Skip to main content

Tired of Choosing? Just Add Structure and Virtual Reality

  • Conference paper
Computational Intelligence in Music, Sound, Art and Design (EvoMUSART 2019)

Abstract

Interactive Evolutionary Computation (IEC) systems often suffer from users only performing a small number of generations, a phenomenon known as user fatigue. This is one of the main hindrances to these systems generating complex and aesthetically pleasing pieces of art. This paper presents two novel approaches to addressing the issue by improving user engagement, firstly through using Virtual Environments and secondly improving the predictability of the generated images using a well-defined structure and giving the user more control. To establish their efficacy, the concepts are applied to a series of prototype systems. Our results show that the approaches are effective to some degree. We propose alterations to further improve their implementation in future systems.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 49.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 64.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Henshilwood, C.S., D’Errico, F., van Niekerk, K.L., Dayet, L., Queffelec, A., Pollarolo, L.: An abstract drawing from the 73,000-year-old levels at Blombos Cave, South Africa. Nature 562(7725), 115–118 (2018). http://www.nature.com/articles/s41586-018-0514-3

    Article  Google Scholar 

  2. Ekárt, A., Sharma, D., Chalakov, S.: Modelling human preference in evolutionary art. In: Di Chio, C., et al. (eds.) EvoApplications 2011, Part II. LNCS, vol. 6625, pp. 303–312. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-20520-0_31

    Chapter  Google Scholar 

  3. Takagi, H.: Interactive evolutionary computation: fusion of the capabilities of EC optimization and human evaluation. Proc. IEEE 89, 1275–1296 (2001)

    Article  Google Scholar 

  4. Lourenço, N., Assunção, F., Maçãs, C., Machado, P.: EvoFashion: customising fashion through evolution. In: Correia, J., Ciesielski, V., Liapis, A. (eds.) EvoMUSART 2017. LNCS, vol. 10198, pp. 176–189. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-55750-2_12

    Chapter  Google Scholar 

  5. Cohen, M.W., Cherchiglia, L., Costa, R.: Evolving Mondrian-Style artworks. In: Correia, J., Ciesielski, V., Liapis, A. (eds.) EvoMUSART 2017. LNCS, vol. 10198, pp. 338–353. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-55750-2_23

    Chapter  Google Scholar 

  6. Secretan, J., Beato, N., D’Ambrosio, D.B., Rodriguez, A., Campbell, A., Stanley, K.O.: Picbreeder: evolving pictures collaboratively online. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1759–1768. ACM (2008)

    Google Scholar 

  7. O’Brien, H.L., Toms, E.G.: What is user engagement? A conceptual framework for defining user engagement with technology. J. Am. Soc. Inf. Sci. Technol. 59(6), 938–955 (2008)

    Article  Google Scholar 

  8. Davies, E., Tew, P., Glowacki, D., Smith, J., Mitchell, T.: Evolving atomic aesthetics and dynamics. In: Johnson, C., Ciesielski, V., Correia, J., Machado, P. (eds.) EvoMUSART 2016. LNCS, vol. 9596, pp. 17–30. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-31008-4_2

    Chapter  Google Scholar 

  9. Sureephong, P., Puritat, K., Chernbumroong, S.: Enhancing user performance and engagement through gamification: case study of aqua republica. In: 2016 10th International Conference on Software, Knowledge, Information Management & Applications (SKIMA), pp. 220–224. IEEE (2016)

    Google Scholar 

  10. Essential Facts About the Computer and Video Game Industry - The Entertainment Software Association. http://www.theesa.com/about-esa/essential-facts-computer-video-game-industry/

  11. Hastings, E.J., Guha, R., Stanley, K.: Evolving content in the galactic arms race video game. In: Computational Intelligence and Games, pp. 241–248. IEEE (2009)

    Google Scholar 

  12. Risi, S., Lehman, J., D’Ambrosio, D., Hall, R., Stanley, K.: Combining search-based procedural content generation and social gaming in the Petalz video game. In: Aiide. AAAI (2012)

    Google Scholar 

  13. Easton, E.: Investigating User Fatigue in Evolutionary Art. Masters, Aston University (2018)

    Google Scholar 

  14. VIVE — Buy VIVE Hardware. https://www.vive.com/eu/product/

  15. SteamSpy - All the data and stats about Steam games. https://steamspy.com/

  16. Galván-López, E., McDermott, J., O’Neill, M., Brabazon, A.: Defining locality as a problem difficulty measure in genetic programming. Genet. Program. Evolvable Mach. 12(4), 365–401 (2011)

    Article  Google Scholar 

  17. Re, A., Castelli, M., Vanneschi, L.: A comparison between representations for evolving images. In: Johnson, C., Ciesielski, V., Correia, J., Machado, P. (eds.) EvoMUSART 2016. LNCS, vol. 9596, pp. 163–185. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-31008-4_12

    Chapter  Google Scholar 

  18. Colton, S., Cook, M., Raad, A.: Ludic considerations of tablet-based evo-art. In: Di Chio, C., et al. (eds.) EvoApplications 2011, Part II. LNCS, vol. 6625, pp. 223–233. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-20520-0_23

    Chapter  Google Scholar 

  19. Hull, M., Colton, S.: Towards a general framework for program generation in creative domains. In: Programme Committee and Reviewers, p. 137 (2007)

    Google Scholar 

  20. Tilt Brush by Google. https://www.tiltbrush.com/

  21. Easton, E.: C# Tilt Brush Toolkit. https://github.com/Prystopia/c-sharp-tiltbrush-toolkit

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Edward Easton .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Cite this paper

Easton, E., Bernardet, U., Ekart, A. (2019). Tired of Choosing? Just Add Structure and Virtual Reality. In: Ekárt, A., Liapis, A., Castro Pena, M.L. (eds) Computational Intelligence in Music, Sound, Art and Design. EvoMUSART 2019. Lecture Notes in Computer Science(), vol 11453. Springer, Cham. https://doi.org/10.1007/978-3-030-16667-0_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-16667-0_10

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-16666-3

  • Online ISBN: 978-3-030-16667-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics