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Computers and Creativity |
3 |
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Foreword |
5 |
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Preface |
7 |
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Why Does Computing Matter to Creativity? |
7 |
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Summary of Contributions |
9 |
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Acknowledgements |
14 |
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Contents |
15 |
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Contributors |
17 |
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Part I: Art |
23 |
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Chapter 1: The Painting Fool: Stories from Building an Automated Painter |
24 |
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1.1 Introduction |
24 |
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1.2 The Painting Fool in Context |
27 |
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1.3 Guiding Principles |
32 |
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1.3.1 Ever-Decreasing Circles |
32 |
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1.3.2 Paradigms Lost |
32 |
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1.3.3 The Whole Is More Than a Sum of the Parts |
33 |
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1.3.4 Climbing the Meta-mountain |
33 |
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1.3.5 The Creativity Tripod |
34 |
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1.3.6 Beauty Is in the Mind of the Beholder |
35 |
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1.3.7 Good Art Changes Your Mind |
36 |
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1.4 Illustrative Projects |
37 |
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1.4.1 Non-photorealistic Rendering |
38 |
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1.4.2 Emotional Modelling |
41 |
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1.4.3 Scene Construction |
45 |
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1.4.4 Collage Generation |
50 |
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1.4.5 Paint Dances |
52 |
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1.5 Future Directions |
53 |
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1.6 Conclusions |
56 |
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References |
57 |
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Chapter 2: Creative Ecosystems |
60 |
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2.1 Creative Systems |
60 |
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2.1.1 Spaces of Possibility |
62 |
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2.2 Evolutionary Computing and Creativity |
64 |
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2.3 Ecosystems |
66 |
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2.3.1 Biological Ecosystems |
67 |
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2.3.2 Ecosystem Models in the Creative Arts |
68 |
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Design and Architecture. |
68 |
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Music and Performance. |
69 |
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Visual and Installation Art. |
69 |
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2.4 Ecosystem Design Patterns |
72 |
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2.4.1 Environments: Conditions and Resources |
72 |
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2.4.2 Self-observation and Feedback |
73 |
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2.4.3 Automation and the Creative Role of the Artist |
76 |
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2.5 Conclusions |
78 |
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References |
79 |
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Chapter 3: Construction and Intuition: Creativity in Early Computer Art |
82 |
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3.1 Introduction |
82 |
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3.2 The First Narration: On Random Polygons |
85 |
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3.2.1 Georg Nees |
90 |
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3.2.2 A. Michael Noll |
92 |
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3.2.3 Frieder Nake |
92 |
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3.3 The Second Narration: On Three Artists |
95 |
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3.3.1 Vera Molnar |
97 |
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3.3.2 Charles Csuri |
98 |
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3.3.3 Manfred Mohr |
100 |
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3.4 The Third Narration: On Two Programs |
102 |
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3.4.1 Harold Cohen: AARON |
104 |
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3.4.2 Frieder Nake: Generative Aesthetics I |
107 |
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3.5 The Fourth and Last Narration: On Creativity |
111 |
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3.6 Conclusion |
112 |
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References |
114 |
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Chapter 4: Evaluation of Creative Aesthetics |
116 |
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4.1 Introduction |
117 |
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4.2 Background: Evaluation of Artistic Artefacts |
117 |
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4.3 A Conversation on Evaluation |
119 |
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4.4 Conclusion |
132 |
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References |
132 |
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Part II: Music |
133 |
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Chapter 5: Musical Virtuosity and Creativity |
134 |
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5.1 Virtuosos as Exceptional Humans |
134 |
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5.1.1 Virtuosity in Art |
134 |
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5.1.2 The Cognitive Science Perspective on Virtuosity |
136 |
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5.1.3 Virtuosity as an Attraction Device |
136 |
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5.1.4 Virtuosos as Creators |
137 |
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5.2 The Case of Jazz |
138 |
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5.2.1 The Rules of the Game |
139 |
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5.2.2 Bebop Phrases |
139 |
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5.2.3 The Melodic/Harmonic Interplay |
140 |
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5.2.3.1 Harmonic Consistency |
140 |
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5.2.3.2 Continuity |
141 |
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The One-Step-Max Theorem |
141 |
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5.2.4 Playing Outside and Side-Slipping |
141 |
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5.2.5 Virtuosity Is to Improvisation as Running Is to Walking |
143 |
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5.2.6 Claims |
144 |
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5.3 Modelling Jazz Improvisation Generation |
145 |
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5.3.1 Non-Markovian Approaches |
145 |
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5.3.2 Markov Chain Approaches |
146 |
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5.4 A Note-Based Jazz Generator |
