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1.
Front Robot AI ; 8: 662036, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34262945

RESUMO

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.

2.
PLoS One ; 11(10): e0162959, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27706185

RESUMO

Creativity is a complex, multi-faceted concept encompassing a variety of related aspects, abilities, properties and behaviours. If we wish to study creativity scientifically, then a tractable and well-articulated model of creativity is required. Such a model would be of great value to researchers investigating the nature of creativity and in particular, those concerned with the evaluation of creative practice. This paper describes a unique approach to developing a suitable model of how creative behaviour emerges that is based on the words people use to describe the concept. Using techniques from the field of statistical natural language processing, we identify a collection of fourteen key components of creativity through an analysis of a corpus of academic papers on the topic. Words are identified which appear significantly often in connection with discussions of the concept. Using a measure of lexical similarity to help cluster these words, a number of distinct themes emerge, which collectively contribute to a comprehensive and multi-perspective model of creativity. The components provide an ontology of creativity: a set of building blocks which can be used to model creative practice in a variety of domains. The components have been employed in two case studies to evaluate the creativity of computational systems and have proven useful in articulating achievements of this work and directions for further research.


Assuntos
Criatividade , Modelos Teóricos , Humanos
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