Towards a Methodology for Field Work in Computational Creativity
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Towards a Methodology for Field Work in Computational Creativity Rafael Pérez y Pérez1 · Margareta Ackerman2 Received: 18 January 2020 / Accepted: 25 August 2020 © Ohmsha, Ltd. and Springer Japan KK, part of Springer Nature 2020
Abstract This work proposes a methodology for conducting field work in computational creativity, referring to field work as the effort of actively making a system or its artifacts widely accessible outside the academic world. Field work aims to study how creative computer agents and/or their products influence society, and how the dynamics that arise from the interaction between people and those inventive machines or their artifacts can inform the design of computational creativity methods, systems and artefacts. In this paper, we reflect on our experiences making our systems ALYSIA and MEXICA broadly available. In the case of ALYSIA, the system itself was made accessible, whereas MEXICA’s artifacts (stories) were shared through a traditionally published book for a broad readership. We then propose a five step methodology for effectively conducting field work in Computational Creativity. The participation of the computational creativity community is essential to test and enrich this methodology. Keywords Interdisciplinary research · Creative agents · Digital humanities
Introduction An inherently interdisciplinary field, computational creativity (CC) draws inspiration from classically creative domains such as art, literature, and music. Domain experts and (non-expert) broad audiences alike can interface with CC research by providing feedback in the evaluation of autonomous and co-creative systems [1]. Engaging with broad audiences and domain experts requires stepping outside of * Rafael Pérez y Pérez [email protected] Margareta Ackerman [email protected] 1
Depto. de Tecnologías de la Información, Universidad Autónoma Metropolitana at Cuajimalpa, México City, México
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Department of Computer Science and Engineering, Santa Clara University, Santa Clara, USA
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the computational creativity community, and most often outside the computing discipline all together. We refer to the effort of actively making a system or its artifacts widely accessible outside the academic world and the impact of doing so to research and to society, as field work. Thus, field work focuses on studying how broad audiences interact with creative agents and its products in their ordinary social and daily activities. Field work spans the on-going cycle of mutual influence between research and society when the fruits of CC research are made available outside of academia. As in other disciplines, field work in computational creativity is complex and time-consuming. Proof-of-concept systems with minimal user interfaces more than suffice for achieving primary scientific goals, demotivating researchers from devoting time to making their co-creative systems ready for broad usage. Likewise, creators of autonomous CC systems frequently are not directly incentivized to fi
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