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- Evolutionary and Swarm Design in Science, Art, and Music (2 Links)
- Neuroästhetik (2 Links)
- Swarm paintings – nonhuman art (2 Links)
- Creating Personalized Jigsaw Puzzles (2 Links)
- Meta-Cognitive Mappings: Growing Neural Networks for Generative Urbanism (2 Links)
- Using Human Computation to Acquire Novel Methods for Addressing Visual Analogy Problems on Intelligence Tests (2 Links)
- Interactive Evolutionary Design of Motion Variants (2 Links)
- Non-Realistic 3D Object Stylization (2 Links)
- Creative Search Trajectories and their Implications (2 Links)
- Using interactive evolutionary computation to generate creative building designs (2 Links)
- Interactive evolution of dynamical systems (2 Links)
- Minimal Generative Principles for Large Scale Drawings: An Experimental Approach and its Results (2 Links)
- Video Granular Synthesis (2 Links)
- Evolving Atomic Aesthetics and Dynamics (2 Links)
- Curious agents and situated design evaluations (2 Links)
- A 3D Modeling System for Creative Design (2 Links)
- Evolving Fractal Drawings (2 Links)
- Ten questions concerning generative computer art (2 Links)
- Generative and Evolutionary Design in Design Education (2 Links)
- A Complexity Approach for Identifying Aesthetic Composite Landscapes (2 Links)
- Visual Information Vases: Towards a Framework for Transmedia Creative Inspiration (2 Links)
- Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution (2 Links)
- Genetic Algorithms in Architecture: a Necessity or a Trend? (2 Links)
- Mosaic: Sketch-Based Interface for Creating Digital Decorative Mosaics (2 Links)
- SEURAT: robotic painter (2 Links)
- Visualized IEC: Interactive evolutionary computation with multidimensional data visualization (2 Links)
- Evolving a Ms. PacMan Controller Using Grammatical Evolution (2 Links)
- On the Future of Computers and Creativity (2 Links)
- An empirical exploration of a definition of creative novelty for generative art (2 Links)
- A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels (2 Links)
- Evolving content in the galactic arms race video game (2 Links)
- An interactive artificial ant approach to non-photorealistic rendering (2 Links)
- Co-Regularized Least-Squares for Label Ranking (2 Links)
- Co-creating game content using an adaptive model of user taste (2 Links)
- Evolving pixel shaders for the prototype video game subversion (2 Links)
- The Creative Mind: Myths and Mechanisms (2 Links)
- Collaborative Preference Learning (2 Links)
- A Meme-Based Architecture for Modeling Creativity (2 Links)
- Exact Aesthetics. Object and Scene to Message (2 Links)
- A Novel Human-Computer Collaboration: Combining Novelty Search with Interactive Evolution (2 Links)
- You Can’t Know my Mind: A Festival of Computational Creativity (2 Links)
- Exploiting open-endedness to solve problems through the search for novelty (2 Links)
- The Evolution of Fun: Automatic Level Design Through Challenge Modeling (2 Links)
- Detecting people in cubist art (2 Links)
- Semantic Operators for Evolutionary Art (2 Links)
- A Preference Optimization Based Unifying Framework for Supervised Learning Problems (2 Links)
- Painterly Rendered Portraits from Photographs using a Knowledge-Based Approach (2 Links)
- Digital Face Beautification (2 Links)
- Sentient World: Human-Based Procedural Cartography - An Experiment in Interactive Sketching and Iterative Refining (2 Links)
- Exploring the Visual Styles of Arcade Game Assets (2 Links)
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