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reSpire lets people bring tangibility to their invisible physiological state through shape-changing fabric deformed by airflow. We explore a way to support mental wellness via improving a self-interaction and interpersonal connectedness. reSpire encourages not only people to focus on their connection to inner body but also to interact with others through playful tangible interactions in the same location and develop a empathy. We created a non-machine like interface responsive to users' respiration patterns and hand gestures using a fabric and its deformation by airflow control. We also introduce a computational model to simulate the deformation of fabric by the variance of airflow pres-sure and direction. Various interaction scenarios highlight its applications not only to health but also to interactive art installation.


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Author image not provided  Kyung Yun Choi

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Author image not provided  Valentina Sumini

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Hiroshi Ishii Hiroshi Ishii

Tangible Media Group
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The ACM Computing Classification System (CCS rev.2012)

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Title C&C '19 Proceedings of the 2019 on Creativity and Cognition table of contents
General Chairs Steven Dow UC San Diego, USA
Mary Lou Maher UNC Charlotte, USA
Program Chairs Andruid Kerne Texas A&M University
Celine Latulipe UNC Charlotte, USA
Pages 449-454
Publication Date2019-06-13 (yyyy-mm-dd)
Sponsor SIGCHI ACM Special Interest Group on Computer-Human Interaction
PublisherACM New York, NY, USA ©2019
ISBN: 978-1-4503-5917-7 doi>10.1145/3325480.3329176
Paper Acceptance Rate 30 of 101 submissions, 30%


