Abstract:This paper presents a multi-dimensional perspective for the study of creativity and formulates a framework for computational creativity that consists of 1) Culture; 2) Society; 3) Groups; 4) Individual, and 5) Brain. This framework enables the definition of functional relationships among these scales, and captures the effects of time within each scale. Its relevance and usefulness are shown firstly by classifying recent studies of computational creativity, and secondly by illustrating multi-dimensional approac… Show more
“…While it is naive to say that all good papers cover all Four Ps, and papers that do not are in some way "bad", it would not be controversial to remark that a good breadth of discussion in a computational creativity paper makes the general content of the paper potentially more relevant across a diverse audience. Computational creativity research indeed covers a diverse range of areas and disciplines (Sosa and Gero, 2015) as can be seen by the breadth of sessions at ICCC'15, ranging in content from theoretical investigations of conceptual blending through to games and language applications. Papers covering all Four Ps will by definition include discussions from all four perspectives covered by the Four Ps; there is therefore an increased potential to make broader contributions to computational creativity research.…”
Section: Discussionmentioning
confidence: 99%
“…Sosa and Gero distinguish between creative individuals and the creative brain in their investigation of multiple perspectives on creativity (Sosa and Gero, 2015). Generally, though, the emphasis in computational creativity software has tended to be on product generation and to some extent, process modelling (Cardoso, Veale, and Wiggins, 2009;Colton and Wiggins, 2012); computational creativity systems tend to be oriented towards a particular goal, domain or task.…”
Section: The Four Ps: Person/producermentioning
confidence: 99%
“…Interaction between Four Ps in computational creativity. Sosa and Gero (2015) advocate that creativity is a construct containing multiple levels of information; therefore it is most appropriate to take a multi-dimensional approach to Downloaded by [University of Kent] at 02:49 10 March 2016 the study of creativity (which, they argue, is reasonably well afforded by computational approaches). In a similar vein, this paper argues that we can make significant progress in computational creativity by considering all Four Ps in our computational creativity work.…”
Section: Interaction Between the Four Psmentioning
confidence: 99%
“…The role of the audience in interpreting creative content has been acknowledged (Gervás and León, 2014;VealeandLi,2015). Sosa and Gero (2015) identify different sub-perspectives of Press in their multi-dimensional creativity framework: MDC-C (cultural dimensions at an epistemological level), MDC-S (societal implications) and MDC-G (creativity at the scale of individual groups or teams).…”
Section: The Press In Computational Creativitymentioning
Computational creativity is the modelling, simulating or replicating of creativity computationally. In examining and learning from these "creative systems", from what perspective should the creativity of a system be considered? Are we interested in the creativity of the system's output? Or of its creative processes? Features of the system? Or how it operates within its environment? Traditionally computational creativity has focused more on creative systems' products or processes, though this focus has widened recently. Creativity research offers the Four Ps of creativity: Person/Producer, Product, Process and Press/Environment. This paper presents the Four Ps, explaining each in the context of creativity research and how it relates to computational creativity. To illustrate the usefulness of the Four Ps in taking broader perspectives on creativity in its computational treatment, the concepts of novelty and value are explored using the Four Ps, highlighting aspects of novelty and value that may otherwise be overlooked. Analysis of recent research in computational creativity finds that although each of the Four Ps appears in the body of computational creativity work, individual pieces of work often do not acknowledge all Four Ps, missing opportunities to widen their work's relevance. We can see, though, that high-status computational creativity papers do typically address all Four Ps. This paper argues that the broader views of creativity afforded by the Four Ps is vital in guiding us towards more comprehensively useful computational investigations of creativity.
