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Stakeholder Groups in Computational Creativity Research and Practice

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Computational Creativity Research: Towards Creative Machines

Part of the book series: Atlantis Thinking Machines ((ATLANTISTM,volume 7))

Abstract

The notion that software could be independently and usefully creative is becoming more commonplace in scientific, cultural, business and public circles. It is not fanciful to imagine creative software embedded in society in the short to medium term, acting as collaborators and autonomous creative agents for much societal benefit. Technologically, there is still some way to go to enable Artificial Intelligence methods to create artefacts and ideas of value, and to get software to do so in interesting and engaging ways. There are also a number of sociological hurdles to overcome in getting society to accept software as being truly creative, and we concentrate on those here. We discuss the various communities that can be considered stakeholders in the perception of computers being creative or not. In particular, we look in detail at three sets of stakeholders, namely the general public, Computational Creativity researchers and fellow creatives. We put forward various philosophical points which we argue will shape the way in which society accepts creative software. We make various claims along the way about how people perceive software as being creative or not, which we believe should be addressed with scientific experimentation, and we call on the Computational Creativity research community to do just that.

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Notes

  1. 1.

    Creative and Cultural Aspects of AI and Cognitive Science (2000) and then simply AI and Creativity in Arts and Science (2001–2003).

  2. 2.

    Online presence: www.thepaintingfool.com.

  3. 3.

    To That Sect game: www.tinyurl.com/tothatsect.

  4. 4.

    Stretch Bouquet Point game: www.tinyurl.com/stretchpoint.

  5. 5.

    This is due in part to ANGELINA-5’s small following on the internet, which promoted the non-anonymised submission more than normal.

  6. 6.

    LITH game: www.tinyurl.com/lith-ludum.

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Acknowledgments

Some of the work presented here was originally explored in [38, 47], and we are very grateful to the organisers of the AISB 2014 symposium on Computing and Philosophy, and the organisers of the 2014 International Conference on Computational Creativity. We wish to thank the many researchers with whom we have discussed the views presented in this chapter, especially our colleagues in the Computational Creativity group at Goldsmiths College. This research has been funded by EPSRC grants EP/L00206X and EP/J004049, and with the financial support of the Future and Emerging Technologies (FET) programme within the Seventh Framework Programme for Research of the European Commission, under FET-Open Grant numbers: 611553 (COINVENT) and 611560 (WHIM).

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Colton, S., Pease, A., Corneli, J., Cook, M., Hepworth, R., Ventura, D. (2015). Stakeholder Groups in Computational Creativity Research and Practice. In: Besold, T., Schorlemmer, M., Smaill, A. (eds) Computational Creativity Research: Towards Creative Machines. Atlantis Thinking Machines, vol 7. Atlantis Press, Paris. https://doi.org/10.2991/978-94-6239-085-0_1

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  • DOI: https://doi.org/10.2991/978-94-6239-085-0_1

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