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Proceedings of the 2019 on Creativity and Cognition
Table of Contents
previousprevious proceeding |no next proceeding
SESSION: Keynote 1
Session details: Keynote 1
Steven Dow
(Keynote) Artful Design: Technology in Search of the Sublime!
Ge Wang
Pages: 1-1
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What is the nature of design, and the meaning it holds in human life? What does it mean to design well-to design ethically? How can the shaping of technology reflect our values as human beings? Drawing from the unconventional book Artful Design: Technology ...
SESSION: Session 1: Design-Process Oriented
Session details: Session 1: Design-Process Oriented
Andruid Kerne
Hybrid Microgenetic Analysis: Using Activity Codebooks to Identify and Characterize Creative Process
Cesar Torres, Matthew Jörke, Emily Hill, Eric Paulos
Pages: 2-14
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Tacit knowledge is a type of knowledge often existing in one's subconscious or embodied in muscle memory. Such knowledge is pervasive in creative practices yet remains difficult to observe or codify. To better understand tacit knowledge, we introduce ...
Unpacking the Thinking and Making Behind a Slow Technology Research Product with Slow Game
William Odom, Ishac Bertran, Garnet Hertz, Henry Lin, Amy Yo Sue Chen, Matt Harkness, Ron Wakkary
Pages: 15-28
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Motivated by prior work on everyday creativity, we adopt a design-oriented approach seeks to move beyond designing for explicit interactions to also include the implicit, incremental and, at times even, unknowing encounters that slowly emerge among people, ...
Sketching Sustainability in Computing
Miriam Sturdee, Samuel Mann, Sheelagh Carpendale
Pages: 29-40
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We investigate engaging a computer science conference audience in sketching responses to the event as it occurs. In particular, we explore the response to inviting those present to engage in what is essentially an off-line, co-located, attendee-sourcing ...
Tangible Tensors: An Interactive System for Grasping Trends in Biological Systems Modeling
Roozbeh Manshaei, Uzair Mayat, Aneesh Tarun, Sean DeLong, David Chiang, Justin Digregorio, Shahin Khayyer, Apurva Gupta, Matthew Kyan, Ali Mazalek
Pages: 41-52
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Advances in biology and computational power have led to the availability of large biological data sets, yet these advances raise new design challenges. Designers must build effective tools that cater to the needs of biologists and data scientists in ...
Mutation: Leveraging Performing Arts Practices in Cyborg Transitioning
Nour Hammad, Elaheh Sanoubari, Patrick Finn, Sowmya Somanath, James E. Young, Ehud Sharlin
Pages: 53-59
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We present Mutation: performing arts based approach that can help decrease the cognitive load associated with cyborg transitioning. Cyborgs are human-machine hybrids with organic and mechatronic body parts that can be implanted or worn. The transition ...
SESSION: Session 2: Crowds + Collaboration
Session details: Session 2: Crowds + Collaboration
Mary Lou Maher
Doing Collaborative Digital Advertising Conceptualization: An Ethnomethodological Study
Michael F. Clarke
Pages: 60-70
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The development of digital advertising capabilities has drawn attention toward the benefits of advertising automation and digital consumer analytics, including the appropriate technical skills to support these capabilities. By focusing on constraint ...
LeMo: Exploring Virtual Space for Collaborative Creativity
Liang Men, Nick Bryan-Kinns
Pages: 71-82
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Shared Virtual Environments (SVEs) have been extensively researched for education, entertainment, work, and training, yet there has been limited research on the creative aspects of collaboration in SVEs. This raises questions about how to design virtual ...
Crafting in a Community of Practice: Resource Sharing as Key in Supporting Creativity
Tiffany Knearem, Xiying Wang, Jiaan Wan, John M. Carroll
Pages: 83-94
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People express their creativity through something that they enjoy doing. Through engagement in creative work, creators cultivate their identity, enhance problem-solving skills, and speak their thoughts and feelings. In this paper, we look into how a ...
Best Paper CrowdMuse: Supporting Crowd Idea Generation through User Modeling and Adaptation
Victor Girotto, Erin Walker, Winslow Burleson
Pages: 95-106
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Online crowds, with their large numbers and diversity, show great potential for creativity. Research has explored different ways of augmenting their creative performance, particularly during large-scale brainstorming sessions. Traditionally, this comes ...
SESSION: Keynote 2
Session details: Keynote 2
Mary Lou Maher
Mind in Motion
Barbara Tversky
Pages: 107-107
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By necessity as well as desire, people move and act in space. Our feet carry us from place to place along paths, just as our minds carry us from idea to idea along paths. The same brain structures that underlie places and paths underlie ideas and relations. ...
SESSION: Session 3: Sound <== Performance
Session details: Session 3: Sound <== Performance
Duri Long
The Effect of Social Interaction on Facilitating Audience Participation in a Live Music Performance
Sang Won Lee, Aaron Willette, Danai Koutra, Walter S. Lasecki
Pages: 108-120
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Facilitating audience participation in a music performance brings with it challenges in involving non-expert users in large-scale collaboration. A musical piece needs to be created live, over a short period of time, with limited communication channels. ...
Shaping Sounds: The Role of Gesture in Collaborative Spatial Music Composition
Thomas Deacon, Nick Bryan-Kinns, Patrick G.T. Healey, Mathieu Barthet
Pages: 121-132
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This paper presents an observational study of collaborative spatial music composition. We uncover the practical methods two experienced music producers use to coordinate their understanding of multi-modal and spatial representations of music as part ...
Is Deafness a Disability?: Designing Hearing Aids Beyond Functionality
Patrizia Marti, Annamaria Recupero
Pages: 133-143
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The question whether deafness is a disability causes controversial and emotionally charged debates. The experience of hearing loss is different from the experience of being born deaf, as well as the need and willingness of using hearing aids. Following ...
Sharing the Studio: How Creative Livestreaming can Inspire, Educate, and Engage
C. Ailie Fraser, Joy O. Kim, Alison Thornsberry, Scott Klemmer, Mira Dontcheva
