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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Does Embodiment Afect the Human Perception of Computational Creativity? An Experimental Study Framework</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Simo Linkola</string-name>
          <email>simo.linkola@helsinki.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christian Guckelsberger</string-name>
          <email>christian.guckelsberger@aalto.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tomi Männistö</string-name>
          <email>tomi.mannisto@helsinki.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anna Kantosalo</string-name>
          <email>anna.kantosalo@helsinki.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Bozen, Italy</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, Aalto University</institution>
          ,
          <addr-line>Espoo</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer Science, University of Helsinki</institution>
          ,
          <addr-line>Helsinki</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>School of Electronic Engineering and Computer Science, Queen Mary University of London</institution>
          ,
          <addr-line>London</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <abstract>
        <p>Which factors influence the human assessment of creativity exhibited by a computational system is a core question of computational creativity (CC) research. Recently, the system's embodiment has been put forward as such a factor, but empirical studies of its efect are lacking. To this end, we propose an experimental framework which isolates the efect of embodiment on the perception of creativity from its efect on creativity per se. We manipulate not only the system's embodiment but also the human perception of creativity, which we factorise into the assessment of creativity, and the perceptual evidence that feeds into that assessment. We motivate the core framework with embodiment and perceptual evidence as independent and the creative process as a controlled variable, and we provide recommendations on measuring the assessment of creativity as a dependent variable. We propose three types of perceptual evidence with respect to the creative system, the creative process and the creative artefact, borrowing from the popular four perspectives on creativity. We hope the framework will inspire and guide others to study the human perception of embodied CC in a principled manner.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Which factors contribute to people’s perception of creativity in artificial systems has been
recognised as a central question in computational creativity (CC) research [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Insights into this
question can not only support the fairer comparison of existing and the design of new systems
but also inform strategies to foster people’s acceptance of AI systems as creative contributors.
      </p>
      <p>
        By “the human perception of creativity”, we denote a person’s subjective assessment of an AI
system’s creativity based on available evidence. Some of the factors identified or hypothesised
to afect this perception – assuming that the creative process and product remain constant – are
the human assessor’s competence [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and technological optimism [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], the system’s motivational
mechanism [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and the framing of its creative process [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], including the description of “life
experiences” [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In this paper, we focus on a factor that has only recently been hypothesised to
afect the human perception of creativity [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]: the system’s embodiment as – roughly speaking –
the shape of its body and its means to interact with the environment [cf. 8].
      </p>
      <p>
        A recent survey of publications [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] at the International Conference on Computational
Creativity (ICCC) attests a long-lasting, steady and recently increasing interest in engineering
autonomous and co-creative, embodied CC systems in various domains. Crucially though, the
survey has not found a single study ofering generalising, empirical insights about the efect
of a system’s embodiment on the perception of creativity. This is highly problematic in that
such an efect could be substantial; some even hypothesise that, given a large “embodiment gap”
between a system and its observer, the system’s creativity might remain entirely unnoticed [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>We pave the way towards gaining such insights by proposing a framework for conducting
empirical studies on how a system’s embodiment impacts the human perception of its creativity.
The framework is intended for and relies on comparing this facet of human perception between
two or more systems. Within it, we highlight the importance and discuss the potential values and
relationship of two independent variables: the participant’s perceptual evidence, and the system’s
embodiment. By manipulating these variables, we can study what kind of observations about
an artificial system lead to the attribution of creativity, and how. We support our discussion
with examples but focus on the domain of visual art.</p>
      <p>
        Crucially, we target the efect of embodiment on the perception of creativity, rather than
on creativity per se, which would alter the creative process and product [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. To this end, we
promote that it is essential to encapsulate the system and its perceptible qualities from the
participants while keeping the creative behaviour constant between the compared systems.
Isolating these efects may ofer us insight into how a system’s embodiment can be changed for
it to appear more creative, even though the underlying creative processes remain the same.
