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  <front>
    <journal-meta />
    <article-meta>
      <article-id pub-id-type="doi">10.3389/fpsyg.2016.01272</article-id>
      <title-group>
        <article-title>Sense of Authorship and Agency in Computational Creativity Support</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Axel Hoesl</string-name>
          <email>axel.hoesl@i</email>
          <email>axel.hoesl@ifi.lmu.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andreas Butz</string-name>
          <email>andreas.butz@i</email>
          <email>andreas.butz@ifi.lmu.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>LMU Munich</institution>
          ,
          <addr-line>Munich</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>The co-creation of human and artificial intelligence in creative environments raises novel questions regarding the authorship of the crafted results. The traditional notion of attributing authorship to humans by default becomes increasingly challenged. In particular the factual contribution to authorship and the experience of authorship can become more divergent. Thus the perception for alternative designs can be different, although those require a similar amount of contribution. Especially in the creative domain, users favor personal expression and thus naturally want to feel as the authors of a created result. If a system cannot provide this sufficiently, the overall experience is negatively affected. However, usually systems are not evaluated deeply in this regard. To better guide design decisions that result in satisfying experiences, this aspect needs to be integrated in its evaluation. We suggest to further explore a technique that emerged from neuro-science; for this, we provide examples of application, discuss limitations and future work.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Copyright © 2017 for this paper is held by the author(s).
Proceedings of MICI 2017: CHI Workshop on
Mixed-Initiative Creative Interfaces.</p>
    </sec>
    <sec id="sec-2">
      <title>Author Keywords</title>
      <p>User interface; sense of agency; sense of control; sense of
authorship: implicit measures; intentional binding.</p>
    </sec>
    <sec id="sec-3">
      <title>ACM Classification Keywords</title>
      <p>H.5.2 [User Interfaces]: User-centered design,
Evaluation/methodology, Theory and methods.</p>
    </sec>
    <sec id="sec-4">
      <title>Sense of Authorship and Self-Agency</title>
      <p>
        We gladly delegate daily chores and other unwanted tasks
to an automated or (semi-)intelligent supportive system. In
contrast, in a creative process, we want to actively express
a personal take on a chosen subject matter [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. With the
introduction of creativity tools that are supported by
computers and artificial intelligence (AI), both agents involved –
user and system – contribute to the created content. With
the capabilities of nowadays AI, the contribution of systems
became extended even to higher level decision taking; a
domain that originally was exclusive to human contributors.
Authorship therefore can no longer only be attributed to
humans simply by default. In consequence, questions on our
changing relationship towards authorship arise.
      </p>
      <p>
        A first obvious category of such questions might ask who
is now the author and to what degree. Similar discussions
started with the upcoming of photography as an arts
discipline [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. At the time, it was being questioned as a
legitimate discipline of artistic expression by some traditional
painters. They argued that the artist was no longer the
solemn creator of a resulting image and became merely a
button presser. As these questions are rather philosophical
in their nature, they do not necessarily contribute much to
the realization and evaluation of such systems in a practice.
However, there is also a more practically relevant angle to
these questions focusing on the degree of experienced
authorship of a creative while working with such co-creative
tools.
      </p>
      <p>
        The experience of authorship is based on the perception
of control and self-agency [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Concerned with control, a
large body of work has been previously conducted [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. If a
design lacks to provide it, performance and user experience
are negatively affected. In order to shape a positive
experience, several design solutions for graphical user interfaces
were proposed and applied. This led even to incorporating
deceptive strategies such as faked responsiveness, faked
progress indicators or placebo buttons [
        <xref ref-type="bibr" rid="ref16 ref2">2, 16</xref>
        ]. Control and
authorship are related, yet different. For control, concrete
designs were already proposed and similarly they are
necessary for promoting sense of authorship or else negative
effects on user experience can be expected. The
exploration and evaluation of such designs for a human-AI
cocreative environment however still is part of future research.
In the evaluation process, usually some form of data is
collected, analyzed and interpreted. This data is often
collected either explicitly, e.g. via questionnaires, or implicitly
by collecting data related to the human system. In
neuroscientific research, new forms of measurements on an
implicit level on authorship and self-agency were examined
in recent years [
        <xref ref-type="bibr" rid="ref13 ref4">4, 13</xref>
        ]. In this field, the phenomenon is
referred to by multiple terms, with sense of agency being
prominently used at the moment. Based on presented
fundamental research, an evaluation tool for measuring implicit
data has been proposed. It was already applied within the
field of human-computer interaction (HCI) [
        <xref ref-type="bibr" rid="ref13 ref14 ref7">7, 13, 14</xref>
        ], but so
far mainly in contexts limited to discrete control operations
with studies conducted under laboratory conditions. To turn
it into a viable tool for researchers and practitioners, we
believe further exploration, understanding and validation in the
field of human-computer interaction is still necessary.
