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An authority on creativity introduces us to AI-powered computers that are creating art, literature, and music that may well surpass the creations of humans. Today's computers are composing music that sounds “more Bach than Bach,” turning photographs into paintings in the style of Van Gogh's Starry Night, and even writing screenplays. But are computers truly creative—or are they merely tools to be used by musicians, artists, and writers? In this book, Arthur I. Miller takes us on a tour of creativity in the age of machines. Miller, an authority on creativity, identifies the key factors essential to the creative process, from “the need for introspection” to “the ability to discover...
As algorithmic data processing increasingly pervades everyday life, it is also making its way into the worlds of art, literature and music. In doing so, it shifts notions of creativity and evokes non-anthropocentric perspectives on artistic practice. This volume brings together contributions from the fields of cultural studies, literary studies, musicology and sound studies as well as media studies, sociology of technology, and beyond, presenting a truly interdisciplinary, state-of-the-art picture of the transformation of creative practice brought about by various forms of AI.
Creativity and Artificial Intelligence: A Conceptual Blending Approach takes readers into a computationally plausible model of creativity. Inspired by a thorough analysis of work on creativity from the areas of philosophy, psychology, cognitive science, cognitive linguistics and artificial intelligence, the author deals with the various processes, principles and representations that lie underneath the act of creativity. Focusing on Arthur Koestler's Bisociations, which eventually lead to Turner and Fauconnier's conceptual blending framework, the book proposes a theoretical model that considers blends and their emergent structure as a fundamental cognitive mechanism. The author thus discusses...
This book describes how computer programs can generate narratives and how studies of computational narrative can illuminate how humans tell stories. Combining an introduction to relevant concepts related to automatic storytelling with accessible descriptions of well-known computer programs that illustrate how such concepts are employed, the book is aimed at an interdisciplinary audience and assumes little or no background in computer science. The book introduces the most relevant techniques employed over the last 60 years for the development of computer models for narrative generation, including narrative templates, problem-solving, planning, author engagement and reflection, and statistical methods such as deep neural networks, ending with an examination of the societal implications of the development of automatic narrative generator systems.
This book constitutes the thoroughly refereed joint post-proceedings of the 10th Conference of the Spanish Association for Artificial Intelligence, CAEPIA 2003, and the 5th Conference on Technology Transfer, TTIA 2003, held in San Sebastin, Spain, in November 2003. The 66 revised full papers presented together with one invited paper were carefully selected during two rounds of reviewing and improvement from an initial total of 214 submissions. The papers span the entire spectrum of artificial intelligence and advanced applications in various fields.
This book contains a selection of higher quality and reviewed papers of the 14th Portuguese Conference on Artificial Intelligence, EPIA 2009, held in Aveiro, Portugal, in October 2009. The 55 revised full papers presented were carefully reviewed and selected from a total of 163 submissions. The papers are organized in topical sections on artificial intelligence in transportation and urban mobility (AITUM), artificial life and evolutionary algorithms (ALEA), computational methods in bioinformatics and systems biology (CMBSB), computational logic with applications (COLA), emotional and affective computing (EAC), general artificial intelligence (GAI), intelligent robotics (IROBOT), knowledge discovery and business intelligence (KDBI), muli-agent systems (MASTA) social simulation and modelling (SSM), text mining and application (TEMA) as well as web and network intelligence (WNI).
The 7th European Conference on Case-Based Reasoning (ECCBR 2004) was held from August 30 through September 2, at the Complutense University of Madrid, Spain. ECCBR was born in Aberdeen, UK (2002), after a series of European workshops held in Trento, Italy(2000), Dublin, Ireland(1998), Lausanne, Switzerland (1996), Paris, France (1994), and Kaiserslautern, Germany (1993). ECCBR is the premier international forum for researchers and practitioners of case-based reasoning (CBR) in the years interleaving with the biennial international counterpart ICCBR, whose 5th edition was held in Trondheim, Norway in 2003. The CBR community has shown for years a deep interest in the application of its researc...
This present collection deals with the application of modern information technology, especially semantic web technologies, to the problems of representing cultural content in real and virtual museums. The Semantic Web is the attempt to make the World Wide Web's enormous mass of information more accessible to humans by using forms of representation which are semantically transparent and therefore 'understandable' to machines assisting human users when they access the web. The fascinating perspectives for museology which result from the new semantic techniques are dealt with in the present book.
This book constitutes the refereed proceedings of the 9th European Conference on Artificial Intelligence in Music, Sound, Art and Design, EvoMUSART 2020, held as part of Evo*2020, in Seville, Spain, in April 2020, co-located with the Evo*2020 events EuroGP, EvoCOP and EvoApplications. The 15 revised full papers presented were carefully reviewed and selected from 31 submissions. The papers cover a wide spectrum of topics and application areas, including generative approaches to music and visual art, deep learning, and architecture.
This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.