Pages: 144-155
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Many artists livestream their creative process, allowing viewers to learn and be inspired from the decisions -- and mistakes -- they make along the way. This paper presents the first broad look at the range of creative activities people stream. Through ...
An Embodied Approach to AI Art Collaboration
Christopher Andrews
Pages: 156-162
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AI art tools based on interactive evolutionary computation provide a form of creative collaboration between the user and machine. While some see the involvement of the user in the process as indication of the failure to truly develop computational creativity, ...
SESSION: Session 4: Images + Art
Session details: Session 4: Images + Art
Celine Latulipe
The Artist as Model User: Reflections on Creating with a Quantified Self
Shaleph J. O'Neill
Pages: 163-172
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The idea of the 'model user' is well established in Computer Science. However, the usual practice of establishing a model user might not be appropriate within the context of personal data where such models are potentially limiting and exclusory. The ...
The Effect of Spatial Ability on Immersive 3D Drawing
Mayra Donaji Barrera Machuca, Wolfgang Stuerzlinger, Paul Asente
Pages: 173-186
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Virtual Reality (VR) headsets have made immersive 3D drawing available to the general public. However, compared to 2D drawing, the presence of an additional dimension makes sketching in VR challenging, since creating precise strokes that are positioned ...
Human Errors in Interpreting Visual Metaphor
Savvas Petridis, Lydia B. Chilton
Pages: 187-197
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Visual metaphors are a creative technique used in print media to convey a message through images. This message is not said directly, but implied through symbols and how those symbols are juxtaposed in the image. The messages we see affect our thoughts ...
DrawMyPhoto: Assisting Novices in Drawing from Photographs
Blake Williford, Abhay Doke, Michel Pahud, Ken Hinckley, Tracy Hammond
Pages: 198-209
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We present DrawMyPhoto, an interactive system that can assist a drawing novice in producing a quality drawing by automatically parsing a photograph in to a step-by-step drawing tutorial. The system utilizes image processing to produce distinct line work ...
SESSION: Session 5: Creativity in Practice
Session details: Session 5: Creativity in Practice
Andrew Webb
Strategies in Creative Professionals' Use of Digital Tools Across Domains
Jonas Frich, Michael Mose Biskjaer, Lindsay MacDonald Vermulen, Christian Remy, Peter Dalsgaard
Pages: 210-221
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On the basis of a qualitative study of five domains of creative work, this paper analyzes two recurring strategies in the use of digital tools, 'margins' and 'view-shifts'. These strategies are commonly employed by creative professionals across five ...
Evaluating the Use of Digital Creativity Support by Journalists in Newsrooms
Neil Maiden, Konstantinos Zachos, Amanda Brown, Lars Nyre, Balder Holm, Aleksander Nygård Tonheim, Claus Hesseling, Andrea Wagemans, Dimitris Apostolou
Pages: 222-232
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This paper reports the evaluation of a new digital support tool designed to increase journalist creativity and productivity in newsrooms. After outlining the tool's principles, interactive features and architecture, the paper reports the installation ...
Multiscale Design Curation: Supporting Computer Science Students' Iterative and Reflective Creative Processes
Nic Lupfer, Andruid Kerne, Rhema Linder, Hannah Fowler, Vijay Rajanna, Matthew Carrasco, Alyssa Valdez
Pages: 233-245
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We investigate new media to improve how teams of students create and organize artifacts as they perform design. Some design artifacts are readymade-e.g., prior work, reference images, code framework repositories-while others are self-made-e.g., storyboards, ...
Trajectories of Physical Engagement and Expression in a Co-Creative Museum Installation
Duri Long, Tom McKlin, Anna Weisling, William Martin, Hannah Guthrie, Brian Magerko
Pages: 246-257
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Co-creative (i.e. collaboratively creative) activities involving physical interaction are becoming more prevalent in museums as a way of promoting opportunities for exploratory learning-through-doing. However, there is still a need for new techniques ...
SESSION: Keynote 3 (joint with DIS)
Session details: Keynote 3 (joint with DIS)
Steve Harrison
Screen Smashing: Iconoclasty in an Age of Illusionary Intelligence
Tiffany Shlain, Ken Goldberg
Pages: 258-258
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"Late twentieth-century machines have made thoroughly ambiguous the difference between natural and artificial, mind and body, self-developing and externally designed, and many other distinctions that used to apply to organisms and machines. Our machines ...
SESSION: Session 6: Co-Creation + Behavior
Session details: Session 6: Co-Creation + Behavior
Sang Won Lee
Relating Cognitive Models of Design Creativity to the Similarity of Sketches Generated by an AI Partner
Pegah Karimi, Nicholas Davis, Mary Lou Maher, Kazjon Grace, Lina Lee
Pages: 259-270
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This paper presents and evaluates a new method for inspiring creativity in a co-creative design system. The method uses a computational model of aconceptual shift based on clustering of deep features from a database of sketches. The co-creative sketching ...
Designing Co-Creative AI for Public Spaces
Duri Long, Mikhail Jacob, Brian Magerko
Pages: 271-284
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Artificial intelligence (AI) is becoming increasingly pervasive in our everyday lives. There are consequently many common misconceptions about what AI is, what it is capable of, and how it works. Compounding the issue, opportunities to learn about AI ...
Being Yourself to be Creative: How Self-Similar Avatars can Support the Generation of Original Ideas in Virtual Environments
Manon Marinussen, Alwin de Rooij
Pages: 285-293
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Creative idea generation, the generation of original yet effective ideas, can be supported in virtual environments when interactions are facilitated via avatars with an appearance similar to their user, i.e. self-similar avatars. However, it is not known ...
Toward a Language of Blended Causality for Transforming Behavioral Data into Reflective User Experiences
Kenny K. N. Chow
Pages: 294-305
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With increasingly pervasive integration of technologies in everyday life, more data are generated around individuals' behaviors. Some of these data are accessible to individuals for reflection yet mostly presented in numbers or graphs, or represented ...
