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  1. Assessing Augmented Creativity: Putting a Lovelace Machine for Interactive Title Generation Through a Human Creativity Test‏‎ (2 Links)
  2. SBART2.4: Breeding 2D CG Images and Movies, and Creating a type of Collage‏‎ (2 Links)
  3. SVM-based Sketch Recognition: Which Hyperparameter Interval to Try‏‎ (2 Links)
  4. EvoSpace-Interactive: A Framework to Develop Distributed Collaborative-Interactive Evolutionary Algorithms for Artistic Design‏‎ (2 Links)
  5. Automated Aesthetic Selection of Evolutionary Art by Distance Based Classification of Genomes and Phenomes Using the Universal Similarity Metric‏‎ (2 Links)
  6. Fractal expressionism - where art meets science‏‎ (2 Links)
  7. Abstract Art by Shape Classification‏‎ (2 Links)
  8. Creating and rendering convolution surfaces‏‎ (2 Links)
  9. Automated collage generation — with intent‏‎ (2 Links)
  10. Search Strategies and the Creative Process‏‎ (2 Links)
  11. Creative Ecosystems in Computational Creativity 2007‏‎ (2 Links)
  12. Optimality Principles in Computational Approaches to Conceptual Blending: Do We Need Them (at) All?‏‎ (2 Links)
  13. Künstliches Leben‏‎ (2 Links)
  14. Frankensteinian Methods for Evolutionary Music Composition‏‎ (2 Links)
  15. Organic visualisation of high-dimensional objects: exploration of a world of forms based on heart transform‏‎ (2 Links)
  16. What to Expect when you’re Expecting: The Role of Unexpectedness in Computationally Evaluating Creativity‏‎ (2 Links)
  17. The Development of a Tool for the Preference Assessment of the Visual Aesthetics of an Object Using Interactive Genetic Algorithms‏‎ (2 Links)
  18. Self-design and ontogenetic evolution‏‎ (2 Links)
  19. From Frank Lloyd Wright to Mondrian‏‎ (2 Links)
  20. Adding Dynamics to Sketch-based Character Animations‏‎ (2 Links)
  21. P3m1 Reference Implementation‏‎ (2 Links)
  22. Learning SVM Ranking Functions from User Feedback Using Document Metadata and Active Learning in the Biomedical Domain‏‎ (2 Links)
  23. Semantic aware methods for evolutionary art‏‎ (2 Links)
  24. Aesthetic 3D Model Evolution 2013‏‎ (2 Links)
  25. Idea in a Bottle — A New Method for Creativity in Open Innovation‏‎ (2 Links)
  26. Autonomously Managing Competing Objectives to Improve the Creation and Curation of Artifacts‏‎ (2 Links)
  27. Evolutionary and Swarm Design in Science, Art, and Music‏‎ (2 Links)
  28. Lichtsuchende: Exploring the Emergence of a Cybernetic Society‏‎ (2 Links)
  29. Live Algorithms‏‎ (2 Links)
  30. Patternista: Learning Element Style Compatibility and Spatial Composition for Ring-based Layout Decoration‏‎ (2 Links)
  31. Some Aspects of Analogical Reasoning in Mathematical Creativity‏‎ (2 Links)
  32. Depth-aware neural style transfer‏‎ (2 Links)
  33. Spatial complexity measure for characterising cellular automata generated 2D patterns‏‎ (2 Links)
  34. Peter Weibel‏‎ (2 Links)
  35. Evolving Atomic Aesthetics and Dynamics‏‎ (2 Links)
  36. Improving Pareto optimal designs using genetic algorithms‏‎ (2 Links)
  37. Evolving Fractal Drawings‏‎ (2 Links)
  38. Stepping Back to Progress Forwards: Setting Standards for Meta-Evaluation of Computational Creativity‏‎ (2 Links)
  39. Generative and Evolutionary Design in Design Education‏‎ (2 Links)
  40. Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution‏‎ (2 Links)
  41. A 3D Modeling System for Creative Design‏‎ (2 Links)
  42. The use of genetic programming for applications in the field of spatial composition‏‎ (2 Links)
  43. Genetic Algorithms in Architecture: a Necessity or a Trend?‏‎ (2 Links)
  44. Evolving a Ms. PacMan Controller Using Grammatical Evolution‏‎ (2 Links)
  45. A Complexity Approach for Identifying Aesthetic Composite Landscapes‏‎ (2 Links)
  46. Strategies for creating new informational primitives in minds and machines‏‎ (2 Links)
  47. Evolving content in the galactic arms race video game‏‎ (2 Links)
  48. An empirical exploration of a definition of creative novelty for generative art‏‎ (2 Links)
  49. Preference Learning: An Introduction‏‎ (2 Links)
  50. A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels‏‎ (2 Links)

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