      </p>
      <p>We next introduce our experimental study framework, justify the controlled and independent
variables, discuss their possible values and provide recommendations for the measurement of
creativity as the dependent variable. We finish with conclusions and future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Experimental Framework</title>
      <p>
        At the basis of our experimental framework, we factorise what is commonly denoted the
“perception of creativity” [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] into (1) perceptual evidence, constraining the observable aspects
of the system and its interaction, and (2) the assessment of the embodied system’s creativity
based on the available perceptual evidence. This perceptual evidence, in turn, is shaped by
(3) the system’s embodiment, and (4) the creative process which the system executes. Some
aspects of this process typically remain hidden from the observer. We consequently model
two independent, one dependent and one controlled variable. We manipulate the compared
system’s embodiment (independent variable, IV) and which aspects of the systems’ behaviour
the participants can perceive, i.e. their perceptual evidence (IV). We measure the participants’
perceived creativity assessment (dependent variable, DV), and hold the underlying creative process,
which is reflected in the perceptual evidence, constant between conditions (controlled variable,
CV). Figure 1 illustrates the general composition of the experiment setting.
      </p>
      <p>We distinguish types of perceptual evidence based on three key concepts: the system, the
process and the artefact. These correspond to three of the “four perspectives on creativity”,</p>
      <p>Study
Participant</p>
      <p>The perceptual
evidence type
may block some
observation
targets</p>
      <p>Observes
Observes
Observes</p>
      <p>Direct evidence available</p>
      <p>Indirect or partial
evidence available
(e.g. movements of
the embodied</p>
      <p>system)
Artefact
Produces
Embodied
System</p>
      <p>Executed by</p>
      <p>
        Creative
Process
identified by Rhodes [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], Mooney [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and potentially others [cf. 9]. The system corresponds
to the creative Person [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ] or Producer [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], e.g. a plotter or a humanoid robot. Moreover, we
can consider the creative Process as the steps the Producer engages in when being creative, such
as producing movements with a pen on paper. Finally, we can consider the creative Product,
or artefact, as the outcome of this process, e.g. the finished drawing. We omit in our analysis
the perspective of the Press, which speaks to the socio-cultural environment or context of
creativity. We consider this an important view as well, but it requires a further division to
provide meaningful, manipulable variables for testing, which will be subject of future work.
      </p>
      <p>The experimental framework imposes some restrictions on the studied systems. Namely, the
creative process of the system must be kept the same while altering the embodiment or the
perceptual evidence. Moreover, altering the perceptual evidence may be impossible in domains
where the embodiment itself is part of the observed artefact, such as in dance.</p>
      <p>Next, we discuss each variable and its possible values in detail, and conclude the framework
description with instructions for instantiating and executing a specific experiment.</p>
      <sec id="sec-2-1">
        <title>2.1. System Embodiment (IV)</title>
        <p>Our framework allows for comparing people’s perceptions of multiple systems, each with a
diferent embodiment. This independent variable defines the embodiments to be compared,
with each value corresponding to one system and embodiment. In practice, several values could
be represented by the same system through modifications to its embodiment. However, some
embodiments are too diferent to be expressed on the same hardware and implementing very
varied embodiments on diferent systems can enable comparisons with stronger efects.</p>
        <p>
          While “embodied” is often considered synonymous with “robotic” systems, cognitive science
has distinguished several more types of embodiment, which lend themselves naturally as values
of our independent variable. We adopt the typology by Ziemke [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], which has been slightly
extended by Guckelsberger et al. [7, highlighted in italics]:
structural coupling, characterising systems that can perturbate, and, vice versa, be
perturbated by their surrounding environment [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
historical, characterising systems whose present state is the result of a history of structural
couplings, developed through interactions with the environment over time [
          <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
          ].
virtual, characterising simulated systems embedded in and distinguished from a simulated
environment. The virtual body can afect the environment and vice versa.
physical, characterising systems with a physical body [
          <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
          ] that can interact with the
environment by being subjected to and exercising physical force. Includes most robots.
organismoid, characterising virtually or physically embodied systems with the same or
similar form and sensorimotor equipment as living organisms. Approximations of a
humanoid embodiment can be considered a subset.
organismic, applying to living and artificial systems capable of autopoiesis, i.e. of maintaining
their internal organisation and surrounding boundary against internal and external
perturbations by means of self-producing processes [
          <xref ref-type="bibr" rid="ref17 ref18">17, 18</xref>
          ].