SESSION: Session 7: Design + Ideation
Session details: Session 7: Design + Ideation
Nic Lupfer
Structuring Online Dyads: Explanations Improve Creativity, Chats Lead to Convergence
Faez Ahmed, Nischal Reddy Chandra, Mark Fuge, Steven Dow
Pages: 306-318
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Exposing people to concepts created by others can inspire novel combinations of concepts, or conversely, lead people to simply emulate others. But how does the type of exposure affect creative outcomes in online collaboration where dyads interact for ...
New Metaphors: A Workshop Method for Generating Ideas and Reframing Problems in Design and Beyond
Dan Lockton, Devika Singh, Saloni Sabnis, Michelle Chou, Sarah Foley, Alejandro Pantoja
Pages: 319-332
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Metaphors are important at multiple levels within design and society-from the specifics of interfaces, to wider societal imaginaries of technology and progress. Exploring alternative metaphors can be generative in creative processes, and for reframing ...
All the Tea in China: Interaction Design Inspirations
Shunying An Blevis, Eli Blevis, Bonnie Nardi
Pages: 333-345
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We picture various forms of engagement with Tea (and Coffee). The images are selected from a large and ongoing collection of street photography and posed images along this theme. The images as presented here are prompts to interaction design inspirations, ...
Creative Data Work in the Design Process
Peter Kun, Ingrid Mulder, Amalia de Götzen, Gerd Kortuem
Pages: 346-358
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The current work investigates how creativity manifests when designers use data work in the early phase of design. Designers are increasingly interested in utilizing the massive amounts of data surrounding our everyday lives. However, data work is still ...
SESSION: Session 8: Creativity with Kids
Session details: Session 8: Creativity with Kids
Neil Maiden
Can Children Learn Creativity from a Social Robot?
Safinah Ali, Tyler Moroso, Cynthia Breazeal
Pages: 359-368
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Children's creativity contributes to their learning outcomes and personal growth. Standardized measures of creative thinking reveal that as children enter elementary school, their creativity drops. In this work, we evaluated whether a social robotic ...
Multiculturalism and Creativity in Storytelling - Visual Development of a Digital Manipulative for Young Children
Gabriela Sá, Cristina Sylla, Vítor Martins, Ana Caruso, Douglas Menegazzi
Pages: 369-381
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Here, we present the visual development of a digital manipulative that promotes creative storytelling among young children. The tool addresses multiculturalism, by presenting children with story elements from different cultures. We reflected on how to ...
Best Pictorial Towards Locative Systems for, and by, Children: A Cognitive Map Study of Children's Perceptions and Design Suggestions
Cláudia Silva, Catia Prandi, Marta Ferreira, Valentina Nisi, Nuno Jardim Nunes
Pages: 382-395
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This pictorial summarizes a qualitative study of children's perceptions of mobility through their own cognitive map drawings of the journey from home to school. We engaged 27 sixth-grade students (11 to 12 year-old) from Lisbon, Portugal, and analyze ...
Designing Manipulative Tools for Creative Multi and Cross-Cultural Storytelling
Cristina Sylla, Íris Susana Pires Pereira, Gabriela Sá
Pages: 396-406
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This paper presents and discusses the preliminary findings of a research focusing on the design and use of Mobeybou, a digital manipulative aimed at promoting the collaborative creation of multicultural and cross-cultural stories among young children. ...
Towards Reframing Codenames for Computational Modelling and Creativity Support using Associative Creativity Principles
Faheem Hassan Zunjani, Ana-Maria Olteteanu
Pages: 407-413
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Using games to model, measure and increase creativity in children and adults would be a very engaging path to social impact and empirical progress. This paper proposes an approach to reframe the new and popular board game Codenames using associative ...
SESSION: Artworks
Session details: Artworks
Jordan Crandall, Jonas Fritsch
You are the Ocean: Interactive Installation
Ozge Samanci, Gabriel Caniglia
Pages: 414-421
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This paper explores "You Are the Ocean," an interactive art installation where a participant's brainwaves control a projected ocean simulation. Using an EEG headset, the approximate attention and meditation levels of the participant are measured. As ...
ICARUS: A Game/Performance for Drum-Kit and Live Electronics
Christos Michalakos
Pages: 422-422
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ICARUS is a game/performance for drum-kit and live electronics. The work explores improvised musical structures within a game setting, where the player navigates between five musical chapters. Each of these levels defines a particular set of musical ...
Lamps, Curtains, Robots: 3 Scenarios for the Future of the Smart Home
James Pierce
Pages: 423-424
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This project experiments with techniques of smart product collages and schematic scenarios to investigate smart home technologies. Focusing on smart cameras, the artist presents three scenarios and a range of design research artifacts. These scenarios ...
Crowd in C
Sang Won Lee, Aaron Willette
Pages: 425-431
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We introduce an audience participation system for a music piece, Crowd in C. A distributed musical instrument is implemented entirely on a web browser for an audience to easily participate in music making with their smartphones and to generate sound ...
Natura Machina: Teenage Meadow
Kuan-Ju Wu, Andrew McGregor
Pages: 432-435
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Natura Machina: Teenage Meadow symbiotically combines plants and robotics in a harmonious relationship as part of a long-term goal of creating art that is simultaneously a new life form that can exist in nature. The work consists of silicone rubber elastomer, ...
Diffusive Geometries: Vapor as a Tectonic Element to Sculpt Microclimates in Architectural Space
Honghao Deng, Jiabao Li, Xuesong Zhang, Panagiotis Michalatos
Pages: 436-443
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An essential function of architecture is to control the environment around us. In practice, interior climates are discretized into self-contained units, where wetness is designated to wet spaces, and dryness is kept to dry spaces. Contrary to nature's ...
ReRites (& ReadingRites): Human + A.I. Poetry (& Participatory-Readings)
David Jhave Johnston
Pages: 444-448
Full text: PDFPDF

