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AISB event Bulletin Item

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

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 education.

 + 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.

 Important Dates
 Submissions due: February 14, 2014
 Author notification: by March 15, 2014
 Final submissions: due April 15, 2014
 Conference: June 10-13, 2014
 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. You are welcome to make your papers anonymous, but this is not a requirement
 for the submission. 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 importance.

 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). Papers do not need to be anonymised, but you are, of course,
 free to do so if you would like.

 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
 John Barnden, The University of Birmingham
 Oliver Bown, Design Lab, University of Sydney
 David C Brown, Worcester Polytechnic Institute
 Winslow Burleson, Arizona State University
 F. Amlcar Cardoso, University of Coimbra
 John Gero, Krasnow Institute for Advanced Study
 Pablo Gervs, Universidad Complutense de Madrid
 Ashok Goel, Georgia Institute of Technology
 Andrs Gmez de Silva Garza, Instituto Tecnolgico Autnomo de Mxico
 Jeremy Gow, Goldsmiths, University of London
 Kazjon Grace, University of North Carolina
 Amy Hoover, University of Central Florida
 Anna Jordanous, King's College London
 Robert Keller, Harvey Mudd College
 Ramon Lopez De Mantaras, IIIA - CSIC
 Penousal Machado, CISUC, University of Coimbra
 Brian Magerko, Georgia Institute of Technology
 Neil Maiden, City University London, Centre for HCI Design
 Ruli Manurung, Faculty of Computer Science, Universitas Indonesia
 Jon McCormack, Monash University
 David C. Moffat, Glasgow Caledonian University
 Nick Montfort, Massachusetts Institute of Technology
 Diarmuid O'Donoghue, National University of Ireland, Maynooth
 Francois Pachet, Sony CSL, Paris
 Philippe Pasquier, School of Interactive Arts and Technology, Simon Fraser University
 Alison Pease, University of Dundee
 Francisco Pereira, Princeton University
 Rafael Prez y Prez, UAM
 Mark Riedl, Georgia Institute of Technology
 Graeme Ritchie, University of Aberdeen
 Rob     Saunders, University of Sydney
 Gillian Smith, Northeastern University, Boston
 Oliviero Stock, Fondazione Bruno Kessler
 Julian Togelius, IT University of Copenhagen
 Hannu Toivonen, University of Helsinki
 Paulo Urbano, University of Lisboa
 Lav     Varshney, IBM Thomas J. Watson Research Center
 Tony Veale, University College Dublin
 Geraint Wiggins, Queen Mary, University of London
 Georgios Yannakakis, University of Malta