        </p>
        <p>While structural coupling establishes the baseline for what can be considered an embodied
system, historical embodiment practically characterises any non-theoretical system. Consequently,
we suggest only considering the latter four types and their sub-types for experimentation. A
specific system can instantiate several types, which can be combined as values of the independent
variable. For instance, one might be interested in comparing a system with virtual+humanoid
(a subset of organismoid) with a system implementing physical+humanoid embodiment.</p>
        <p>While these types provide some initial orientation, they would typically be diferentiated
further. For instance, robots in the shape and with similar sensorimotor equipment to an ant, a
dolphin, or a bird all share the same type of physical, organismoid but non-humanoid
embodiment. While such diverse comparisons are possible, experimenters might also be interested in
measuring the efect of subtle changes to the same embodiment, e.g. equipping a humanoid,
physically embodied system with a diferent hand.</p>
        <p>
          The choice of values in a specific experiment will likely be informed by the overarching
research question and the systems at hand. If no requirements are imposed, we argue that the
most value to the community at present can be created by comparing those types of embodiment
that most strongly diferentiate existing CC studies: virtual vs physical embodiment, followed
by humanoid vs non-humanoid, organismoid embodiment [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Perceptual Evidence (IV)</title>
        <p>
          We hold that how a person observes an embodied system, yielding diferent kinds of perceptual
evidence (PE), plays a key role in their attribution of creativity. This is why our framework
factorises the perception of creativity into the creativity assessment and the perceptual evidence
(PE), and manipulates the latter as independent variable. We propose three types of perceptual
evidence: the finished artefact (PE1), the artefact as it is being produced (PE2), and the embodied
system as it is producing the artefact (PE3). In all cases, the participant is assumed to remain in
a fixed location. These types as values of the independent variable can be further diferentiated,
e.g. by distinguishing diferent observation angles, or allowing the participant to observe freely.
We next discuss how each of the proposed values might afect the attribution of creativity as
dependent variable, using the four perspectives on creativity framework [
          <xref ref-type="bibr" rid="ref11 ref12 ref9">11, 12, 9</xref>
          ].
PE1: The artefact The participant only observes the finished, produced artefact, but not the
creation process or the creating, embodied system. While the artefact evidences an embodied
system’s historical, sensorimotor interaction with its environment, the participant can only
speculate on the details of its embodiment. This can serve as the baseline to which other types
of perceptual evidence are compared.
        </p>
        <p>Creativity: Observing only the artefact allows assessing creativity from the Product perspective.
While not observing the production makes it challenging to assess creativity from the Process
perspective, some hints of the Process or Producer qualities (e.g. skill, imagination) may be
evidenced in the artefact, becoming available for observation.</p>
        <p>PE2: The process (incl. PE1) The participant observes the creation process of the artefact,
e.g. lines drawn on the screen, and the finished artefact (PE1). The embodiment of the system,
however, is not explicitly revealed. This is straightforward when dealing with modifications of
the same embodiment type, but comparisons between diferent types, e.g. virtual and physical
embodiment, require more sophisticated setups. While the creative process is controlled and
should thus not reveal a particular embodiment, we yet hold that observing it might allow the
participant to infer a particular kind of embodiment. Including PE2 accounts for such efects.
Creativity: Allowing the participant to observe the artefact as it is being produced enables
(in suitable domains) assessing creativity from the Process perspective. However, the full
(creative) process of the system is not observable as the embodiment is left out. Using PE2 as
an intermediate step between PE1 and PE3 allows comparing, e.g. how observing the artefact
creation process itself afects the assessment of the produced artefacts (comparing PE1 and PE2).