ReadingRites are human + A.I. participatory poetry readings. Poets and audience members read onscreen poetry written by artificial intelligence (A.I.). They read at the rate that the machine writes, -- which is sometimes very fast, and often confusing. ...
reSpire: Self-awareness and Interpersonal Connectedness through Shape-changing Fabric Dispaly
Kyung Yun Choi, Valentina Sumini, Hiroshi Ishii
Pages: 449-454
Full text: PDFPDF

reSpire lets people bring tangibility to their invisible physiological state through shape-changing fabric deformed by airflow. We explore a way to support mental wellness via improving a self-interaction and interpersonal connectedness. reSpire encourages ...
Mothering Bacteria: A Speculative Forecast of the Body as an Interface
Prophecy Sun, Freya Zinovieff, Gabriela Aceves-Sepulveda
Pages: 455-460
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Bodies are interfaces, thresholds, vestibules, and gateways capable of hosting, carrying and birthing other life forms. Occupying indeterminable positions, interfacing with multidimensional borders, cultures, media, and ecologies; mediating internal ...
Pictures of Jap Girls in Synthesis
Eyal Gruss, Ayelet Sapirshtein, Vered Heruti
Pages: 461-465
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Pictures of Jap Girls in Synthesis, is a machine that creates live, visual poetry. The machine reads, or listens to poetry in a variety of languages. It synthesizes in real-time, visual images illustrating its understanding and interpretation of the ...
A Machine for Living In: Ubiquitous Sensing to Explore the Home as a Site of Intimate Life
Robert Twomey
Pages: 466-470
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A Machine for Living In is a multi-layered digital media artwork using newly available computational and sensing tools to study the home as a site of intimate life. The project has two distinct phases: the construction and inhabitation of a functional ...
Rover: Machinic Exploration of Domestic Space
Robert Twomey, Michael McCrea
Pages: 471-475
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Rover is a mechatronic imaging device inserted into quotidian space, transforming the sights and sounds of the everyday through its peculiar modes of machine perception. Using computational light field photography and machine listening it creates a kind ...
Eyal Gruss
Pages: 476-480
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A search journey in the imagined visions of a neural network. Given a photo, an artificial intelligence painter tries to recreate its likeness, and takes us through a visual journey in its search for the perfect reproduction. The spectator can intervene ...
The Burden of Selfhood
Amy Rae Fox, Stefani Byrd, Sarah Ciston, Fernanda Aoki Navarro, Heidi Kayser
Pages: 481-485
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The Burden of Selfhood is an interdisciplinary performance artwork exploring the intersection of feminism, identity and technology. By connecting methods from cognitive science, music, poetry, video and performance art, we investigate the experience ...
Projected Horizons
Grace Grothaus
Pages: 486-488
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Projected Horizons is an installation for the at the California Institute for Telecommunications and Information Technology (Calit2) comprised of visualizations of arctic horizons and an accompanying sound composition. Footage of the jagged horizons ...
Materiality in Motion: Ecologies of Transformation
Lucy Boermans, Clovis McEvoy
Pages: 489-496
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In 1979 Rosalind Krauss laid bare the root cause or conditions of possibility that led to the transitory shift to post modernism. Envisioned through a series of Klein diagrams, a mathematical model borrowed from the social sciences her seminal work proved ...
256B on the C64 for 8K
Nick Montfort
Pages: 497-501
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A tiny program for the big screen; a classic computer driving the latest, cinematic display. My contribution to the Art Exhibition for Creativity & Cognition / Design Interactive Systems 2019 is a 256-byte executable for the Commodore 64, written ...
In Fleeting Visions: Deep Neural Music Fickle Play
Shlomo Dubnov
Pages: 502-507
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We describe a series of short music pieces that is generated in a semi-improvised manner by a computer, using deep representations and temporal memory model constructed from learning a corpus of piano works by Sergei Prokofiev. Inspired by Prokofiev's ...
SESSION: Poster & Demo Reception
Session details: Poster & Demo Reception
Andrew M. Webb, Joy Kim
Signal Processing as Practice: Trial-and-Error Revision of the Sensorimotor Dynamics of a Hybrid Violin
Seth Dominicus Thorn
Pages: 508-512
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This paper describes the evolution of a "hybrid violin" developed and played by the author and reflects on the process of developing its sensorimotor dynamics as a salient affordance of real-time digital signal processing. The hybrid violin consists ...
DRUMBALL: Multimodal Meaning Production through Digital Drum Talk
Pierre-Valery Njenji Tchetgen
Pages: 513-517
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In this demonstration, I present an interactive prototype of the Drumball system, an embodied learning environment that allows for drum patterns to be turned into and used as letters, words or phrases. The system acts as a transducer of rhythmic input ...