      </p>
    </sec>
    <sec id="sec-5">
      <title>How to Implicitly Measure Sense of Authorship</title>
      <p>
        Given the limited space of this paper, we will only outline a
short overview of the preceding work in regards to implicit
data collection on sense of authorship and agency. For a
detailed introduction to the topic we recommend the
surveys provided by Berberian et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and Limerick et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
Briefly summarized, the methodology emerged from
fundamental research in neuro-science concerned with
schizophrenia. Researchers investigated how someone with
this condition experiences or respectively lacks the
experience of self-agency during their actions. To measure the
degree of experienced self-agency, they built an evaluation
tool. This tool exploits a time-warping effect in the
temporal binding processes of the neuronal system (Figure 1).
Simplified, one could say that humans experience the
passing of time faster when they experience self-agency. This
was found to be measurable on time-scales that range from
150ms to 1500ms. For this method to be applicable, the
action needs to be carried out intentionally. As presented
in the literature, there exist two main approaches for these
types of measurements. The first uses the Libet clock1 and
requires more cognitive resources from users. The second
is the so called interval estimation and requires less
cognitive resources. In HCI, both measuring approaches have
already been applied [
        <xref ref-type="bibr" rid="ref14 ref7">7, 14</xref>
        ]. As interval estimation requires
less resources from users, it can be integrated more easily
into continuous interaction processes. It is, in our opinion,
therefore better suited for a broader application in the field
of HCI. How it works is explained in the following.
At first the participants are given a custom study task. Once
they carry it out, a certain fixed time interval is given where
they only work on this task. During this time, two further
time intervals are randomly chosen from a range between
150ms to 1500ms. The first random interval is added to the
fixed interval. Once this time period (fixed plus additional)
has passed, a first stimulus is presented. The stimulus can
be as simple as an audio cue, e.g. a "beep". After the first
stimulus and an additional time of the length of the second
interval, a second cue, e.g. another "beep", is presented.
Then the participants are asked to guess the timespan
between the two stimuli. The actual durations and the interval
1The approach was originally used in Libets famous experiment [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]
examining the question on whether humans are determined or not.
estimations of the participants are recorded. Based on the
analysis of the recorded data, insights on the presented
interface or system conditions can be derived. Here, shorter
estimates are associated with increased self-agency.
This approach was for example used by Coyle et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] who
compared a skin input user interface to traditional keyboard
input. Here, implicit measurements were used to conclude
that the skin input device leads to an increased sense of
agency. In a similar experiment speech recognition was
compared to keyboard input [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Based on their
experiment and the implicitly collected data, the authors
concluded that speech recognition leads to a decreased sense
of agency. Prior fundamental research states that bodily
or physical involvement is important for the emergence of
sense of agency and with increased physical involvement
also a increased sense of agency should follow. This was
also observed in these experiments as the conditions with
more physical input led to an increased sense of agency
(skin input in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and keyboard in [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]). Beyond different
input modalities, also varying degrees of automation were
studied, e.g. on the example of an auto-pilot system for
airplanes [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Here, the authors concluded that,
counterintuitively, more automation can lead to an increased sense
of agency. Yet only for as long the results the auto-pilot
produced were predictable and of high quality. However, if the
quality of control decreased, the sense of agency also
decreased and was even lower than in the manually controlled
condition. Taking these findings into account, an
experiment was conducted examining which factor is more
dominant [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]: physical involvement or quality of results. The
experimenters created therefore situations where both
aspects were incorporated in a study task. They varied the
conditions such that each aspect would at times be more
relevant to the outcome. The authors found that
performance was more dominant than physical activity.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Why Measure Sense of Authorship Implicitly</title>
      <p>
        Regarding measurements on an explicit level, there exists
a broad range of well established questionnaires. They
focus on different aspects such as the locus of control [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ],
the sense of control [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ], the sense of agency [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], the
sense of authorship [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] etc. Despite their different
orientation towards authorship and/or self-agency, they have
common disadvantages. Those are mainly due to the nature
of their design and summarized in the following. In asking
directly on certain items, researchers reveal their interest
to the study participants. This can lead to interferences by
reporting bias or social desirability bias. When
measurements are meant to be taken continuously in a study, the
carried out task needs to be interrupted. This also leads to
biased data [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. However, when the data is collected at the
end of a task, the data can be biased in a way that it
represents rather an "averaged" experience of the whole task.
Then, a further differentiation is not possible and
occurring concentrations to peaks or lows cannot be identified.
For explicit data collection, often rating-scales are used as
the reporting format. These rating-scales, can at times be
too coarse to identify a present main effect in the statistical
analysis. This can lead to a false-negative (or Type 2 error).
Consequently, if one wants to make sure that there is no
difference between the studied designs, as in equivalence
testing, this too coarse data might indeed indicate there is
no difference. However, in reality there is a difference that
could not be detected as the tool was not sensitive enough.
These issues can be made up for when using implicit
measures additionally. Contrasting both types helps to
counteract the weaknesses of using either approach in isolation.
Thus, one should aim for collecting data implicitly as well as
explicitly to come to a more convincing conclusion.
