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High Noon on the Creative Frontier: Configuring Human and Machine Expertise

机译:创意前沿的正午:配置人机交互知识

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In 1960, CBS aired a special issue entitled "The Thinking Machine" which featured three Western playlets scripted by a computer programmed by MIT researchers. Almost 60 years later, two researchers at Autodesk used a computer program to help design a chair. In this article, I link these two seemingly discrete examples of computational creativity in order to highlight how digital fabrication technologies have served as an important test site for defining human and computational expertise. I do so by illustrating how concepts of "creativity" and "routine" were produced alongside the concepts of computational creativity during the development of digital fabrication. This dichotomy of "creative" and "routine" is not only used to determine the kinds of tasks that are appropriate for humans and computers to perform within the design and production process, but it is also used to render invisible the embodied craft knowledge required to substantiate these systems.
机译:1960年,CBS播出了一期名为“思维机”的特刊,收录了由麻省理工学院研究人员编程的计算机编写的三本西方玩具。大约60年后,Autodesk的两名研究人员使用计算机程序来帮助设计椅子。在本文中,我链接了这两个看似离散的计算创造力示例,以突出显示数字制造技术如何作为定义人员和计算专业知识的重要测试场所。我通过举例说明在数字制造发展过程中如何将“创造力”和“常规”概念与计算创造力概念一起产生。 “创意”和“常规”的这种二分法不仅用于确定适合人类和计算机在设计和生产过程中执行的任务的种类,而且还用于使技术人员所需的具体工艺知识不可见。证实这些系统。

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