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Interactive experience in a public context

机译:在公共场合的互动体验

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摘要

The history of the human race is one of increasing intellectual capability. There has been a steady development and accretion of new tools for intellectual work and an increasing distribution of complex activities among many minds. Despite the transcendence of human cognition beyond what is inside a person's head, many approaches in education and many studies and frameworks for cognition and creativity have disregarded the social, physical, and artifactual surroundings in which creativity, cognition and human activities in general take place. >The Creativity & Cognition 2007 program is focused on the theme of cultivating and sustaining creativity: understanding how to design and evaluate computational support tools, digital media, and socio-technical environments that not only empower our creative processes and abilities, but encourage and nurture creative mindsets and lifestyles. >We received 104 paper submissions and we were able to accept 24 full papers. The constraint imposed by the single-track nature of the conference did not allow us to accept some papers that certainly would have proved interesting, but at the same time it ensured the selection of rigorous and innovative papers. The selected papers reflect the research work of scholars and practitioners from 9 different countries: Australia, Canada, Denmark, Finland, Germany, Italy, Turkey, United Kingdom, and the United States. >The variety of disciplines, schools, and departments represented by the authors is rich and overwhelming. It includes contributions from the following disciplines: art & design, art & technology, interactive media, creative industries, human-computer interaction, informatics, computer science, engineering, cognitive science, psychology, architecture, archeology, visual arts, communication, and finally aesthetics. Many articles are grounded on multi-disciplinary collaboration and offer novel perspectives on narrative research, community engagement, and policy alternatives. >It isinteresting to observe the number of papers with a focus on topics related to music (section "Music"). These papers represent the many others that we were not able to accept and looked at music as a privileged domain for a novel understanding of creative engagement and instrumental expertise. Such issues of instrumentality and materiality are echoed in other papers with a major focus on tools, media, and environments for education and collaboration (sections "Education" and "Collaboration Models"). Issues of narrative and representation are addressed by papers describing systems and interfaces for data visualization, information discovery and content creation, and for supporting, sharing, and disseminating creative activities and results (sections "Creating and Sharing" and "Support Tools"). Finally, issues of design methodology and evaluation are addressed by case studies and ethnographic accounts ranging from industrial design to everyday design (section "Design Methods"). >The Demonstrations and Poster papers draw attention to promising new work that amply represents the breadth of the conference. Over 30 submissions were received of which we were able to accept less than half due to space constraints. The strength of this exciting part of the conference adds an important dynamic during which delegates can engage directly with tools and works focused on creativity. >We list students' contributions to reflect the lively and multidisciplinary environment of ideas and future research expressed by the Graduate Student Symposium. >The goal of the CC2007 proceedings is to create an archive of high-quality research papers and practical experiences, as well as a lively forum for community building. In selecting research papers for Creativity & Cognition 2007, we emphasized relevance and rigor, in the belief that design problems (broadly defined) are unique, and replicability and generalizability may be at times counter-productive objectives for design and creativity research. We tried to tackle this trade-off and promote community building by considering and balancing relevance and rigor.
机译:人类的历史是不断提高的智力水平之一。从事智力工作的新工具正在稳步发展和增加,复杂活动在许多人中的分布越来越广泛。尽管人类的认知超越了人的头脑,但许多教育方法以及许多关于认知和创造力的研究和框架却无视社会,自然和人为环境,在这些环境中,创造力,认知和人类活动一般都会发生。

Creativity&Cognition 2007计划的重点是培养和维持创造力:了解如何设计和评估计算支持工具,数字媒体和社会技术环境,这些不仅可以帮助我们的创造过程和的能力,但鼓励和培养创新的思维方式和生活方式。

我们收到了104篇论文,能够接受24篇全文。会议的单轨性质所施加的限制使我们无法接受某些肯定会被证明有趣的论文,但与此同时,它确保了选择严谨和创新的论文。选定的论文反映了来自9个不同国家的学者和实践者的研究工作:澳大利亚,加拿大,丹麦,芬兰,德国,意大利,土耳其,英国和美国。

各种学科,作者代表的学校和部门是丰富而压倒性的。它包括以下学科的贡献:艺术与设计,艺术与技术,交互式媒体,创意产业,人机交互,信息学,计算机科学,工程学,认知科学,心理学,建筑学,考古学,视觉艺术,传播学,以及最后美学。许多文章都基于跨学科的合作,并提供了叙事研究,社区参与和政策选择方面的新颖观点。

有趣的是,观察大量的论文,重点是与音乐相关的主题(“音乐”)。这些论文代表了我们无法接受的许多其他论文,并将音乐视为特权领域,以使他们对创造性参与和乐器专业知识有了新颖的理解。在其他论文中也回响了“工具性”和“物质性”这样的问题,这些论文的重点是教育,合作的工具,媒体和环境(“教育”和“合作模式”部分)。 )。 叙述性表示形式的问题可通过描述数据可视化,信息发现和内容创建以及支持,共享和传播创造性活动和结果的系统和界面的论文来解决( “创建和共享”和“支持工具”部分)。最后,设计方法评估的问题通过案例研究和从工业设计到日常设计的人种学方法解决(“设计方法”部分)。 < p> 演示和海报提请人们注意有前途的新作品,这些作品充分代表了会议的广度。由于篇幅所限,我们收到了30多份意见书,但我们接受的意见不到一半。会议令人兴奋的部分的力量增加了一个重要的动力,在此期间,代表们可以直接使用专注于创造力的工具和作品。

我们列出学生的贡献,以反映出活跃的,多学科的思想和未来环境。

CC2007会议的目的是创建高质量研究论文和实践经验的档案,以及一个活跃的社区建设论坛。在选择Creativity&Cognition 2007的研究论文时,我们强调相关性严谨,因为他们认为(广泛定义的)设计问题是唯一的,并且可复制性和可概括性可能存在。为设计和创造力研究开发适得其反的目标。我们尝试通过考虑并平衡相关性严谨性来解决这一折衷问题,并促进社区建设。

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