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Rebellion (United Kingdom)

Rebellion (United Kingdom)

7 Projects, page 1 of 2
  • Funder: UK Research and Innovation Project Code: EP/J004049/1
    Funder Contribution: 970,169 GBP

    Computational Creativity is the study of how to build software which takes on some of the creative responsibility in arts and science projects. We are at a stage where software can generate pictures, melodies, jokes and poems, can invent new words and discover new and interesting mathematical theorems, and regularly helps scientists to make important discoveries. This kind software can be used autonomously, or in collaboration with creative people. It is also used in cognitive modelling projects, to shed light on aspects of human and animal creativity. In the last decade, Computational Creativity has come of age, as evidenced by special issues of publications such as the Minds and Machines journal and the AI magazine, and the first International Joint Conference on Computational Creativity, which replaced 10 years of successful workshops at major AI conferences. The proposed Leadership Fellow, Simon Colton, is a recognised expert in Computational Creativity, and has been working in the field since 1996. He is unique in having been involved in successful applications of creative software to four different domains, namely mathematical invention, video game design, graphic design and the visual arts. His mathematical theory formation software, HR, has produced theorems and concepts published in the mathematical literature; his visual art software, The Painting Fool, has produced pictures that have been exhibited and attracted much public attention; and research being done in the Computational Creativity group that he leads at Imperial College is helping video games companies to design the next generation of adaptive, personalised games. A number of authors, such as Boden, Wiggins and Ritchie, have introduced formalisms which help us to be more precise about the creativity of software. However, there is no agreed upon theory which can describe the behaviour of software with sufficient acuity, coverage and formality that enables accurate comparison of implementations. In short, we have no generic way of saying that software B is more creative than software A. This has held back our field, because with no concrete and formal measures of the creativity of the software we build, it has been hard to put forward falsifiable scientific hypotheses that one approach is more creative than another, hence it has been difficult to progress, and to show progress. With this Fellowship, we propose to change this situation, by developing Computational Creativity Theory (CCT). This will comprise a series of models, each of which contains some conceptual definitions and some calculations involving those definitions which can be used to compare and contrast the creativity of software. The foundational models will make more precise the notion of a creative act and the impact they can have, and the more acute models will cover aspects of creative behaviour including intentionality, interpretation, imagination, appreciation and affect. To model computer creativity sufficiently well, we generalise past the merely generative and past usual AI notions of value, into new areas where software is expected to invent its own aesthetic and utilitarian measures, and frame its creations by describing its motivations, intentions, methods and innovations and by putting its work into historical and cultural contexts. The proposed programme of research has the development of CCT at its heart. This is informed by a series of practical projects involving applications to creative language, music, visual arts, mathematics and games, and covering modes of creativity including realtime generation, assistive technologies and creative collaborations. By building and disseminating CCT, we will help to bring Computational Creativity research into a new era, where formal notions of creativity underpin software systems which really enrich our cultural lives.

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  • Funder: UK Research and Innovation Project Code: EP/J004049/3
    Funder Contribution: 438,505 GBP

    Computational Creativity is the study of how to build software which takes on some of the creative responsibility in arts and science projects. We are at a stage where software can generate pictures, melodies, jokes and poems, can invent new words and discover new and interesting mathematical theorems, and regularly helps scientists to make important discoveries. This kind software can be used autonomously, or in collaboration with creative people. It is also used in cognitive modelling projects, to shed light on aspects of human and animal creativity. In the last decade, Computational Creativity has come of age, as evidenced by special issues of publications such as the Minds and Machines journal and the AI magazine, and the first International Joint Conference on Computational Creativity, which replaced 10 years of successful workshops at major AI conferences. The proposed Leadership Fellow, Simon Colton, is a recognised expert in Computational Creativity, and has been working in the field since 1996. He is unique in having been involved in successful applications of creative software to four different domains, namely mathematical invention, video game design, graphic design and the visual arts. His mathematical theory formation software, HR, has produced theorems and concepts published in the mathematical literature; his visual art software, The Painting Fool, has produced pictures that have been exhibited and attracted much public attention; and research being done in the Computational Creativity group that he leads at Imperial College is helping video games companies to design the next generation of adaptive, personalised games. A number of authors, such as Boden, Wiggins and Ritchie, have introduced formalisms which help us to be more precise about the creativity of software. However, there is no agreed upon theory which can describe the behaviour of software with sufficient acuity, coverage and formality that enables accurate comparison of implementations. In short, we have no generic way of saying that software B is more creative than software A. This has held back our field, because with no concrete and formal measures of the creativity of the software we build, it has been hard to put forward falsifiable scientific hypotheses that one approach is more creative than another, hence it has been difficult to progress, and to show progress. With this Fellowship, we propose to change this situation, by developing Computational Creativity Theory (CCT). This will comprise a series of models, each of which contains some conceptual definitions and some calculations involving those definitions which can be used to compare and contrast the creativity of software. The foundational models will make more precise the notion of a creative act and the impact they can have, and the more acute models will cover aspects of creative behaviour including intentionality, interpretation, imagination, appreciation and affect. To model computer creativity sufficiently well, we generalise past the merely generative and past usual AI notions of value, into new areas where software is expected to invent its own aesthetic and utilitarian measures, and frame its creations by describing its motivations, intentions, methods and innovations and by putting its work into historical and cultural contexts. The proposed programme of research has the development of CCT at its heart. This is informed by a series of practical projects involving applications to creative language, music, visual arts, mathematics and games, and covering modes of creativity including realtime generation, assistive technologies and creative collaborations. By building and disseminating CCT, we will help to bring Computational Creativity research into a new era, where formal notions of creativity underpin software systems which really enrich our cultural lives.

