Browsing by Author "Kantosalo, Anna"
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Item Action Selection in the Creative Systems Framework(2020-09-15) Simo, Linkola; Guckelsberger, Christian; Kantosalo, Anna; University of Helsinki; Department of Computer ScienceThe Creative Systems Framework (CSF) formalises creativity as search through a space of concepts. As a formal account of Margaret Boden’s descriptive hierarchy of creativity, it is at the basis of multiple studies dealing with diverse aspects of Computational Creativity (CC) systems. However, the CSF at present neither formalises action nor action selection during search, limiting its use in analysing creative processes. We extend the CSF by explicitly modelling these missing components in the search space traversal function. We furthermore integrate the distinction between a concept and an artefact, and provide stopping criteria for creative search. Our extension, the Creative Action Selection Framework (CASF), is informed by previous studies in CC and draws on concepts from Markov Decision Processes (MDPs). It allows us to describe a creative system as an agent selecting actions based on the value, validity and novelty of concepts and artefacts. The CASF brings more analytical depth for creative systems that can be modelled as utilising an action selection procedure.Item Adorned in Memes: Exploring the Adoption of Social Wearables in Nordic Student Culture(2022-04-30) Epp, Felix Anand; Kantosalo, Anna; Jain, Nehal; Lucero, Andres; Mekler, Elisa; Department of Design; Department of Computer Science; Department of Art and Media; Computer Science Professors; Computer Science - Human-Computer Interaction and Design (HCID); Computer Science - Visual Computing (VisualComputing); Prof. Mekler Elisa; Computer Science ProfessorsSocial wearables promise to augment and enhance social interactions. However, despite two decades of HCI research on wearables, we are yet to see widespread adoption of social wearables into everyday life. More in-situ investigations into the social dynamics and cultural practices afforded by wearing interactive technology are needed to understand the drivers and barriers to adoption. To this end, we study social wearables in the context of Nordic student culture and the students’ practice of adorning boiler suits. Through a co-creation process, we designed Digi Merkki, a personalised interactive clothing patch. In a two-week elicitation diary study, we captured how 16 students adopted Digi Merkki into their social practices. We found that Digi Merkki afforded a variety of social interaction strategies, including sharing, spamming, and stealing pictures, which supported meaning-making and community-building. Based on our findings, we articulate “Memetic Expression” as a strong concept for designing social wearables.Item Asiakkuudenhallintajärjestelmän suunnittelu asiakaskeskeisestä näkökulmasta(2011) Kantosalo, Anna; Kauppinen, Marjo; Perustieteiden korkeakoulu; Janhunen, TomiItem Creative collaboration with interactive evolutionary algorithms: a reflective exploratory design study(Springer, 2024-06) Uusitalo, Severi; Kantosalo, Anna; Salovaara, Antti; Takala, Tapio; Guckelsberger, Christian; Department of Design; Department of Computer Science; Encore; Takala Tapio group; Professorship Guckelsberger Christian; Computer Science ProfessorsProgress in AI has brought new approaches for designing products via co-creative human–computer interaction. In architecture, interior design, and industrial design, computational methods such as evolutionary algorithms support the designer’s creative process by revealing populations of computer-generated design solutions in a parametric design space. Because the benefits and shortcomings of such algorithms’ use in design processes are not yet fully understood, the authors studied the intricate interactions of an industrial designer employing an interactive evolutionary algorithm for a non-trivial creative product design task. In an in-depth report on the in-situ longitudinal experiences arising between the algorithm, human designer, and environment, from ideation to fabrication, they reflect on the algorithm’s role in inspiring design, its relationship to fixation, and the stages of the creative process in which it yielded perceived value. The paper concludes with proposals for future research into co-creative AI in design exploration and creative practice.Item Embodiment and Computational Creativity(2021-09-01) Guckelsberger, Christian; Kantosalo, Anna; Negrete-Yankelevich, Santiago; Takala, Tapio; Department of Computer Science; Metropolitan Autonomous University; Computer Science - Human-Computer Interaction and Design (HCID)We conjecture that creativity and the perception of creativity are, at least to some extent, shaped by embodiment. This makes embodiment highly relevant for Computational Creativity (CC) research, but existing research is scarce and the use of the concept highly ambiguous. We overcome this situation by means of a systematic review and a prescriptive analysis of publications at the International Conference on Computational Creativity. We adopt and extend an established typology of embodiment to resolve ambiguity through identifying and comparing different usages of the concept. We collect, contextualise and highlight opportunities and challenges in embracing embodiment in CC as a reference for research, and put forward important directions to further the embodied CC research programme.Item Embodiment in 18th Century Depictions