scholarly journals SonAmi: A Tangible Creativity Support Tool for Productive Procrastination

Author(s):  
Jekaterina Belakova ◽  
Wendy E. Mackay
Leonardo ◽  
2016 ◽  
Vol 49 (3) ◽  
pp. 251-256 ◽  
Author(s):  
Penousal Machado ◽  
Tiago Martins ◽  
Hugo Amaro ◽  
Pedro H. Abreu

Photogrowth is a creativity support tool for the creation of nonphotorealistic renderings of images. The authors discuss its evolution from a generative art application to an interactive evolutionary art tool and finally into a meta-level interactive art system in which users express their artistic intentions through the design of a fitness function. The authors explore the impact of these changes on the sense of authorship, highlighting the range of imagery that can be produced by the system.


Author(s):  
George A. Sielis ◽  
Christos Mettouris ◽  
Aimilia Tzanavari ◽  
George A. Papadopoulos

Learning can be observed in the creativity process. When this process is supported by a Creativity Support Tool (CST), considering the context in which ideas are developed, as well as the context around the user himself and the task he is carrying out can potentially enhance creativity.The tool’s awareness of such context can be exploited in the offering of useful context-aware recommendations to the users on topics such as relevant resources, people, ideas, projects, et cetera. These recommendations can help users during the creativity process and the learning involved, by providing productive stimuli. In the work presented in this chapter we focus on describing a method for enhancing the creativity process through context-aware recommendations. The method uses ontologies for the knowledge representation of context and the topic maps technology for storing, managing, and delivering content used as recommendations. Furthermore we present the software system that has been developed to support this method in a particular collaborative CST, as well as its evaluation.


Author(s):  
Tyler Duke ◽  
Will Althoff ◽  
Dylan Gerard Michel Schouten ◽  
Casper Harteveld ◽  
Camillia Maltuk ◽  
...  

To master the functions and tasks of a game, players must learn how to play the game. When conceptual learning outcomes are expected, additional skills are required to master those concepts. Methods, such as the Wizard of Oz technique, which require users to interact with a computer support tool, have been used to help improve usability and learnability of products and interfaces; however, little attention has been given to how these approaches may help with effective scaffolding with respect to constructionist game design tools. Students created research experiment games in StudyCrafter. We introduced a multiple-interaction technique of providing feedback via querying the “system” or instructor and found that students typically initiate interactions with support tools to address technical issues and rarely ask for assistance with conceptual support. We suggest that the use of this approach allows designers to better gauge how users interact with support and propose considerations for designing creativity support tools for educational content.


Author(s):  
Kaira Sekiguchi ◽  
Koichi Hori

AbstractThis study exhibits that there exists generative ethics in which ethical thinking will allow us to change our perspectives to consider the artifacts’ social effects in design, thereby enhancing our activity to generate novel and practical design ideas.As an example of practicing the generative ethics, a case for addressing the increasing requirement to properly introduce “artificial intelligence” (AI) systems in society was considered. We applied the ethical design theory to promote the practice of ethical AI design by engineers. To achieve this, we implemented a creativity support tool that can be used based on the knowledge base of AI ethics.To confirm the validity of the theory and the tool, we conducted user experiments in which the AI research students had to consider the effects of their own research projects with using the tool. We could confirm that the tool actually induced the users to consider social impacts. Some students revealed in response to the questionnaire that the experiment provided them with an opportunity to reconsider their own research theme.In this study, the ethical design theory and tool will be briefly reviewed, and the experiments will be discussed.


Sign in / Sign up

Export Citation Format

Share Document