Glenda Drew, Jesse Drew
Pages: 518-521
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Pixeldust (An Algorithmic Collective Memory Project) is a contributory, interactive video/audio/text engine that can be output to many different forms of exhibition-from small monitors to large-scale public video projections. Written in the Processing ...
DAVEE: A Deaf Accessible Virtual Environment for Education
Prajwal Paudyal, Ayan Banerjee, Yijian Hu, Sandeep Gupta
Pages: 522-526
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The post-graduate enrollment statistic for deaf and hard of hearing (DHH) in Science, Technology, Math and Engineering (STEM) fields is very low compared to the hearing population. This drastically reduces DHH representation in the Information Technology ...
Human Improvised Theatre Augmented with Artificial Intelligence
Piotr Mirowski, Kory Wallace Mathewson
Pages: 527-530
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Improvisational theatre (improv) has been proposed as a grand challenge for general artificial intelligence (AI)~\citemartin2016improvisational. Current state-of-the-art conversational intelligence models lack proper grounding, language understanding, ...
Tool for Map Creation and Map Interaction During Tabletop Game Sessions
Emily Hery, Glenda Drew
Pages: 531-535
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Tabletop board games are a collaborative creative process that can benefit from new technical tools to augment game sessions. This demo is an interactive map creator made to create and display dungeon maps for people who play tabletop board games. It ...
The Origin of Anti-Hispanic Rhetoric - The Spanish Black Legend
Nicole Arteaga, Glenda Drew
Pages: 536-540
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This demonstration is meant to educate the community about a topic called The Spanish Black Legend. The demonstration will feature interactive components meant to engage the general public and pique their interest in learning more about the source and ...
Why do Designers in the "Wild" Wait to Seek Feedback until Later in their Design Process?
Yasmine Kotturi, McKayla Kingston
Pages: 541-546
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Receiving feedback on open-ended creative work is quintessential for success. Receiving early-stage feedback often leads to higher quality results by increasing iteration. However, when designers in the "wild" seek feedback, the majority do so towards ...
Can Stimuli Improve Business Model Idea Generation?: Developing Software-Based Tools for Business Model Innovation
Daniel Szopinski
Pages: 547-555
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A business model describes the mechanisms whereby a firm creates, delivers, and captures value. Following the steadily growing interest in business model innovation, software tools have shown great potential in supporting business model development and ...
collabdraw: An Environment for Collaborative Sketching with an Artificial Agent
Judith E. Fan, Monica Dinculescu, David Ha
Pages: 556-561
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Sketching is one of the most accessible techniques for communicating our ideas quickly and for collaborating in real time. Here we present a web-based environment for collaborative sketching of everyday visual concepts. We explore the integration of ...
Towards Eliciting Feedback for Artworks on Public Displays
Jonas Oppenlaender, Simo Hosio
Pages: 562-569
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The internet and digital technologies have had a strong influence on how art is created, distributed and perceived. Museums and art galleries, however, are still predominantly places of passive consumption of art. In our project, we explore new forms ...
Cognitive Components of Flow States and Applications to Video Game Design: A Brief Framework
Kyros Jalife, Christoffer Holmgård
Pages: 570-577
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The concept of flow is central to many fields including video game design, but the phenomenon is poorly understood scientifically, with no agreement on the cognitive components underlying it. In this paper, we present a cognitive science-based model ...
Experiment Reconstruction Reduces Fixation on Surface Details of Explanations
Samuel Lau, Tricia J. Ngoon, Vineet Pandey, Scott Klemmer
Pages: 578-582
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Misunderstandings of science affect many lives. Novices commonly misunderstand explanations by overly relying on surface details instead of evaluating underlying logic. Prior work has found adding a patina of neuroscience leads readers towards positively ...
ZenG: AR Neurofeedback for Meditative Mixed Reality
Dominic Potts, Kate Loveys, HyunYoung Ha, Shaoyan Huang, Mark Billinghurst, Elizabeth Broadbent
Pages: 583-590
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In this paper we present ZenG, a neurofeedback ARapplication concept based on Zen Gardening to fostercreativity, self-awareness, and relaxation through embodiedinteractions in a mixed reality environment. We developedan initial prototype which combined ...
The Dark Side of Satisficing: Setting the Temperature of Creative Thinking
Tricia J. Ngoon, Caren M. Walker, Scott Klemmer
Pages: 591-596
Full text: PDFPDF