148 |
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5.4.1 Pitches for Representation, Beats for Generation |
148 |
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5.4.2 Handling Harmony |
149 |
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5.4.3 Chord Change Negotiation |
151 |
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5.4.4 An Example Training Set |
152 |
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5.5 Escaping Markovian Boredom |
155 |
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5.5.1 Side-Slips and Formal Transforms |
155 |
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5.5.2 The Control Issue |
157 |
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5.5.3 Reusing Intentional Scores |
159 |
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5.6 Virtuoso: A Virtuoso Enabling Interactive System |
161 |
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5.7 Discussion |
162 |
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References |
163 |
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Chapter 6: Live Algorithms: Towards Autonomous Computer Improvisers |
166 |
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6.1 Introduction |
166 |
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6.2 The Field: Creative Group Improvisation |
168 |
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6.2.1 Collective Improvisation |
168 |
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6.2.2 The Individual (Human or Machine) in Interaction |
168 |
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6.2.2.1 Autonomy |
168 |
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6.2.2.2 Novelty |
169 |
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6.2.2.3 Participation |
169 |
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6.2.2.4 Leadership |
170 |
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6.2.3 Relationship of the Four Attributes to Creativity |
170 |
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6.3 Theoretical Considerations |
171 |
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6.3.1 P, Q and f |
171 |
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6.3.2 De?nition of a Live Algorithm |
171 |
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6.3.3 Architecture |
171 |
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6.3.4 The Live Algorithm from the Outside |
175 |
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6.3.5 Arti?cial Intelligence |
178 |
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6.4 Live Algorithms in Context |
180 |
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6.4.1 Live Algorithm Behaviour |
180 |
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6.4.1.1 Shadowing |
180 |
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6.4.1.2 Mirroring |
181 |
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6.4.1.3 Coupling |
181 |
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6.4.1.4 Negotiation |
182 |
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6.4.2 Agency and Live Algorithms |
183 |
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6.4.3 Live Algorithms as Musicians |
185 |
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6.5 Prototypes |
186 |
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6.6 Further Considerations |
189 |
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6.6.1 Embodiment |
189 |
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6.6.2 Learning |
190 |
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6.6.3 Anticipated Criticisms |
190 |
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6.6.4 Cultural Embeddedness |
191 |
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6.6.5 A Final Note |
191 |
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References |
192 |
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Chapter 7: The Extended Composer |
194 |
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7.1 Introduction |
194 |
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7.1.1 Thinking Through Tools |
195 |
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7.1.2 The Computer as Meta-tool |
197 |
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7.1.3 Digital Partners in Creative Practice |
197 |
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7.2 Computational Aides for Algorithmic Inspiration |
199 |
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7.2.1 Computational Strategies and Algorithmic Aides |
200 |
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7.3 The Human-Computer Partnership: Characteristics and Categories |
201 |
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7.3.1 Feedback |
202 |
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7.3.2 Exploration |
204 |
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7.3.3 Intimacy |
207 |
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7.3.4 Interactivity |
208 |
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7.3.5 Introspection |
210 |
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7.3.6 Time |
212 |
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7.3.7 Authorship |
214 |
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The "Inhuman" Argument |
214 |
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The "Invisible Hand" Argument |
215 |
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The "Creative Vitalism" Argument |
215 |
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7.3.8 Value |
216 |
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7.4 In Summary |
217 |
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7.4.1 Future Explorations |
218 |
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7.4.2 Final Re?ections |
219 |
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References |
219 |
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Chapter 8: Between Material and Ideas: A Process-Based Spatial Model of Artistic Creativity |
223 |
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8.1 Introduction |
223 |
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8.1.1 Background |
224 |
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8.1.2 Outline |
226 |
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8.2 Tools |
226 |
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8.3 The Model |
228 |
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8.3.1 Material Space and Representation |
229 |
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8.3.2 The Conceptual Representation |
233 |
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8.3.3 Interplay Between Representations |
234 |
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8.3.4 Example Scenarios |
235 |
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8.3.5 Appreciation and Novelty |
237 |
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8.3.6 The Model in Context |
238 |
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8.3.7 Craft and Skill |
240 |
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8.3.8 New Tools and Tool Design |
241 |
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8.3.9 Social and Cultural Creativity |
242 |
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8.3.10 Abstraction Levels |
242 |
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8.4 Implications for Computational Creativity |
243 |
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8.4.1 Implementation of the Model |
244 |
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8.4.2 Conceptual Representations |
245 |
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8.4.3 Re-conceptualisation |
246 |
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8.4.4 Memory and Learning |
247 |
