Human creativity is personally, socially and culturally situated: creative individuals work within environments rich in personal experiences, social relationships and cultural knowledge. Computational models of creative processes typically neglect some or all of these aspects of human creativity. How can we hope to capture this richness in computational models of creativity? This paper introduces recent work at the Design Lab where we are attempting to develop a model of artificial creative systems that can combine important aspects at personal, social and cultural levels.
@InProceedings{saunders:DagSemProc.09291.5, author = {Saunders, Rob}, title = {{Artificial Creative Systems: Completing the Creative Cycle}}, booktitle = {Computational Creativity: An Interdisciplinary Approach}, pages = {1--5}, series = {Dagstuhl Seminar Proceedings (DagSemProc)}, ISSN = {1862-4405}, year = {2009}, volume = {9291}, editor = {Margaret Boden and Mark D'Inverno and Jon McCormack}, publisher = {Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik}, address = {Dagstuhl, Germany}, URL = {https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.09291.5}, URN = {urn:nbn:de:0030-drops-22132}, doi = {10.4230/DagSemProc.09291.5}, annote = {Keywords: Creative systems, culture, language games, interest, curiosity} }
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