Effective creative work requires both "hot" (exploratory) and "cool" (exploitative) thinking. Unfortunately, many people (especially novices) under-explore, jumping to the "cool'' part too quickly, because they assume their current thinking "has to be" ...
How a Stylistic, Machine-Generated Thesaurus Impacts a Writer's Process
Katy Ilonka Gero, Lydia B. Chilton
Pages: 597-603
Full text: PDFPDF

Writers regularly use a thesaurus to help them write well; the thesaurus is one of the few widespread writing support tools and many writers find it integral to their writing practice. A normal thesaurus is hand-crafted and structured around strict synonymy ...
Design Cognitive Actions Stimulating Creativity in the VR Design Environment
Jee Hyun Lee, Eun Kyoung Yang, Zhong Yuan Sun
Pages: 604-611
Full text: PDFPDF

This study explored the impacts of a Virtual Reality (VR) design tool on designers' cognitive actions and creativity. Results revealed that the conceptual action in VR stimulated physical and perceptual action, and enhanced flexible cognitive thinking, ...
Virtual Artistry: Virtual Reality Translations of Two-Dimensional Creativity
Laura M. Herman, Stefanie Hutka
Pages: 612-618
Full text: PDFPDF

This study seeks to provide insight into two-dimensional (2D) artists' approach to three-dimensional (3D) creativity within a virtual environment. Specifically, this research investigates the widespread assumption that Virtual Reality (VR) provides a ...
Reflection on Tacit Knowledge - Effect of Providing EMG Visualization on Reflections on Throwing Clay
Yilin Elaine Liu, Michael Nitsche, Benjamin N. Sugar
Pages: 619-625
Full text: PDFPDF

Craft practitioners rely on reflection to train and improve their skills. The lack of media to represent and communicate their tacit knowledge makes reflection difficult, especially if this reflection happens after the fact. This paper presents a set-up ...
Dara: A Chatbot to Help Indian Artists and Designers Discover International Opportunities
Archana Prasad, Sean Blagsvedt, Tej Pochiraju, Indrani Medhi Thies
Pages: 626-632
Full text: PDFPDF

Many designers and artists in India, because of limited domestic patronage, are interested in international opportunities. However, they experience difficulties in discovering such opportunities. Finding relevant grants, funds, residencies, jobs, and ...
BlockArt: Visualizing the 'Hundred Languages' of Code in Children's Creations
Shruti Dhariwal
Pages: 633-639
Full text: PDFPDF

This paper introduces BlockArt - a colorful visualization tool designed to let users discover their own unique programming patterns on Scratch, the leading block-based online creative coding platform for children. Existing tools and dashboards often ...
SESSION: Graduate Student Symposium
Session details: Graduate Student Symposium
Jordan Crandall, Jonas Fritsch
Understanding and Augmenting Ideation Processes
Maximilian Mackeprang
Pages: 640-645
Full text: PDFPDF

To effectively support individual contributors in large scale ideation settings, we need a computational understanding of their cognitive processes. Although related work exists that references models from psychology, there are two shortcomings in existing ...
Supporting Creative Workers with Crowdsourced Feedback
Jonas Oppenlaender
Pages: 646-652
Full text: PDFPDF

Online feedback systems have gained in popularity in recent years. These systems have the potential to provide vast amounts of feedback from the crowd. My dissertation explores how creative workers can be assisted in evaluating this crowdsourced feedback. ...
Fostering Feedback Seeking Behavior in Novice Designers
Sneha R. Krishna Kumaran
Pages: 653-658
Full text: PDFPDF