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  • Funder: UK Research and Innovation Project Code: EP/J004049/2
    Funder Contribution: 669,632 GBP

    Computational Creativity is the study of how to build software which takes on some of the creative responsibility in arts and science projects. We are at a stage where software can generate pictures, melodies, jokes and poems, can invent new words and discover new and interesting mathematical theorems, and regularly helps scientists to make important discoveries. This kind software can be used autonomously, or in collaboration with creative people. It is also used in cognitive modelling projects, to shed light on aspects of human and animal creativity. In the last decade, Computational Creativity has come of age, as evidenced by special issues of publications such as the Minds and Machines journal and the AI magazine, and the first International Joint Conference on Computational Creativity, which replaced 10 years of successful workshops at major AI conferences. The proposed Leadership Fellow, Simon Colton, is a recognised expert in Computational Creativity, and has been working in the field since 1996. He is unique in having been involved in successful applications of creative software to four different domains, namely mathematical invention, video game design, graphic design and the visual arts. His mathematical theory formation software, HR, has produced theorems and concepts published in the mathematical literature; his visual art software, The Painting Fool, has produced pictures that have been exhibited and attracted much public attention; and research being done in the Computational Creativity group that he leads at Imperial College is helping video games companies to design the next generation of adaptive, personalised games. A number of authors, such as Boden, Wiggins and Ritchie, have introduced formalisms which help us to be more precise about the creativity of software. However, there is no agreed upon theory which can describe the behaviour of software with sufficient acuity, coverage and formality that enables accurate comparison of implementations. In short, we have no generic way of saying that software B is more creative than software A. This has held back our field, because with no concrete and formal measures of the creativity of the software we build, it has been hard to put forward falsifiable scientific hypotheses that one approach is more creative than another, hence it has been difficult to progress, and to show progress. With this Fellowship, we propose to change this situation, by developing Computational Creativity Theory (CCT). This will comprise a series of models, each of which contains some conceptual definitions and some calculations involving those definitions which can be used to compare and contrast the creativity of software. The foundational models will make more precise the notion of a creative act and the impact they can have, and the more acute models will cover aspects of creative behaviour including intentionality, interpretation, imagination, appreciation and affect. To model computer creativity sufficiently well, we generalise past the merely generative and past usual AI notions of value, into new areas where software is expected to invent its own aesthetic and utilitarian measures, and frame its creations by describing its motivations, intentions, methods and innovations and by putting its work into historical and cultural contexts. The proposed programme of research has the development of CCT at its heart. This is informed by a series of practical projects involving applications to creative language, music, visual arts, mathematics and games, and covering modes of creativity including realtime generation, assistive technologies and creative collaborations. By building and disseminating CCT, we will help to bring Computational Creativity research into a new era, where formal notions of creativity underpin software systems which really enrich our cultural lives.

