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Interpolating GANs to Scaffold Autotelic Creativity

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 Added by Ziv Epstein
 Publication date 2020
and research's language is English




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The latent space modeled by generative adversarial networks (GANs) represents a large possibility space. By interpolating categories generated by GANs, it is possible to create novel hybrid images. We present Meet the Ganimals, a casual creator built on interpolations of BigGAN that can generate novel, hybrid animals called ganimals by efficiently searching this possibility space. Like traditional casual creators, the system supports a simple creative flow that encourages rapid exploration of the possibility space. Users can discover new ganimals, create their own, and share their reactions to aesthetic, emotional, and morphological characteristics of the ganimals. As users provide input to the system, the system adapts and changes the distribution of categories upon which ganimals are generated. As one of the first GAN-based casual creators, Meet the Ganimals is an example how casual creators can leverage human curation and citizen science to discover novel artifacts within a large possibility space.



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Data visualization should be accessible for all analysts with data, not just the few with technical expertise. Visualization recommender systems aim to lower the barrier to exploring basic visualizations by automatically generating results for analysts to search and select, rather than manually specify. Here, we demonstrate a novel machine learning-based approach to visualization recommendation that learns visualization design choices from a large corpus of datasets and associated visualizations. First, we identify five key design choices made by analysts while creating visualizations, such as selecting a visualization type and choosing to encode a column along the X- or Y-axis. We train models to predict these design choices using one million dataset-visualization pairs collected from a popular online visualization platform. Neural networks predict these design choices with high accuracy compared to baseline models. We report and interpret feature importances from one of these baseline models. To evaluate the generalizability and uncertainty of our approach, we benchmark with a crowdsourced test set, and show that the performance of our model is comparable to human performance when predicting consensus visualization type, and exceeds that of other ML-based systems.
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Understanding, predicting, and generating object motions and transformations is a core problem in artificial intelligence. Modeling sequences of evolving images may provide better representations and models of motion and may ultimately be used for forecasting, simulation, or video generation. Diagrammatic Abstract Reasoning is an avenue in which diagrams evolve in complex patterns and one needs to infer the underlying pattern sequence and generate the next image in the sequence. For this, we develop a novel Contextual Generative Adversarial Network based on Recurrent Neural Networks (Context-RNN-GANs), where both the generator and the discriminator modules are based on contextual history (modeled as RNNs) and the adversarial discriminator guides the generator to produce realistic images for the particular time step in the image sequence. We evaluate the Context-RNN-GAN model (and its variants) on a novel dataset of Diagrammatic Abstract Reasoning, where it performs competitively with 10th-grade human performance but there is still scope for interesting improvements as compared to college-grade human performance. We also evaluate our model on a standard video next-frame prediction task, achieving improved performance over comparable state-of-the-art.
We present HandGAN (H-GAN), a cycle-consistent adversarial learning approach implementing multi-scale perceptual discriminators. It is designed to translate synthetic images of hands to the real domain. Synthetic hands provide complete ground-truth annotations, yet they are not representative of the target distribution of real-world data. We strive to provide the perfect blend of a realistic hand appearance with synthetic annotations. Relying on image-to-image translation, we improve the appearance of synthetic hands to approximate the statistical distribution underlying a collection of real images of hands. H-GAN tackles not only the cross-domain tone mapping but also structural differences in localized areas such as shading discontinuities. Results are evaluated on a qualitative and quantitative basis improving previous works. Furthermore, we relied on the hand classification task to claim our generated hands are statistically similar to the real domain of hands.
49 - Liane Gabora 2019
Creativity is perhaps what most differentiates humans from other species. It involves the capacity to shift between divergent and convergent modes of thought in response to task demands. Divergent thought has been characterized as the kind of thinking needed to generate multiple solutions, while convergent thought has been characterized as the kind of thinking needed for tasks in with one solution. Divergent thought has been conceived of as reflecting on the task from unconventional perspectives, while convergent thought has been conceived of as reflecting on it from conventional perspectives. Personality traits correlated with creativity include openness to experience, tolerance of ambiguity, and self-confidence. Evidence that creativity is linked with affective disorders is mixed. Neuroscientific research using electroencephalography (EEG) or functional magnetic resonance imaging (fMRI) suggests that creativity is associated with a loosening of cognitive control and decreased arousal. The distributed, content-addressable structure of associative memory is conducive to bringing task-relevant items to mind without the need for explicit search. Human creativity dates back to the earliest stone tools over three million years ago, with the Paleolithic marking the onset of art, science, and religion. Areas of controversy concern the relative contributions of expertise, chance, and intuition, the importance of process versus product, whether creativity is domain-specific versus domain-general, the extent to which creativity is correlated with affective disorders, and whether divergent thought entails the generation of multiple ideas or the honing of a single initially ambiguous mental representation that may manifest as different external outputs. Areas for further research include computational modeling, the biological basis of creativity, and studies that track ideation processes over time.

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