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    <title>Recent ace_dac09_cognition items</title>
    <link>https://escholarship.org/uc/ace_dac09_cognition/rss</link>
    <description>Recent eScholarship items from Cognition and Creativity</description>
    <pubDate>Wed, 10 Jun 2026 01:39:07 +0000</pubDate>
    <item>
      <title>Experiencing the Big Idea</title>
      <link>https://escholarship.org/uc/item/9q6716gd</link>
      <description>&lt;p&gt;Shrewsbury Museum Service invited Dew Harrison to create a work relating to Charles Darwin for the bicentenary of his birth in the UK town. Her research is practise-led and uses computer technology to interlink series of related thoughts and ideas, in multimedia form. Texts, images, animations and sounds are networked into one overarching ‘concept’. The complete concept is then exhibited as a looped projected film or interactive screen work offering a contemporary understanding of a complex issue. She had previously worked with the ideas encapsulated within the work of Marcel Duchamp, in particular his Large Glass, which she transposed together with his boxes of notes and associated previous work, into one hypermedia system. Duchamp being the instigator of current Conceptual practice, his thinking began the shift of value within art from aesthetic to idea. This new challenge was to explicate the ideas of Darwin by synthesising them into one concept which could be grasped through...</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Harrison, Dew</name>
      </author>
      <author>
        <name>Ch'ng, Eugene</name>
      </author>
      <author>
        <name>Mount, Sarah</name>
      </author>
      <author>
        <name>Moore, Sam</name>
      </author>
    </item>
    <item>
      <title>Preserving New Media Art: Re–presenting Experience</title>
      <link>https://escholarship.org/uc/item/9km2n2g0</link>
      <description>&lt;p&gt;There has been considerable effort over the past 10 years to define methods for preservation, documentation and archive of new media artworks that are characterized variously as ephemeral, performative, immersive, participatory, relational, unstable or technically obsolete. Much new media cultural heritage, consisting of diverse and hybrid art forms such as installation, performance, intervention, activities and events, are accessible to us as information, visual records and other relatively static documents designed to meet the needs of collecting institutions and archives rather than those of artists, students and researchers who want a more affectively vital way of experiencing the artist’s creative intentions. It is therefore imperative to evolve existing preservation strategies for new media art, to include material that provides a rich sense of what it was like to be dynamically present in the live artwork. This paper proposes that simulation strategies with the aesthetic,...</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Bridge, Jean</name>
      </author>
      <author>
        <name>Pruyn, Sarah</name>
      </author>
    </item>
    <item>
      <title>Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool</title>
      <link>https://escholarship.org/uc/item/8kq6d2p4</link>
      <description>&lt;p&gt;The authoring of interactive, generative narrative is a task that typically requires an extensive multi-disciplinary background in computational and narrative theory. Wide Ruled is an authoring tool that aims to address this problem by providing a friendly, intuitive, story-centric interface to an author-goal driven textbased story planner. Over the past two years, this system has been used repeatedly by technical and non-technical users in multiple classroom settings, and evolved into a widely used and publically available story authoring system. In this work, we describe the successes and failures of Wide Ruled, and how it provides a critical evolutionary step in developing a truly usable, writerfriendly, and practical interactive story authoring environment.&lt;/p&gt;</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Skorupski, James</name>
      </author>
      <author>
        <name>Mateas, Michael</name>
      </author>
    </item>
    <item>
      <title>Towards a Critical Technological Fluency: The Confluence of Speculative Design and Community Technology Programs</title>
      <link>https://escholarship.org/uc/item/7jz308ws</link>
      <description>&lt;p&gt;In this paper we discuss the use of speculative design as an approach to developing technological fluency. We provide overviews of technological fluency and speculative design, trace their conceptual connections, and then outline the use of a speculative design approach to technology fluency programs, providing an example from a current project. We then conclude by discussing how a speculative design approach can extend the idea of technology fluency towards new directions: broadening common understandings of the practices of technology development and adding a dimension of criticality.&lt;/p&gt;</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>DiSalvo, Carl</name>
      </author>
      <author>
        <name>Lukens, Jonathan</name>
      </author>
    </item>
    <item>
      <title>Comme il Faut: A System for Simulating Social Games Between Autonomous Characters</title>
      <link>https://escholarship.org/uc/item/6x5933cw</link>
      <description>&lt;p&gt;Modern video games have highly developed computational models of physical space, which allow sophisticated play in the physical realm. However, computational models of social interaction are rare, offer limited social play, and require a large amount of authoring to create. We believe that a computational model of social interaction inspired by appropriate humanities and social science concepts could help alleviate these problems and open up new areas of social play. In this paper, we describe a playable model called Comme il Faut that uses a social artificial intelligence system particularly inspired by Goffman’s dramaturgical analysis and Berne’s psychological games, constructed for authoring power rather than fidelity with the everyday world. Our theoretical basis, the system’s relation to other digital media and games, and its implementation are presented to explain &lt;em&gt;Comme il Faut&lt;/em&gt; and our approach to enabling social play.&lt;/p&gt;</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>McCoy, Joshua</name>
      </author>
      <author>
        <name>Mateas, Michael</name>
      </author>
      <author>
        <name>Wardrip–Fruin, Noah</name>
      </author>
    </item>
    <item>
      <title>Material-Based Imagination: Embodied Cognition in Animated Images</title>
      <link>https://escholarship.org/uc/item/6fn5291r</link>