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  • Funder: UK Research and Innovation Project Code: EP/G037159/1
    Funder Contribution: 5,649,580 GBP

    In redeveloping the EngD VEIV centre, we will be focussing on three themes in the area: - Vision & Imaging, covering the areas of computer-based interpretation of images. For example, object tracking in real-time video, or face detection and surface appearance capture. UCL now has a broad expertise in medical imaging (see description of CMIC), and also in tracking and interpretation of images (e.g. expertise of Julier and Prince who are on the management team). Previously we have supported several EngD projects in this area: e.g. Philips (structure from MRI), Sortex (object detection), Bodymetrics (body measurement from scanning data), where the innovation has been in higher-levels of interpretation of imaging data and derivation of measurements automatically. Two other projects highlight the rapidly developing imaging technology, with high-density sensors and high dynamic range imagery (e.g. BBC and Framestore). We have outline support from several companies for continuing in this area. - Media & Interfaces, covering real-time graphics and interactive interfaces. For example, the use of spatially immersive interfaces, or computer games technology. We have a growing relationship with a number of key games companies (EA, Sony, Eidos, Rebellion), where their concern or interest lies in the management of large sets of assets for complex games software. There is interest in tools for developing imagery (r.g. Arthropics, Geomerics). We also have interest in the online 3D social spaces from IBM and BT. A relatively recent development that we plan to exploit is the combination of real-time tracking, real-time graphics and ubiquitous sensing to create augmented reality systems. Interest has been expressed in this area from Selex and BAe. There is also a growing use of these technologies in the digital heritage area, which we have expertise in and want to expand. - Visualisation & Design, covering the generation and visualisation of computer models in support of decision-making processes. For example, the use of visualisation of geographic models, or generative modelling for architectural design. Great advances have been made in this area recently, with the popularity of online GIS tools such as Google Earth tied in to web services and the acceptance of the role of IT in complex design processes. We would highlight the areas of parameterised geometry (e.g. with Fosters and the ComplexMatters spin-out), studying pedestrian movements (with Buro Happold, Node Architects), visualisation of GIS data (e.g. ThinkLondon, Arup Geotechnical), and medical visualisation.These themes will be supported by broadening the engagement with other centres around UCL, including: the UCL Interaction Centre, the Centre for Medical Image Computing, the Chorley Institute and the Centre for Computational Science.The main value of the centre is that visual engineering requires cross-disciplinary training. This is possible with a normal PhD, but within the centre model inter-disciplinary training can embed the students' focussed research into a larger context. The centre model provides a programme structure and forums to ensure that opportunities and mechanisms for cross-disciplinary working are available. The centre also provides an essential role in providing some core training; though by its nature the programme must incorporate modules of teaching from a wide variety of departments that would otherwise be difficult to justify.

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  • Funder: UK Research and Innovation Project Code: AH/J005150/1
    Funder Contribution: 4,042,320 GBP

    This unique consortium draws on the research excellence of interdisciplinary and complementary design innovation labs at three universities - Lancaster University, Newcastle University and the Royal College of Art and connects it with public and private sectors, linking large and small-scale businesses, service providers and citizens. Together, our expertise in developing and applying creative techniques to navigate unexplored challenges includes that of designers, artists, curators, producers, broadcasters, engineers, managers, technologists and writers - and draws on wider expertise from across the partner universities and beyond. The Creative Exchange responds to profound changes in practice in the creative and media-based industries stimulated by the opening of the digital public space, the ability of everyone to access, explore and create in any aspect of the digital space, moving from 'content consumption' to 'content experience'. It explores new forms of engagement and exchange in the broadcast, performing and visual arts, digital media, design and gaming sectors, by focusing on citizen-led content, interactive narrative, radical personalization and new forms of value creation in the context of the 'experience economy'. The primary geographic focus is the Northwest of England centred around the opportunity presented by the growth of MediaCityUK and its surrounding economy. The three universities act as local test beds with field trials in London, Lancaster and Newcastle prior to larger public facing trials in the northwest. This will support the North West regional strategy for growth in digital and creative media industries, whilst generating comparative research and development locally, nationally and internationally. The Creative Exchange has been developed in response to a paradigm shift in content creation and modes of distribution in a digitally connected world, which has profound impact for the arts and humanities. This transformational-change is taking place within the landscape of a growing digital public space that includes archives, data, information and content. How we navigate and experience this space - and how we generate content for and within it - is central to how we create economic, social, cultural and personal value. The Hub draws on new and agile approaches to knowledge exchange for the creative economy that have been previously developed by the partner universities and new ones co-developed with specialist arts organizations, sector organizations and communities of users.

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