounded in empirical research, and aim to provide resources for other robotic studies of the creative use of movement and gestures.
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Affiliation(s)
- Philipp Wicke
- School of Computer Science, University College Dublin, Belfield, Ireland
| | - Tony Veale
- School of Computer Science, University College Dublin, Belfield, Ireland
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Carnovalini F, Rodà A. Computational Creativity and Music Generation Systems: An Introduction to the State of the Art. Front Artif Intell 2021; 3:14. [PMID: 33733133 PMCID: PMC7861321 DOI: 10.3389/frai.2020.00014] [Citation(s) in RCA: 15] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2019] [Accepted: 03/09/2020] [Indexed: 11/13/2022] Open
Abstract
Computational Creativity is a multidisciplinary field that tries to obtain creative behaviors from computers. One of its most prolific subfields is that of Music Generation (also called Algorithmic Composition or Musical Metacreation), that uses computational means to compose music. Due to the multidisciplinary nature of this research field, it is sometimes hard to define precise goals and to keep track of what problems can be considered solved by state-of-the-art systems and what instead needs further developments. With this survey, we try to give a complete introduction to those who wish to explore Computational Creativity and Music Generation. To do so, we first give a picture of the research on the definition and the evaluation of creativity, both human and computational, needed to understand how computational means can be used to obtain creative behaviors and its importance within Artificial Intelligence studies. We then review the state of the art of Music Generation Systems, by citing examples for all the main approaches to music generation, and by listing the open challenges that were identified by previous reviews on the subject. For each of these challenges, we cite works that have proposed solutions, describing what still needs to be done and some possible directions for further research.
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Affiliation(s)
- Filippo Carnovalini
- Department of Information Engineering, CSC - Centro di Sonologia Computazionale, University of Padova, Padua, Italy
| | - Antonio Rodà
- Department of Information Engineering, CSC - Centro di Sonologia Computazionale, University of Padova, Padua, Italy
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8
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Abstract
The Remote Associates Test (RAT) is a widely used test for measuring creativity, specifically the ability to make associations. The Remote Associates Test normally takes a linguistic form: given three words, the participant is asked to come up with a fourth word associated with all three of them. While visual creativity tests do exist, no creativity test to date can be given in both a visual and linguistic form. Such a test would allow the study of differences between various modalities, in the context of the same creative process. In this paper, a visual version of the well-known Remote Associates Test is constructed. This visual RAT is validated in relation to its linguistic counterpart.
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Affiliation(s)
- Ana-Maria Olteţeanu
- Cognitive Systems Group, Human-Centered Computing Lab, Freie Univeristät Berlin, Berlin, Germany
| | - Faheem Hassan Zunjani
- Cognitive Systems Group, Human-Centered Computing Lab, Freie Univeristät Berlin, Berlin, Germany
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9
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McGregor S, Agres K, Rataj K, Purver M, Wiggins G. Re-Representing Metaphor: Modeling Metaphor Perception Using Dynamically Contextual Distributional Semantics. Front Psychol 2019; 10:765. [PMID: 31037062 PMCID: PMC6476275 DOI: 10.3389/fpsyg.2019.00765] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/09/2018] [Accepted: 03/19/2019] [Indexed: 11/28/2022] Open
Abstract
In this paper, we present a novel context-dependent approach to modeling word meaning, and apply it to the modeling of metaphor. In distributional semantic approaches, words are represented as points in a high dimensional space generated from co-occurrence statistics; the distances between points may then be used to quantifying semantic relationships. Contrary to other approaches which use static, global representations, our approach discovers contextualized representations by dynamically projecting low-dimensional subspaces; in these ad hoc spaces, words can be re-represented in an open-ended assortment of geometrical and conceptual configurations as appropriate for particular contexts. We hypothesize that this context-specific re-representation enables a more effective model of the semantics of metaphor than standard static approaches. We test this hypothesis on a dataset of English word dyads rated for degrees of metaphoricity, meaningfulness, and familiarity by human participants. We demonstrate that our model captures these ratings more effectively than a state-of-the-art static model, and does so via the amount of contextualizing work inherent in the re-representational process.