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8.5 Final Remarks |
248 |
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References |
249 |
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Chapter 9: Computer Programming in the Creative Arts |
252 |
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9.1 Introduction |
252 |
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9.2 Creative Processes |
255 |
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9.2.1 Creative Process of Bricolage |
256 |
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9.3 Anthropomorphism and Metaphor in Programming |
257 |
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9.4 Symbols and Space |
259 |
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9.5 Components of Creativity |
263 |
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9.6 Programming in Time |
265 |
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9.6.1 Interactive Programming |
266 |
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9.7 Conclusion |
267 |
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References |
268 |
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Part III: Theory |
270 |
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Chapter 10: Computational Aesthetic Evaluation: Past and Future |
271 |
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10.1 Introduction |
271 |
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10.1.1 What Do We Mean by Computational Aesthetic Evaluation? |
272 |
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10.1.2 Why Is Computational Aesthetic Evaluation so Dif?cult if not Impossible? |
273 |
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10.2 A Brief History of Computational Aesthetic Evaluation |
273 |
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10.2.1 Formulaic and Geometric Theories |
274 |
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10.2.2 Design Principles |
276 |
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10.2.3 Arti?cial Neural Networks and Connectionist Models |
277 |
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10.2.4 Evolutionary Systems |
278 |
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10.2.5 Interactive Evolutionary Computation |
279 |
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10.2.6 Automated Fitness Functions Based on Performance Goals |
280 |
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10.2.7 Evolutionary Fitness Measured as Error Relative to Exemplars |
282 |
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10.2.8 Automated Fitness Functions Based on Complexity Measures |
283 |
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10.2.9 Automated Fitness Functions in Evolutionary Music Systems |
283 |
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10.2.10 Multi-objective Aesthetic Fitness Functions in Evolutionary Systems |
284 |
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10.2.11 Biologically Inspired Extensions to Simple Evolutionary Computation |
285 |
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10.2.11.1 Coevolution |
286 |
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10.2.11.2 Niche Construction by Agents |
287 |
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10.2.11.3 Agent Swarm Behaviour |
288 |
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10.2.11.4 Curious Agents |
289 |
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10.2.11.5 Human Aesthetics, Meta-aesthetics, and Alternatives to Fitness Functions |
290 |
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10.2.12 Complexity Based Models of Aesthetics |
290 |
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10.3 The Future of Computational Aesthetic Evaluation |
293 |
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10.3.1 The Origins of Art and the Art Instinct |
293 |
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10.3.2 Psychological Models of Human Aesthetics |
295 |
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10.3.2.1 Arnheim-Gestalt and Aesthetics |
295 |
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10.3.2.2 Berlyne-Arousal Potential and Preferences |
295 |
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10.3.2.3 Martindale-Prototypicality and Neural Networks |
297 |
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10.3.3 Empirical Studies of Human Aesthetics |
299 |
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10.3.4 Neuroaesthetics |
300 |
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10.3.5 Computing Inspired by Neurology |
300 |
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10.3.6 The Neocortex and Hierarchical Temporal Memory |
301 |
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10.3.7 Computer Architectures for Evolvable Hardware |
302 |
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10.4 Conclusion |
302 |
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References |
303 |
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Chapter 11: Computing Aesthetics with Image Judgement Systems |
310 |
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11.1 Introduction |
310 |
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11.2 Validation Approaches for AJS |
314 |
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11.2.1 Psychological Tests |
314 |
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11.2.2 User Evaluation and Popularity Prediction |
317 |
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11.2.3 Style and Author Classi?cation |
320 |
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11.3 The Evolution of an AJS |
322 |
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11.3.1 A Heuristic AJS |
322 |
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11.3.2 Learning AJSs |
324 |
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11.3.2.1 Feature Extraction |
325 |
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Pre-processing |
325 |
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Metrics Application |
326 |
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Feature Building |
327 |
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11.3.2.2 DJT Experiments |
327 |
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11.3.2.3 Author Identi?cation Experiments |
328 |
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11.3.2.4 Image Classi?cation Based on Online Evaluation |
330 |
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11.3.2.5 Integration in an Image Generation System |
330 |
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11.4 Conclusions |
332 |
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References |
333 |
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Chapter 12: A Formal Theory of Creativity to Model the Creation of Art |
338 |
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12.1 The Basic Idea |
338 |
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12.2 Relation to Previous, Less Formal Work |
339 |
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12.3 Formal Details |
341 |
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12.3.1 Continuous Time Formulation |
344 |
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12.4 Previous Approximative Implementations of the Theory |
345 |
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12.5 Aesthetic Reward = Change of Subjective Compressibility? |
347 |
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12.6 Low-Complexity Art as End Product of a Search Process Modelled by the Formal Theory of Creativity |
348 |
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12.7 Conclusion |
349 |
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References |
349 |
