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AISB event Bulletin Item

CALL FOR PAPERS: International Conference on Computational Creativity, June 10-13 2014, Ljubljana, SLOVENIA

Computational Creativity is the art, science, philosophy and engineering of
 computational systems which, by taking on particular responsibilities, exhibit
 behaviours that unbiased observers would deem to be creative. As a field of
 research, this area is thriving, with progress in formalising what it means for
 software to be creative, along with many exciting and valuable applications of
 creative software in the sciences, the arts, literature, gaming and elsewhere.

   The Fifth International Conference on Computational Creativity will be held
 from June 10 to 13, 2014 in Ljubljana, Slovenia. Please consider submitting a
 paper and attending what promises to be a very interesting event.
 Original contributions are solicited in all areas related to Computational
 Creativity research and practice, including, but not limited to:

 + Computational paradigms for understanding creativity, including heuristic
 search, analogical and meta-level reasoning, and re-representation.
 + Metrics, frameworks, formalisms and methodologies for the evaluation of
 creativity in computational systems, and for the evaluation of how systems are
 perceived in society.
 + Perspectives on computational creativity which draw from philosophical,
 cognitive, psychological and/or sociological studies of human behaviour put into
 a context of creative intelligent systems.
 + Development and assessment of computational creativity-support tools, where
 the software ultimately takes on some creative responsibility in projects.
 + Creativity-oriented computing in learning, teaching, and other aspects of
 + Innovation, improvisation, virtuosity and related pursuits investigating the
 production of novel experiences and artefacts within a computational framework.
 + Computational accounts of factors that enhance creativity, including emotion,
 surprise (unexpectedness), reflection, conflict, diversity, motivation,
 knowledge, intuition, reward structures, and technologies.
 + Computational models of social aspects of creativity, including the
 relationship between individual and social creativity, diffusion of ideas,
 collaboration and creativity, formation of creative teams, and creativity in
 social settings.
 + Computational creativity in the cloud, including how web services can be used
 to foster unexpected creative behaviour in computational systems.
 + Specific computational applications that address creativity in music,
 language, narrative, poetry, games, visual arts, graphic design, architecture,
 entertainment, education, mathematical invention, scientific discovery,
 programming and/or design.

 === High Level Issues ===

 Papers which, in part or fully, address high-level general issues in
 Computational Creativity are particularly welcome, including notions such as:

 + Domain-specific vs. generalised creativity: addressing how the domain of study
 may or may not affect the creativity of systems or the perception of them. This
 might include discussions of general, computational, principles related to
 creativity that can be applied across domains.
 + Process vs. product: addressing the issue of evaluating/estimating creativity
 (or progress towards it) in computational systems through study of what they
 produce, what they do and combinations thereof.
 + Domain advancement vs. creativity advancement: addressing issues of the
 handing over of creative responsibility possibly leading to lower value
 artefacts being produced in certain domains or vice-versa.
 + Black box vs. accountable systems: addressing issues of software
 describing/explaining what its done, what its produced and why. How software
 can employ reflection to enhance its creative processing and add value to the
 artefacts that it produces.

 === Paper Types ===

 Papers should be up to 8 sides in length, and of course papers shorter than 8
 sides which make a strong contribution are more than welcome. Papers should be
 submitted broadly in one of the following five categories:

 Technical papers

 These will be papers posing and addressing hypotheses about aspects of creative
 behaviour in computational systems. The emphasis here is on using solid
 experimentation, formal proof and/or argumentation which clearly demonstrates an
 advancement in the state of the art or current thinking in Computational
 Creativity research.  Strong evaluation of approaches through comparative,
 statistical, social or other means is essential.

 System description papers

 These will be papers describing the building and deployment of a creative system
 to produce artefacts of potential cultural value in one or more domains. The
 emphasis here is on presenting engineering achievement, technical difficulties
 encountered and overcome, techniques employed and general findings about how to
 get computational systems to produce valuable results. While the presentation of
 results from the system is expected, full evaluation of the approaches employed
 is not essential if the technical achievement is high.

 Study papers

 These will be papers which draw on allied fields such as psychology, philosophy,
 cognitive science or mathematics; or which appeal to broader areas of Artificial
 Intelligence and Computer Science in general; or which appeal to studies of the
 field of Computational Creativity as a whole. The emphasis here is on presenting
 enlightening novel perspectives related to the building, assessment or
 deployment of systems ranging from autonomously creative systems to creativity
 support tools. Such perspectives can be presented through a variety of
 approaches including ethnographical studies, thought experiments, comparison
 with studies of human creativity and surveys.

 Cultural application papers

 These will be papers presenting the usage of creative software in a cultural
 setting, e.g., art exhibitions/books; concerts/recordings/scores; poetry or
 story readings/anthologies; cookery nights/books; results for scientific
 journals or scientific practice; released games/game jam entries. The emphasis
 here is on a clear description of the role of the system in the given context,
 the results of the system in the setting, technical details of inclusion of the
 system, and feedback from the experience garnered from public audiences,
 critics, experts, stakeholders and other interested parties.

 Position papers

 These will be papers presenting an opinion on some aspect of the culture of
 Computational Creativity research, including discussions of future directions,
 past triumphs or mistakes and issues of the day. The emphasis here is on
 carefully arguing a position; highlighting and exposing previously hidden or
 misunderstood issues or ideas; and generally providing thought leadership about
 the field in general, or in specific contexts. While opinions dont need to be
 substantiated through formalisation or experimentation, justification of points
 of view will need to draw on thorough knowledge of the field of Computational
 Creativity and overlapping areas, and provide convincing motivations and
 arguments related to the relevance of the points being addressed and their

 All submissions will be reviewed in terms of quality, impact and relevance to
 the area of Computational Creativity. To be considered, papers must be submitted
 as a PDF document formatted according to ICCC style (which is similar to AAAI
 and IJCAI formats).

 === Organising Committee ===

 General Chair: Dan Ventura, Brigham Young University Programme Chair: Simon
 Colton, Goldsmiths College, University of London.  Local Chairs: Nada Lavrac and
 Tina Anzic, Jozef Stefan Institute, Ljubljana.  Publicity Chair: Michael Cook,
 Goldsmiths College, University of London.

=== Program Committee ===
 To be confirmed