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Affiliation(s)
- Stephen McGregor
- LATTICE, CNRS & École Normale Supérieure, PSL, Université Sorbonne Nouvelle Paris 3, Montrouge, France
| | - Kat Agres
- Department of Social and Cognitive Computing, Institute of High Performance Computing, A*STAR, Singapore, Singapore
| | - Karolina Rataj
- Department of Psycholinguistic Studies, Faculty of English, Adam Mickiewicz University, Poznań, Poland
- Department of Cognitive Psychology and Ergonomics, University of Twente, Enschede, Netherlands
| | - Matthew Purver
- Cognitive Science Research Group, School of Electronic Engineering and Computer Science, Queen Mary University of London, London, United Kingdom
| | - Geraint Wiggins
- Cognitive Science Research Group, School of Electronic Engineering and Computer Science, Queen Mary University of London, London, United Kingdom
- AI Lab, Vrije Universiteit Brussel, Brussels, Belgium
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10
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Delatorre P, León C, Salguero A, Palomo-Duarte M, Gervás P. Confronting a Paradox: A New Perspective of the Impact of Uncertainty in Suspense. Front Psychol 2018; 9:1392. [PMID: 30135668 PMCID: PMC6092602 DOI: 10.3389/fpsyg.2018.01392] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/22/2018] [Accepted: 07/17/2018] [Indexed: 12/03/2022] Open
Abstract
Suspense is a key narrative issue in terms of emotional gratifications. Reactions in response to this type of entertainment are positively related to enjoyment, having a significant impact on the audience's immersion and suspension of disbelief. Related to computational modeling of this feature, some automatic storytelling systems include limited implementations of suspense management system in their core. In this way, the interest of this subject in the area of creativity has resorted to different definitions from fields as narratology and the film industry, as much as several proposals of its constituent features. Among their characteristics, uncertainty is one of the most discussed in terms of impact and need: while many authors affirm that uncertainty is essential to evoke suspense, others limit or reject its influence. Furthermore, the paradox of suspense reflects the problem of including uncertainty as a component required in suspense creation systems. Due to this need to contrast the effects of the uncertainty in order to compute a general model for automatic storytelling systems, we conducted an experiment measuring suspense experienced by a group of subjects that read a story. While a group of them were told the ending of the story in advance, the members of the other group experimented the same story in chronological order. Both the subjects' reported suspense and their physiological responses are gathered and analyzed. Results provide evidence to conclude that uncertainty affects the emotional response of readers, but independently and in a different form than suspense does. It will help to propose a model in which uncertainty is processed separately as management of the amount of knowledge about the outcome available to the spectator, which acts as a control signal to modulate the input features, but not directly in suspense computing.