of Human-Machine Co-Creativity(Frontiers Research Foundation, 2021-06-28) Kantosalo, Anna; Falk, Michael; Jordanous, Anna; Department of Computer Science; Takala Tapio group; University of KentArtificial intelligence has a rich history in literature; fiction has shaped how we view artificial agents and their capacities in the real world. This paper looks at embodied examples of human-machine co-creation from the literature of the Long 18th Century (1,650–1,850), examining how older depictions of creative machines could inform and inspire modern day research. The works are analyzed from the perspective of design fiction with special focus on the embodiment of the systems and the creativity exhibited by them. We find that the chosen examples highlight the importance of recognizing the environment as a major factor in human-machine co-creative processes and that some of the works seem to precede current examples of artificial systems reaching into our everyday lives. The examples present embodied interaction in a positive, creativity-oriented way, but also highlight ethical risks of human-machine co-creativity. Modern day perceptions of artificial systems and creativity can be limited to some extent by the technologies available; fictitious examples from centuries past allow us to examine such limitations using a Design Fiction approach. We conclude by deriving four guidelines for future research from our fictional examples: 1) explore unlikely embodiments; 2) think of situations, not systems; 3) be aware of the disjunction between action and appearance; and 4) consider the system as a situated moral agent.Item How Does Embodiment Affect the Human Perception of Computational Creativity? An Experimental Study Framework(RWTH Aachen University, 2022-10-30) Linkola, Simo; Guckelsberger, Christian; Männistö, Tomi; Kantosalo, Anna; University of Helsinki; Professorship Guckelsberger Christian; Department of Computer ScienceWhich factors influence the human assessment of creativity exhibited by a computational system is a core question of computational creativity (CC) research. Recently, the system’s embodiment has been put forward as such a factor, but empirical studies of its effect are lacking. To this end, we propose an experimental framework which isolates the effect of embodiment on the perception of creativity from its effect on creativity per se. We manipulate not only the system’s embodiment but also the human perception of creativity, which we factorise into the assessment of creativity, and the perceptual evidence that feeds into that assessment. We motivate the core framework with embodiment and perceptual evidence as independent and the creative process as a controlled variable, and we provide recommendations on measuring the assessment of creativity as a dependent variable. We propose three types of perceptual evidence with respect to the creative system, the creative process and the creative artefact, borrowing from the popular four perspectives on creativity. We hope the framework will inspire and guide others to study the human perception of embodied CC in a principled manner.Item Ihmisen ja tietokoneen vuorovaikutuksen arviointi yhteisluovissa musiikillisen metaluovuuden järjestelmissä(2020-12-08) Ikuesan, Adeola; Kantosalo, Anna; Perustieteiden korkeakoulu; Giesecke, StinaItem Suunnittelumallien hyödyntäminen yhteisluovassa käyttöliittymäsuunnittelussa(2021-06-29) Hannula, Iira; Kantosalo, Anna; Perustieteiden korkeakoulu; Hyvönen, EeroItem Usability Evaluation with Children - Case: Poetry Machine(2014-12-01) Kantosalo, Anna; Riihiaho, Sirpa; Tyllinen, Mari; Perustieteiden korkeakoulu; Nieminen, MarkoThis thesis presents a case study of a usability evaluation of a creative poetry writing tool conducted with Peer tutoring and Group Testing methods in a Finnish 3rd year class. The Peer Tutoring method has previously been used for usability testing with children, but the Group Testing method is new. Additionally a new, experimental feedback gathering method, called the Feedback Game was designed to be used as a part of the Group Testing. The goals of the evaluation were to produce a list of usability errors, evaluate the enjoyability and usefulness of the concept as well as produce descriptive feedback and improvement ideas for the program concept. This thesis focuses on evaluating the testing methods for their performance against these goals, as well as their reliability, coverage, quality of analysis, and suitability for testing with children. The Peer Tutoring method was found to work well for practical usability evaluation with children. This approach, involving pairs of children, instead of individual children was seen beneficial in producing enjoyable test conditions, but the tasks used were too abstract for the participants. The Group Testing was only useful for validating the most severe problems found with Peer Tutoring. However the Feedback Game used with the Group Testing worked as well as the post task interview of the Peer Tutoring method for eliciting new ideas, although its results were similar to those found with Peer Tutoring. As a benefit the Feedback Game needs less resources compared to the Peer Tutoring method. Additional research about the effectiveness of the Peer Tutoring method with different audiences and tasks are needed. The usefulness of the Group Testing method should be re-evaluated in more thoroughly recorded conditions. The Feedback Game needs more research in order to prompt more discussion between peers during the game.