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Computers and Creativity
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Computers and Creativity
von: Jon McCormack, Mark d'Inverno
Springer-Verlag, 2012
ISBN: 9783642317279
441 Seiten, Download: 8470 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: B (paralleler Zugriff)

 

 
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Inhaltsverzeichnis

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


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