ARTICLE HISTORY
“…While it is naive to say that all good papers cover all Four Ps, and papers that do not are in some way "bad", it would not be controversial to remark that a good breadth of discussion in a computational creativity paper makes the general content of the paper potentially more relevant across a diverse audience. Computational creativity research indeed covers a diverse range of areas and disciplines (Sosa and Gero, 2015) as can be seen by the breadth of sessions at ICCC'15, ranging in content from theoretical investigations of conceptual blending through to games and language applications. Papers covering all Four Ps will by definition include discussions from all four perspectives covered by the Four Ps; there is therefore an increased potential to make broader contributions to computational creativity research.…”
Section: Discussionmentioning
confidence: 99%
“…Sosa and Gero distinguish between creative individuals and the creative brain in their investigation of multiple perspectives on creativity (Sosa and Gero, 2015). Generally, though, the emphasis in computational creativity software has tended to be on product generation and to some extent, process modelling (Cardoso, Veale, and Wiggins, 2009;Colton and Wiggins, 2012); computational creativity systems tend to be oriented towards a particular goal, domain or task.…”
Section: The Four Ps: Person/producermentioning
confidence: 99%
“…Interaction between Four Ps in computational creativity. Sosa and Gero (2015) advocate that creativity is a construct containing multiple levels of information; therefore it is most appropriate to take a multi-dimensional approach to Downloaded by [University of Kent] at 02:49 10 March 2016 the study of creativity (which, they argue, is reasonably well afforded by computational approaches). In a similar vein, this paper argues that we can make significant progress in computational creativity by considering all Four Ps in our computational creativity work.…”
Section: Interaction Between the Four Psmentioning
confidence: 99%
“…The role of the audience in interpreting creative content has been acknowledged (Gervás and León, 2014;VealeandLi,2015). Sosa and Gero (2015) identify different sub-perspectives of Press in their multi-dimensional creativity framework: MDC-C (cultural dimensions at an epistemological level), MDC-S (societal implications) and MDC-G (creativity at the scale of individual groups or teams).…”
Section: The Press In Computational Creativitymentioning
Computational creativity is the modelling, simulating or replicating of creativity computationally. In examining and learning from these "creative systems", from what perspective should the creativity of a system be considered? Are we interested in the creativity of the system's output? Or of its creative processes? Features of the system? Or how it operates within its environment? Traditionally computational creativity has focused more on creative systems' products or processes, though this focus has widened recently. Creativity research offers the Four Ps of creativity: Person/Producer, Product, Process and Press/Environment. This paper presents the Four Ps, explaining each in the context of creativity research and how it relates to computational creativity. To illustrate the usefulness of the Four Ps in taking broader perspectives on creativity in its computational treatment, the concepts of novelty and value are explored using the Four Ps, highlighting aspects of novelty and value that may otherwise be overlooked. Analysis of recent research in computational creativity finds that although each of the Four Ps appears in the body of computational creativity work, individual pieces of work often do not acknowledge all Four Ps, missing opportunities to widen their work's relevance. We can see, though, that high-status computational creativity papers do typically address all Four Ps. This paper argues that the broader views of creativity afforded by the Four Ps is vital in guiding us towards more comprehensively useful computational investigations of creativity.
ARTICLE HISTORY
“…They conclude that emphasising the former may generate a design solution more quickly, while the latter may help to ensure the solution is robust. Finally, another area of work that could contribute to this category is computational creativity, an emerging topic that aims to generate insights into creative activity by simulation of the processes involved (Sosa and Gero 2016). However, such models often focus on non-engineering domains and are thus outside the scope of this article.…”
Many models of the design and development process have been published over the years, representing it for different purposes and from different points of view. This article contributes an organising framework that clarifies the topology of the literature on these models and thereby relates the main perspectives that have been developed. The main categories of model are introduced. Their contexts, advantages, and limitations are considered through discussion of selected examples. It is demonstrated that the framework integrates coverage of earlier reviews and as such provides a new perspective on the literature. Finally, key characteristics of design and development process models are discussed considering their applications in practice, and opportunities for further research are suggested. Overall, the article should aid researchers in positioning new models and new modelling approaches in relation to state-of-the-art. It may also be of interest to practitioners and educators seeking an overview of developments in this area.
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