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Affiliation(s)
- Pablo Delatorre
- Department of Computer Science, University of Cadiz, Cádiz, Spain
| | - Carlos León
- Department of Software Engineering and Artificial Intelligence, Instituto de Tecnología del Conocimiento, Universidad Complutense de Madrid, Madrid, Spain
| | - Alberto Salguero
- Department of Computer Science, University of Cadiz, Cádiz, Spain
| | | | - Pablo Gervás
- Department of Software Engineering and Artificial Intelligence, Instituto de Tecnología del Conocimiento, Universidad Complutense de Madrid, Madrid, Spain
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11
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Agres K, Herremans D, Bigo L, Conklin D. Harmonic Structure Predicts the Enjoyment of Uplifting Trance Music. Front Psychol 2017; 7:1999. [PMID: 28119641 PMCID: PMC5222838 DOI: 10.3389/fpsyg.2016.01999] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/12/2016] [Accepted: 12/12/2016] [Indexed: 11/13/2022] Open
Abstract
An empirical investigation of how local harmonic structures (e.g., chord progressions) contribute to the experience and enjoyment of uplifting trance (UT) music is presented. The connection between rhythmic and percussive elements and resulting trance-like states has been highlighted by musicologists, but no research, to our knowledge, has explored whether repeated harmonic elements influence affective responses in listeners of trance music. Two alternative hypotheses are discussed, the first highlighting the direct relationship between repetition/complexity and enjoyment, and the second based on the theoretical inverted-U relationship described by the Wundt curve. We investigate the connection between harmonic structure and subjective enjoyment through interdisciplinary behavioral and computational methods: First we discuss an experiment in which listeners provided enjoyment ratings for computer-generated UT anthems with varying levels of harmonic repetition and complexity. The anthems were generated using a statistical model trained on a corpus of 100 uplifting trance anthems created for this purpose, and harmonic structure was constrained by imposing particular repetition structures (semiotic patterns defining the order of chords in the sequence) on a professional UT music production template. Second, the relationship between harmonic structure and enjoyment is further explored using two computational approaches, one based on average Information Content, and another that measures average tonal tension between chords. The results of the listening experiment indicate that harmonic repetition does in fact contribute to the enjoyment of uplifting trance music. More compelling evidence was found for the second hypothesis discussed above, however some maximally repetitive structures were also preferred. Both computational models provide evidence for a Wundt-type relationship between complexity and enjoyment. By systematically manipulating the structure of chord progressions, we have discovered specific harmonic contexts in which repetitive or complex structure contribute to the enjoyment of uplifting trance music.
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Affiliation(s)
- Kat Agres
- Centre for Digital Music, Electronic Engineering and Computer Science, Queen Mary University of London London, UK
| | - Dorien Herremans
- Centre for Digital Music, Electronic Engineering and Computer Science, Queen Mary University of London London, UK
| | - Louis Bigo
- Institut de Recherche et Coordination Acoustique/Musique Paris, France
| | - Darrell Conklin
- Department of Computer Science and Artificial Intelligence, University of the Basque Country UPV/EHUSan Sebastián, Spain; IKERBASQUE, Basque Foundation for ScienceBilbao, Spain
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12
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Williams H, McOwan PW. Manufacturing Magic and Computational Creativity. Front Psychol 2016; 7:855. [PMID: 27375533 PMCID: PMC4901183 DOI: 10.3389/fpsyg.2016.00855] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/17/2016] [Accepted: 05/23/2016] [Indexed: 11/13/2022] Open
Abstract
This paper describes techniques in computational creativity, blending mathematical modeling and psychological insight, to generate new magic tricks. The details of an explicit computational framework capable of creating new magic tricks are summarized, and evaluated against a range of contemporary theories about what constitutes a creative system. To allow further development of the proposed system we situate this approach to the generation of magic in the wider context of other areas of application in computational creativity in performance arts. We show how approaches in these domains could be incorporated to enhance future magic generation systems, and critically review possible future applications of such magic generating computers.
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Affiliation(s)
- Howard Williams
- School of Electronic Engineering and Computer Science, Queen Mary University of LondonLondon, UK
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13
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Abstract
This article reviews the development of computational models of creativity where social interactions are central. We refer to this area as computational social creativity. Its context is described, including the broader study of creativity, the computational modeling of other social phenomena, and computational models of individual creativity. Computational modeling has been applied to a number of areas of social creativity and has the potential to contribute to our understanding of creativity. A number of requirements for computational models of social creativity are common in artificial life and computational social science simulations. Three key themes are identified: (1) computational social creativity research has a critical role to play in understanding creativity as a social phenomenon and advancing computational creativity by making clear epistemological contributions in ways that would be challenging for other approaches; (2) the methodologies developed in artificial life and computational social science carry over directly to computational social creativity; and (3) the combination of computational social creativity with individual models of creativity presents significant opportunities and poses interesting challenges for the development of integrated models of creativity that have yet to be realized.
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