Concerned with evaluating creativity support tools, using multiple
techniques in a cascade was also recommended in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
    </sec>
    <sec id="sec-7">
      <title>Fundamentals of an Evaluation Framework</title>
      <p>
        In regards to automation, consequences on the
relationship between humans and automated systems were already
observed by Miller et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. They found that, depending
on the degree of automation, reducing workload led
unavoidably to an increase of the unpredictability of the results
(Figure 2). This implies that when intelligent systems take
initiative in a creative process, it necessarily affects the
predictability of the results. This further can affect the sense of
agency as suggested by [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>
        We suggest to take this observed workload-unpredictability
trade-off as a basis for an evaluation framework. This
means to develop a framework that determines workload and
sense of agency. On an explicit level, both measurements
can already be taken with questionnaires as mentioned
earlier. On an implicit level, workload can be estimated via the
heart-rate or the pupil diameter, but also other tools exist.
One way is the use of a detection-response tasks (DRT) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
In a DRT, a stimulus is presented to a participant at
multiple randomly assigned occasions besides a main study
task. As stimulus, usually a LED is lit up at the assigned
times. The participant is instructed to react as soon as the
stimulus is recognized. To indicate its recognition, often
a dedicated button needs to be pressed. The reaction
times are recorded and used as an indicator for the occurring
workload of the main task. From an increase in the reaction
times also an increase in workload can be derived.
For the presentation of the stimuli and the recording of the
reaction times, a certain apparatus is obviously necessary.
The collection of data on sense of agency using the
interval estimation technique also requires the presentation of
simple stimuli and the recording of estimation times. We
believe that the apparatus necessary for a DRT can easily
be extended in a way that it additionally allows to collect
data on sense of agency implicitly. All together, workload
and sense of agency could be determined with the same
apparatus, simultaneously and at multiple times while users
conduct a given study task. After each task, of course
measurements can be taken explicitly to supplement the
results. As HCI covers interaction in physical and virtual
environments, feasible evaluation solutions that work across
environments and input modalities are preferable. The
principle of estimating the workload-unpredictability trade-off
via an extended DRT, is not restricted to use in physical
environments. The audio-visual cues that are necessary can
be transferred to the virtual realm. The first step towards a
virtual implementation is the presentation on a mobile
device. Here, presenting a visual stimulus that simulates a
flashing LED or presenting an audio cue seems feasible.
The second step further into virtuality is the implementation
in virtual reality (VR). DRTs have been used in VR before,
so also an extension as proposed seems manageable.
      </p>
    </sec>
    <sec id="sec-8">
      <title>Application and Future Work</title>
      <p>
        In contrast to chores, creative actions are a mainly
voluntary form of actions. As this evaluation approach
assumes voluntarism, creative tasks therefore are well suited
as study context. In addition, the lessons learned on the
effects of automation are interesting and non-trivial. They
indicate that sense of authorship and agency are not simply
decreasing linearly with increased automation. Based on
this, it is reasonable to assume that further advancement
of intelligent "automation" – as with AI – does not enter a
degenerating line of research in regards to self-agency.
Further, as they integrate both mentioned aspects,
mixedinitiative interfaces for co-creation lend themselves to the
examination of personal experiences of authorship in this
novel and high-level dialogue between humans and AI.
However, these preliminary findings have not yet been
confirmed outside laboratory environments and also have not
been tested in combination with systems incorporating
artificial intelligence. Also, it became apparent that self-agency
is connected to certain constraints. Yet, these constraints
are not clear and need further investigation in order to guide
design decisions. To come to a better understanding of the
experience of authorship in a high level dialogue between
humans and machines, an elaborate evaluation framework
is missing. For its development, the presented methodology
can provide necessary bits and pieces. For researchers
its application can help to extend the understanding of the
phenomenon. For practitioners it increases the ability to
take better decisions in designing a system. Of course,
further metrics are highly relevant for the evaluation of tools for
creativity support. Data on multiple domain specific
dimensions such as expressiveness, enjoyment or collaboration,
can be collected with the Creativity Support Index [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]
questionnaire on an explicit level. As mentioned earlier we
suggest to incorporate our framework into an overall evaluation
cascade as recommended in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
    </sec>
    <sec id="sec-9">
      <title>Conclusion</title>
      <p>With the use of artificial intelligence in creative tools new
questions on authorship in general and the perceived
authorship of users in particular emerge. For the second
aspect a novel evaluation methodology was developed in
fundamental neuro-scientific research. It was already
applied in an HCI context, but its integration into an elaborate
evaluation framework is still missing. In addition, there are
no prior reports on its use with AI. Based on the work
conducted so far, it seems that the human sense of authorship
is not simply restrained by the introduction of automation
or AI. Yet at the same time, it is also bound by certain
constraints. To gain insights necessary for guiding design
decisions, we therefore believe, an evaluation framework
integrating this aspect is relevant to the field and needs further
development and validation.</p>
    </sec>
  </body>
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