Feedback is a staple of the design process, but little is known about why designers delay or refuse feedback collection. To fill this knowledge gap, my dissertation identifies triggers and deterrents to feedback seeking behaviors. Based on our findings, ...
Artistic Vision: Providing Contextual Guidance for Capture-Time Decisions
Jane L. E
Pages: 659-663
Full text: PDFPDF

With the increased popularity of cameras, more and more people are interested in learning photography. People are willing to invest in expensive cameras as a medium for their artistic expression, but few have access to in-person classes to help improve ...
Creativity and Emotional Attachment as a Guide to Factors of Engagement for Elderly Interaction with Technology
Lina Lee
Pages: 664-669
Full text: PDFPDF

The goal of this research is to identify the key factors that influence the engagement for the elderly with interactive technology in public and personal platforms. Such engagement factors can be used as design goals for the elderly interaction with ...
Overcoming Satisficing: Scaffolds for Amplifying Creativity
Tricia J. Ngoon
Pages: 670-674
Full text: PDFPDF

Creative work combines exploratory thinking to find novel solutions and exploitative thinking to refine those solutions. People often assume that the idea they come up with has to be the "correct solution," leading to under-exploration and preemptive ...
Feedback and Creativity: A Practice-Exploration in Design Studios
Hoa Vo
Pages: 675-680
Full text: PDFPDF

The effect of feedback as an educational tool to nurture creativity varies via circumstances. My dissertation will propose an authentic-performance-based investigation of effective practices of feedback on creativity in an interior design studio. The ...
Story-Based Context and Control for Robotic and Human Interactive Motion
Catie Cuan
Pages: 681-685
Full text: PDFPDF

This extended abstract outlines the research plans and previous work of a first year PhD student applying to the Creativity and Cognition Graduate Student Symposium. The applicant's research interest is in designing and implementing motion-based interactions ...
Exploring Neuroscience of Creativity Theories in designing Co-creative Agents
Ali Algarni
Pages: 686-690
Full text: PDFPDF

Creativity has become a crucial topic in several disciplines such as computational creativity. Co-creativity is a rapidly growing research field in designing creative systems and artificial intelligence (AI) agents. Co-creative systems can use neuroscience ...
Collaborative Design Curation: Supporting Creativity in Teams
Nic Lupfer
Pages: 691-696
Full text: PDFPDF

This proposed research investigates new media and interaction techniques to address creativity challenges facing design teams. I propose role-based layers within zoomable spaces, as a novel technique for reducing collaborative fixation, while maintaining ...
Tools for Public Participation in Science: Design and Dissemination of Open-Science Hardware
Piyum Fernando
Pages: 697-701
Full text: PDFPDF

The Open Science Hardware (OSH) movement has been gaining momentum to make scientific instruments widely accessible through open-source blueprints or DIY kits which can be built for a fraction of the cost of their commercial counterparts. Even though ...
Explorable Instructions: Crafting Designerly DIY Tutorials
Kathryn E. Shroyer
Pages: 702-707
Full text: PDFPDF

The Maker and DIY craft movements promote values of democratization, creativity, and customization [12]. While the associated informal learning structures - makerspaces, workshops, and DIY tutorials - support fabrication, they do not necessarily scaffold ...
SESSION: Workshops
Session details: Workshops
Paul Taele, Tracy Hammond
Sketching Cognition and Creativity: Leveraging Sketch Interfaces for Enhancing Creativity and Cognition
Tracy Hammond, Paul Taele
Pages: 708-713
Full text: PDFPDF

In this workshop, the focus will be on providing a forum for researchers in the various interdisciplinary fields to engage in and explore research outcomes and discussions on sketching interactions, specifically for interfaces that promote creativity ...
Distributed Creativity in Play
Andrew M. Webb, Katta Spiel, Z O. Toups, Bill Hamilton, Nic Lupfer, Ross A. Graeber, Wendy E. Mackay
Pages: 714-721
Full text: PDFPDF

Our objective is to explore distributed forms of creativity that arise in play to help guide and foster supportive research, game design, and technology. This workshop seeks to bring together researchers, game designers, and others to examine theories ...
Crowd-powered Interfaces for Creative Design Thinking
Jonas Oppenlaender, Naghmi Shireen, Maximilian Mackeprang, Halil Erhan, Jorge Goncalves, Simo Hosio
Pages: 722-729
Full text: PDFPDF

Crowdsourcing is a powerful approach for tapping into the collective insights of diverse crowds. Thus, crowdsourcing has potential to support designers in making sense of a design space. In this hands-on workshop, we will brainstorm and conceptualise ...

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