PE3: The system (incl. PE1, PE2) The participant observes the embodied system while it is
producing the artefact. In contrast to PE2, the participant can also observe how the embodied
system actually operates, e.g. drawing lines on a canvas. This allows for including all relevant
embodiment types in the participant’s observations, although organismic embodiment might
be hard to realise within a sensible experimental time frame.</p>
        <p>Creativity: This type allows the participant to assess a system’s externally perceivable Process,
and observing the embodiment may give hints about the system’s properties from the Producer
perspective. Comparing the same system on PE2 and PE3 enables studying the efect of observing
the embodiment itself on the perceived creativity of the Products and their production Process.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Perceived Creativity Assessment (DV)</title>
        <p>
          Depending on the goals of the experiment, a participant’s perceived creativity assessment can be
measured either qualitatively or quantitatively. While a comprehensive overview of creativity
measurement practices is out of scope for this paper, we make the general recommendation
to use standardised and CC-specific assessment practices such as SPECS [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. Here, the study
designer first specifies what is meant by creativity and then defines the criteria for how it can be
assessed based on perceptual evidence. Moreover, combining observations (by the experimenter)
and self-reporting of the participants has been known to produce apt results in studies assessing
human experience while using creative systems [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
        </p>
        <p>If conducting an interview, close attention must be paid to the formulation of the questions
in order to foster insights on a particular aspect of the experiment, e.g. the observed artefact, its
creation process, or the system. Moreover, any question must explicitly distinguish between the
observed evidence and unobserved variables: a participant exposed to PE1 can be asked about
the embodied system’s properties, but it should be clearly communicated that answering the
question requires them to imagine system properties which they have not directly observed.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Creative Process (CV)</title>
        <p>In order to measure the efect of embodiment on the perception of creativity rather than on
creativity per se, we must keep the creative process constant between conditions. We distinguish
two means to accomplish this, with individual benefits and disadvantages:
Online The system must be modified ahead of the experiment to produce equal action
sequences between runs, e.g. by fixing random seeds, setting learning rates to zero, etc. This
comes with the advantage that the system can still condition its actions on previous
sensor states in a closed loop fashion, potentially producing a process which incorporates
its present environment. However, it also risks variations between runs through e.g.
different participants prompting diferent reactions from the system. Moreover, it is easy to
overlook any necessary modifications to keep the process constant.</p>
        <p>Ofline</p>
        <p>All process-constituting actions are pre-recorded from a normal system run, and
replayed for all conditions. This guarantees that the process is held constant between
runs. However, it also implies that the system will stop reacting to any sensor inputs
such as changes in its surroundings, including the participant. We hold that this change
to open-loop control might afect the human creativity assessment unnaturally.</p>
        <p>Even when keeping the system’s internal action signals constant, maintaining the outside
process as perceived by the participant the same may not always be possible. In particular, in
physically embodied systems, actuator and sensor noise and/or fidelity will yield slight variations
in the observable process, and, thus, variations in the resulting artefact. How sensitive the
measurement of the dependent variable is to such fluctuations is an open research question.
We recommend accounting for this through repeated measurements of the same condition and
ensuring that the variations only produce minuscule diferences in the produced artefacts.</p>
        <p>Lastly, we anticipate that the human assessment of creativity might be afected by many
latent properties of the creative process, e.g. its length, execution speed, or complexity. To
account for such biases, we can evaluate multiple creative processes with varying properties,
efectively turning the creative process into an independent variable.</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.5. Instantiating an Experiment</title>
        <p>To instantiate an experiment with this framework for a specific research question, one must
resolve the following action points:
• Select the independent variables to manipulate (system embodiment, perceptual evidence,
both). If both independent variables are manipulated, we have a factorial design.
• Select the values to assume for each of the independent variables. To yield more than one
condition for a comparative measurement with only one independent variable, it is crucial
to select at least two or more diferent values of perceptual evidence, or embodiments.
• Select the creative process to perform and control for.
• Plan how to measure the assessment of creativity as dependent variable.
• Decide whether to expose each participant to one, all, or only some conditions, yielding a
between/within/mixed experimental design, respectively.
• Plan how to analyse the collected data (e.g. exploratory statistics and statistical
significance testing for quantitative, thematic analysis for qualitative data).</p>
        <p>By controlling the perceptual evidence, we can assess how strongly the subjective assessment
of embodied CC depends on what data on the artefact-process-system whole has been gathered.