      <description>&lt;p&gt;Drawing upon cognitive science theories of conceptual blending  and material anchors, as well as recent neuroscience results regarding mirror neurons, we argue that animated visual graphics, as embodied images whose understanding relies on our perceptual and motor apparati, connect both material and mental notions of images. Animated visual images mobilize a reflective process in which material-based imaginative construction and elaboration can take place. We call this process as “material-based imagination,” in contrast to the general notion of imagination as purely a mental activity. This kind of imagination is pervasive in today’s digitally mediated environments. By analyzing a range of digital artifacts from computer interfaces to digital artworks, we show the important role of imaginative blends of concepts in making multiple levels of meaning, including visceral sensation and metaphorical narrative imagining, to exemplify expressiveness and functionality. The implications...</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Chow, Kenny K.N.</name>
      </author>
      <author>
        <name>Harrell, D. Fox</name>
      </author>
    </item>
    <item>
      <title>Not Me: Collaboration and Co-production with Language Processing Systems</title>
      <link>https://escholarship.org/uc/item/5n14251v</link>
      <description>&lt;p&gt;This paper explores the use of language processing technologies for interactive artwork and studio art production. I consider text in multiple roles: as data, as index, and as a medium for interaction. After describing initial efforts with a dysfunctional chatbot, I discuss my recent work with language processing in the creation of studio art objects, and speculate about the extension of those techniques to address the large corpora of personal media we accumulate online.&lt;/p&gt;</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Twomey, Robert</name>
      </author>
    </item>
    <item>
      <title>The ppg256 Series of Minimal Poetry Generators</title>
      <link>https://escholarship.org/uc/item/4v2465kn</link>
      <description>&lt;p&gt;I discuss the four Perl poetry generators I have developed in the ppg256 series. My discussion of each program begins with the entire 256 characters of code and continues with an explication of this code, a description of aspects of my development process, and a discussion of how my thinking about computation and poetry developed during that process. In writing these programs, I came to understand more about the importance of framing to the reception of texts as poems, about how computational poetic concepts of part of speech might differ from established linguistic ones, about morphological and syntactical variability, and about how to usefully think about possible texts as being drawn from a probability distribution.&lt;/p&gt;</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Montfort, Nick</name>
      </author>
    </item>
    <item>
      <title>Art Investigating Science: Critical Art as a Meta-discourse of Science</title>
      <link>https://escholarship.org/uc/item/4k9509qj</link>
      <description>Art Investigating Science: Critical Art as a Meta-discourse of Science</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Ozog, Maciej</name>
      </author>
    </item>
    <item>
      <title>Writing with Complex Type</title>
      <link>https://escholarship.org/uc/item/37n6g0ww</link>
      <description>&lt;p&gt;Writing practices that integrate dynamic and interactive strategies into the making and reading of digital texts are proliferating as more of our reading experiences are mediated through the screen. In this paper we argue that rarely do current approaches to creating digital texts operate at the basic textual level, that of the letterform itself. We argue further that such neglect is partially the result of the fact that current font technology is based on print paradigms that make it difficult to work programmatically at the level of individual letters. We then discuss work that has been made with software produced in our lab that suggests the creative possibilities in being able to easily specify behaviours at such a level. We conclude by proposing that writers, typographers and programmers start thinking beyond Postscript-like formats such as OpenType or TrueType to collaboratively develop a new ComplexType format (or formats) that is designed for the twentyfirst century...</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Lewis, Jason</name>
      </author>
      <author>
        <name>Nadeau, Bruno</name>
      </author>
    </item>
    <item>
      <title>QuestBrowser: Making Quests Playable with Computer- Assisted Design</title>
      <link>https://escholarship.org/uc/item/2tk0h882</link>
      <description>&lt;p&gt;Good gameplay has been characterized as a series of interesting choices. Therefore, to have gameplay of any sort requires the player to be presented with decisions. Given this definition, many quests within computer role-playing games are not playable as they currently exist. Instead, quests are given to the player as a series of tasks to perform in a specific way in order to advance the story within the game. We look at making quests playable – adding choices for the player – and what a system that could support playable quests would look like. Finally, we address the impact playable quests would have on a designer and discuss QuestBrowser, the system we created to handle these concerns.&lt;/p&gt;</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Sullivan, Anne</name>
      </author>
      <author>
        <name>Mateas, Michael</name>
      </author>
      <author>
        <name>Wardrip–Fruin, Noah</name>
      </author>
    </item>
    <item>
      <title>The Emotions (after Charles Darwin)</title>
      <link>https://escholarship.org/uc/item/0h35f4zs</link>
      <description>&lt;p&gt;Rapid changes in science, technology and new media will lead to more sophisticated ideas about what it means to be human, in thought, body, emotional response and artistic expression. New relationships will form between humans, machines and animals with the human functioning as a networked resource that can be accessed globally over the internet.&lt;/p&gt;&lt;p&gt;This paper documents both the technical and theoretical development of the collaborative interactive new media video project “The Emotions (after Charles Darwin)” which explores some of the above concepts. “The Emotions” first tries to establish the existence of the universality of emotions at a biological level, as empirically measured and documented by the results of the control group (non-autistic subjects, as the goal is to document “normal”, i.e. universal emotional response) at the Brain Mind Institute in Switzerland. Secondly, it suggests the potential for subsequent futuristic misuse through genetic and or technological...</description>
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      <pubDate>Thu, 28 Jan 2010 00:00:00 +0000</pubDate>
      <author>
        <name>Swack, Debra</name>
      </author>
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