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Chapter 13: Creativity Re?ned: Bypassing the Gatekeepers of Appropriateness and Value |
353 |
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13.1 Introduction |
353 |
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13.2 What Is Creativity? |
355 |
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13.3 De?ning Creativity |
357 |
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13.3.1 Methods for Discovering Novel Representations |
359 |
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13.3.2 Objective Versus Psychological Creativity |
360 |
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13.4 Objections and Replies |
361 |
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13.4.1 The Failure of Randomness |
361 |
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13.4.2 The Verstehen Objection |
362 |
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13.4.3 The Very Possibility of Creativity |
363 |
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13.5 Consequences |
363 |
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13.5.1 The Irrelevance of Value |
363 |
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13.5.2 The Irrelevance of Appropriateness |
364 |
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13.5.3 Inferring Frameworks from Patterns |
364 |
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13.5.4 Creativity Viewed as Compression |
364 |
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13.5.5 Degrees of Creativity |
365 |
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13.6 Examples: Creativity in Human Endeavour |
365 |
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Number Theory. |
365 |
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Visual Arts. |
365 |
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13.7 Examples: Creativity in Nature |
366 |
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From Physics and Chemistry to Evolutionary Biology. |
366 |
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Ecosystems. |
366 |
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Dancing Bowerbirds, Painting Elephants and Primate Typists. |
367 |
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13.8 Realising Our De?nition of Creativity in Software |
368 |
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13.8.1 The Automatic Generation of Creative Biomorphs |
368 |
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13.8.2 Testing Creative Software Against Human Concepts of Creativity |
370 |
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13.9 Discussion |
371 |
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13.10 Conclusions |
372 |
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References |
373 |
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Chapter 14: Generative and Adaptive Creativity: A Uni?ed Approach to Creativity in Nature, Humans and Machines |
375 |
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14.1 Questions About Creativity |
375 |
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14.2 Generative and Adaptive Creativity |
377 |
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14.3 Generative and Adaptive Creativity in the Arts, in Humans, Human Groups and in Silico |
379 |
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14.3.1 The Creativity of Social Systems Is More than the Sum of Individual Creative Acts |
380 |
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14.3.2 Social Systems Can Exhibit Both Generative and Adaptive Creativity |
382 |
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14.3.2.1 The Causes and Effects of Culture |
382 |
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14.3.2.2 Social Groups as Adaptive Units |
383 |
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14.3.2.3 Social Groups as Non-adaptive Generators |
385 |
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14.3.2.4 Modelling Creativity in Social Systems |
386 |
|
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14.3.3 Individual Humans Can Exhibit Generative and Adaptive Creativity |
387 |
|
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14.4 Generative and Adaptive Approaches to Arts-Based Computational Creativity |
388 |
|
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14.4.1 Generative Creative Systems Can Be Externally Useful |
389 |
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14.4.2 Adaptive Creative Systems Can Be Useful to Others |
390 |
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14.5 Conclusion |
392 |
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References |
393 |
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Chapter 15: Creating New Informational Primitives in Minds and Machines |
396 |
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15.1 Introduction |
396 |
|
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15.2 Emergence and Creativity |
399 |
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15.2.1 What Constitutes a New Primitive? |
400 |
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15.2.2 Primitives and Interpretive Frames |
401 |
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15.2.3 Novel Combinations of Closed Sets of Primitives |
402 |
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15.2.4 Limits on Computations on Existing Primitives |
403 |
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15.2.5 Creation of New Primitives |
405 |
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15.2.6 Combinatoric and Creative Emergence in Aesthetic Contexts |
407 |
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15.3 Creativity in Self-constructing Cybernetic Percept-Action Systems |
408 |
|
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15.3.1 A Taxonomy of Adaptive Devices |
408 |
|
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15.3.2 Semiotics of Adaptive Devices |
410 |
|
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15.3.3 Capabilities and Limitations of Adaptive Devices |
411 |
|
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15.3.4 Pask's "Organic Analogues to the Growth of a Concept" |
413 |
|
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15.3.5 Organisational Closure and Epistemic Autonomy |
415 |
|
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15.4 Recognising Different Types of Creativity |
416 |
|
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15.4.1 Emergence-Relative-to-a-Model |
416 |
|
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15.4.2 Tracking Emergent Functions in a Device |
416 |
|
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15.5 New Signal Primitives in Neural Systems |
418 |
|
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15.5.1 New Primitives in Signalling Networks |
419 |
|
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15.5.2 Brains as Networks of Adaptive Pattern-Resonances |
420 |
|
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15.5.3 Regenerative Loops |
421 |
|
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15.5.4 Multidimensional Signals |
423 |
|
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15.5.5 Temporal Coding and Signal Multiplexing |
423 |
|
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15.5.6 Emergent Annotative Tags and Their Uses |
425 |
|
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References |
427 |
|
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Part IV: Epilogue |
431 |
|
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Chapter 16: Computers and Creativity: The Road Ahead |
432 |
|
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16.1 Where to From Here? |
432 |
|
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Index |
436 |
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