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  1. Assessing Augmented Creativity: Putting a Lovelace Machine for Interactive Title Generation Through a Human Creativity Test‏‎ (2 Links)
  2. Dependent Creativity: A Domain Independent Metric for the Assessment of Creative Artifacts‏‎ (2 Links)
  3. Logic-based Genetic Programming with Definite Clause Translation Grammars‏‎ (2 Links)
  4. Design of Composite Image Filters Using Interactive Genetic Programming‏‎ (2 Links)
  5. Peter Kleiweg‏‎ (2 Links)
  6. The Painting Fool Teaching Interface‏‎ (2 Links)
  7. Evolving Atomic Aesthetics and Dynamics‏‎ (2 Links)
  8. Automated Aesthetic Selection of Evolutionary Art by Distance Based Classification of Genomes and Phenomes Using the Universal Similarity Metric‏‎ (2 Links)
  9. Abstract Art by Shape Classification‏‎ (2 Links)
  10. Combining Abstract Images using Texture Transfer‏‎ (2 Links)
  11. Evolving Fractal Drawings‏‎ (2 Links)
  12. Automated collage generation — with intent‏‎ (2 Links)
  13. Digital Places in Virtual Reality Environments: Interferences with Evolutionary Agents‏‎ (2 Links)
  14. Photogrowth: non-photorealistic renderings through ant paintings‏‎ (2 Links)
  15. Complex aesthetic forms that solve mathematical and cognitive problems‏‎ (2 Links)
  16. Generative and Evolutionary Design in Design Education‏‎ (2 Links)
  17. Importance-Driven Focus of Attention‏‎ (2 Links)
  18. Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution‏‎ (2 Links)
  19. Discerning Relevant Model Features in a Content-based Collaborative Recommender System‏‎ (2 Links)
  20. Genetic Algorithms in Architecture: a Necessity or a Trend?‏‎ (2 Links)
  21. Improvisational Media Space: Architecture and Strategies for Evolution‏‎ (2 Links)
  22. Evolving a Ms. PacMan Controller Using Grammatical Evolution‏‎ (2 Links)
  23. Stochastic Generative Image Model Contributes to MRI Artistic Judgment Aptitude Validation‏‎ (2 Links)
  24. Masterpiece: Interactive Evolution in Visual Domain‏‎ (2 Links)
  25. Adding Dynamics to Sketch-based Character Animations‏‎ (2 Links)
  26. Evolving content in the galactic arms race video game‏‎ (2 Links)
  27. Driven by Compression Progress: A Simple Principle Explains Essential Aspects of Subjective Beauty, Novelty, Surprise, Interestingness, Attention, Curiosity, Creativity, Art, Science, Music, Jokes‏‎ (2 Links)
  28. Aesthetic 3D Model Evolution 2013‏‎ (2 Links)
  29. Autonomously Managing Competing Objectives to Improve the Creation and Curation of Artifacts‏‎ (2 Links)
  30. Echo‏‎ (2 Links)
  31. Interactive Evolutionary Computation: a survey of existing theory (2002)‏‎ (2 Links)
  32. Metaprogramming Emergent Graphics‏‎ (2 Links)
  33. Interactive evolutionary computation for analyzing human aware mechanism‏‎ (2 Links)
  34. Exploring the Exactitudes Portrait Series with Restricted Boltzmann Machines‏‎ (2 Links)
  35. Computer-aided aesthetic evaluation of visual patterns‏‎ (2 Links)
  36. Towards Knowledge-Oriented Creativity Support in Game Design‏‎ (2 Links)
  37. Enriching Aesthetics with Artificial Life‏‎ (2 Links)
  38. Modelling video games' landscapes by means of genetic terrain programming: a new approach for improving users' experience‏‎ (2 Links)
  39. Reactiveness and Navigation in Computer Games: Different Needs, Different Approaches‏‎ (2 Links)
  40. Trans - former 13: exploration and adaptation of evolution expressed in a dynamic sculpture‏‎ (2 Links)
  41. Erik J. Gustafson‏‎ (2 Links)
  42. Rebecca Luger-Guillaume‏‎ (2 Links)
  43. Is it Time for Computational Creativity to Grow Up and Start Being Irresponsible?‏‎ (2 Links)
  44. A 3D Modeling System for Creative Design‏‎ (2 Links)
  45. A Complexity Approach for Identifying Aesthetic Composite Landscapes‏‎ (2 Links)
  46. Fitness and Novelty in Evolutionary Art‏‎ (2 Links)
  47. User Fatigue Reduction by an Absolute Rating Data-trained Predictor in IEC‏‎ (2 Links)
  48. EvoFashion: Customising Fashion Through Evolution‏‎ (2 Links)
  49. An empirical exploration of a definition of creative novelty for generative art‏‎ (2 Links)
  50. A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels‏‎ (2 Links)

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