Sökning: "Computational Creativity"

Visar resultat 1 - 5 av 6 avhandlingar innehållade orden Computational Creativity.

  1. 1. Exploring Game Design through Human-AI Collaboration

    Författare :Alberto Alvarez; Jose Font; Julian Togelius; Steve Dahlskog; Nancy L Russo; Georgios N. Yannakakis; Malmö universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; Computer Games; Human-AI Collaboration; Mixed-Initiative; Procedural Content Generation; Quality Diversity; Computational Creativity; Interaktionsdesign; Interaktionsdesign;

    Sammanfattning : Game design is a hard and multi-faceted task that intertwines different gameplay mechanics, audio, level, graphic, and narrative facets. Games' facets are developed in conjunction with others with a common goal that makes games coherent and interesting. LÄS MER

  2. 2. Child-Robot Behavioral Alignment and Creativity Performance

    Författare :Maha Elgarf; Christopher Peters; Tom Ziemke; KTH; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Informations- och kommunikationsteknik; Information and Communication Technology;

    Sammanfattning : In recent years, robots have been prevalent in almost all domains. One of the most common applications of social robotics is for education with children. This dissertation addresses the integration of creativity-related education in child-robot interactions. Creativity is a required skill in the 21st century. LÄS MER

  3. 3. Generative comics - A computational approach to creating comics material

    Författare :Malik Nairat; Göteborgs universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; HUMANIORA; HUMANITIES; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; comics; multi-agent systems; interactive evolution; generative storytelling; digital comics;

    Sammanfattning : Digital storytelling can be employed as a tool that incorporates human creativity with technology. It synthesizes multimedia based elements to create engaging stories and compelling narratives. To this end, this research presents an approach that can be used as an assistant tool for comics artists. LÄS MER

  4. 4. Grundskoleelevers design i lärande : En studie om lärprocesser i programmering

    Författare :Maria Sparf; Susanne Kreitz-Sandberg; Håkan Löfgren; Susanne Kjällander; Linköpings universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; programming; approach; engagement; design for learning; computational thinking; science centre; programmering; tillvägagångssätt; engagemang; design för lärande; datalogiskt tänkande; science center;

    Sammanfattning : The aim of this study is to contribute to the knowledge about how pupils design their learning in programming. It is mainly the learning process, how pupils deal with problems in programming and how they become, are and remain engaged in the tasks, which is of interest. LÄS MER

  5. 5. The birth, life and death of firms in industrial clusters : The role of knowledge networks

    Författare :Mark Bagley; Martin Andersson; Ron Boschma; Jönköping University; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES;

    Sammanfattning : Three single-authored papers in this thesis will explore the role of knowledge and information in industrial clusters; and specifically, how knowledge plays a role inthe emergence and persistence of clusters. This thesis places a major emphasis on spinoff firms. LÄS MER