This can also be interpreted as manipulating not the system’s, but the participant’s sensorimotor
embodiment, which serves as additional justification for including perceptual evidence in our
framework which focuses on embodiment efects. The experiment also allows studying how
embodiment afects the perceived creativity by altering embodiment (e.g. virtual and physical)
while keeping the process and the perceptual evidence the same. Both efects can be investigated
together in a factorial design with appropriate analysis methods. The choice of experimental
design (between/within/mixed) can for instance be informed by the number of conditions, e.g.
to prevent participant fatigue, and the available hardware (e.g. only one robot which must be
repeatedly modified to create various embodiment study conditions). Crucially, if the same
participant is exposed to multiple conditions, potential order efects must be mitigated by
randomising the exposition order for each participant.</p>
      </sec>
      <sec id="sec-2-6">
        <title>2.6. Experiment Procedure</title>
        <p>The experiment should be executed for individuals, and not groups of participants, in a lab setting
and without distractions. After (1) receiving an introduction to the experiment, the participant
must (2) provide consent to the use of their data and (3) provide demographic information.
The experimenter should also (4) rule out any risk of bias in conversation with the participant,
e.g. due to existing knowledge of the system or its designer(s). The participant is then (5)
exposed to perceptual evidence of a single embodied system (i.e. process and embodiment).
Data is recorded during or after this exposure, depending on the selected measurement. The
experiment can stop (between), commence with all remaining conditions (within) or cover
a subset (mixed), depending on the choice of experimental design. The experiment can be
concluded with a (6) post-study questionnaire and (7) debriefing session.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusions and Future Work</title>
      <p>
        We have presented an experimental framework for studying how a computational creativity
(CC) system’s embodiment afects the human perception of its creativity. To this end, we have
factorised the perception of creativity into a person’s creativity assessment (dependent variable),
and perceptual evidence (independent variable) of the system and its embodiment (independent
variable) as a mediator. Moreover, we isolated the impact of embodiment on the perception
of creativity from its impact on creativity per se by keeping the artefact production process
(controlled variable) constant between conditions. We distinguished six types of embodiment
based on existing typologies [
        <xref ref-type="bibr" rid="ref7 ref8">8, 7</xref>
        ], discussed two distinct means to control the creative process,
and put forward three types of perceptual evidence, corresponding to the Product, Process and
Producer in the four perspectives on creativity framework [
        <xref ref-type="bibr" rid="ref11 ref12 ref9">11, 12, 9</xref>
        ]. Using the experimental
framework, we can answer many interesting questions about the perceived creativity of an
embodied system, e.g. “How does observing the artefact production process afect the creativity
assessment when compared to observing only the finished artefact?”, or “How does a more
human-like embodiment impact the perceived creativity assessment?”.
      </p>
      <p>
        The core framework presented in this paper can be further extended. For example, we have
focused on visual observations, but allowing other or multi-modal observations is feasible and
worthwhile. Moreover, we could treat other types of evidence, such as framing [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] – e.g. a
piece of text covering the motivation behind the artefact and other not directly observable
information about the system – as a controlled or independent variable. Additionally, further
aspects from the socio-cultural environment of the creative phenomenon – i.e. the Press in the
four perspectives on creativity framework [
        <xref ref-type="bibr" rid="ref11 ref9">9, 11</xref>
        ] – could be brought in for analysis.
      </p>
      <p>
        Our immediate next step is to instantiate this framework and perform a first principled study
on the efect of embodiment and perceptual evidence on the human perception of
computational creativity. Our focus will be on comparing the efect of diferent virtual and physical
embodiments on the assessment of creativity, and on how diferent kinds of perceptual evidence
moderate this efect. Another goal for future work is to use the framework on an existing,
established embodied CC system to allow assessing its perceived creativity either with diferent
embodiment modifications or diferent perceptual evidence. Finally, we would like to test the
lfexibility of this framework by conducting an experiment outside the lab, e.g. in an exhibition
space, in order to improve the ecological validity of our findings. We consider this framework
an important step toward better embodied CC research [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], enabling empirical studies to inform
the design and comparison of CC systems that interact with people.
SL and AK were funded by the Academy of Finland (project #328729), and CG at an early stage
by the Academy of Finland programme “Finnish Center for Artificial Intelligence” (FCAI).
      </p>
    </sec>
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