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Version vom 2. Februar 2015, 12:19 Uhr

Reference

Rob Saunders: Artificial Creative Systems: Completing the Creative Cycle.

DOI

Abstract

Human creativity is personally, socially and culturally situated: creative individuals work within environments rich in personal experiences, social relationships and cultural knowledge. Computational models of creative processes typically neglect some or all of these aspects of human creativity. How can we hope to capture this richness in computational models of creativity? This paper introduces recent work at the Design Lab where we are attempting to develop a model of artificial creative systems that can combine important aspects at personal, social and cultural levels.

Extended Abstract

Bibtex

@InProceedings{saunders:DSP:2009:2213,
 author =	{Rob Saunders},
 title =	{Artificial Creative Systems: Completing the Creative Cycle},
 booktitle =	{Computational Creativity: An Interdisciplinary Approach},
 year = 	{2009},
 editor =	{Margaret Boden and Mark D'Inverno and Jon McCormack},
 number =	{09291},
 series =	{Dagstuhl Seminar Proceedings},
 ISSN = 	{1862-4405},
 publisher =	{Schloss Dagstuhl - Leibniz-Zentrum fuer Informatik, Germany},
 address =	{Dagstuhl, Germany},
 URL =		{http://drops.dagstuhl.de/opus/volltexte/2009/2213},
 annote =	{Keywords: Creative systems, culture, language games, interest, curiosity}
}

Used References

[1] Feldman, D. H.; Csikszentmihalyi, M.; and Gardner, H. 1994. Changing the World: A Framework for the Study of Creativity. Westport, CT: Praeger Pub- lishers. 1

[2] Berlyne, D.E. 1971. Aesthetics and Psy- chobiology. New York, NY.: Appleton- Century-Crofts. 2

[3] Wittgenstein, L. 1953. Philosophical In- vestigations. Blackwell Publishing. 2

[4] Steels, L. 1995. A self-organizing spatial vocabulary. Artificial Life 2(3):319–332. 3

[5] Steels, L. 1996b. The spontaneous self- organization of an adaptive language. In Muggleton, S., ed., Machine Intelligence 15. Oxford University Press, Oxford. 3

[6] Steels, L. 1996a. Perceptually grounded meaning creation. In Tokoro, M., ed., IC- MAS96. AAAI Press. 3

[7] Steels, L. 1998. The origins of syntax in visually grounded robotic agents. Artifi- cial Intelligence 103(12):133–156. 3

[8] de Boer, B. 2000. Emergence of vowel sys- tems through self-organisation. AI Com- munications 13:27–39. 3

[9] Miranda, E. R.; Kirby, S.; and Todd, P. M. 2003. On computational models of the evolution of music: From the ori- gins of musical taste to the emergence of grammars. Contemporary Music Review 22(3):91–111. 3

[10] Saunders, R.; and Grace, K. 2008. Towards a computational model of cre- ative cultures. AAAI Spring Symposium on Creative Intelligent Systems, 26–28 March 2008, Stanford University. 3

[11] Policastro, E.; and Gardner, H. 1999. From case studies to robust generaliza- tions: An approach to the study of cre- ativity. In Sternberg, R.J. ed., Handbook of Creativity. New York, Cambridge Uni- versity Press. 3

Links

Full Text

http://drops.dagstuhl.de/opus/volltexte/2009/2213/pdf/09291.SaundersRob.Paper.2213.pdf

intern file

Sonstige Links

http://drops.dagstuhl.de/opus/frontdoor.php?source_opus=2213