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    <article-meta>
      <title-group>
        <article-title>The Dynamic Creativity of Proto-artifacts in Generative Computational Co-creation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Juan Salamanca</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ph.D.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Gómez-Marín</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ph.D.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sergi Jordà</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ph.D.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universitat Pompeu Fabra, Music Technology Group. Barcelona, Spain Universidad ICESI, Facultad de Ingeniería. Cali, Colombia University of Illinois, School of Art and Design. Urbana-Champaign</institution>
          ,
          <country country="US">United States</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper explores the attributes necessary to determine the creative merit of intermediate artifacts produced during a computational co-creative process (CCC) in which a human and an artificial intelligence system collaborate in the generative phase of a creative project. In an active listening experiment, subjects with diverse musical training (N=43) judged unfinished pieces composed by the New Electronic Assistant (NEA). The results revealed that a two-attribute definition based on the value and novelty of an artifact (e.g., Corazza's efectiveness and novelty) sufices to assess unfinished work leading to innovative products, instead of Boden's classic three-attribute definition of creativity (value, novelty, and surprise). These ifndings reduce the creativity metrics needed in CCC processes and simplify the evaluation of the numerous unfinished artifacts generated by computational creative assistants.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Computational Co-Creativity</kwd>
        <kwd>creativity assessment</kwd>
        <kwd>dynamic creativity</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>intermediate products, named proto-artifacts. Traces of
these dimensions can be found in practitioners’ accounts
The increasing learning and predictive capabilities of of their experiences with CCC in the arts, spontaneously
computational agents consistently find new ways of par- alluding to concepts traditionally discussed in
creativticipating in the arts, design, and humanities, such as in ity literature such as surprise: “working with an AI is
architecture [1], creative writing [2], music composition not dissimilar as working with a human being, given its
[3], and video game design [4], speeding the generation of capacity to surprise you, because that is where the art
alternatives, suggesting concepts, generating variants, or comes in. That is where the magic comes in, in any kind
automating arrangements. Computational co-creativity of performance or working with anybody or anything.
(CCC) is the field within the domain of computational [Once surprise comes in] you are able to intervene in
creativity (CC) which deals with the collaborative pro- what has been generated” [8].
cess between humans and computational agents aiming We argue that the proto-artifacts in human-agent
coat producing creative artifacts. Such collaborative open creation processes are essential factors of CCC not
acprocess in often modeled in terms of sequences of sub- counted in traditional CC. Thus, we propose the
adopprocesses, rather than automated generative pipelines tion of Corazza’s definition of dynamic creativity as it
[5, 6], and many of such models characterize it as iter- addresses both the process and the potential of
protoations over a generative phase and an evaluative phase artifacts in hybrid collaborative structures. This paper
[7]. explores the validity of using a two-dimensional
defi</p>
      <p>As this type of human-agent collaborative partner- nition of creativity (based on originality and
efectiveship takes hold, the interests of CCC researchers have ness) [9, 10], instead of Boden’s three-dimensional one
shifted from studying the creative quality of a system’s (based on value, novelty and surprise) [11] to assess
protooutput (the classic CC approach) to examining how cre- artifacts generated by computational agents.
ativity evolves during the ongoing stream of co-creative The method used is a subject-based empirical
evalsubprocesses, raising new questions such as: what di- uation of a musical CCC system that exemplifies the
mensions should be used to assess a creative process, generic CCC process observed in creative disciplines.
how should they be interpreted, what information do Subjects with diferent levels of musical training were
these dimensions provide about the creative quality of integrated into the co-creative workflow of producing
an album and appraised the creative quality of
intermeJAouinsttrParlioaceedings of the ACM IUI Workshops 2023, March 2023, Sydney, diate pieces (proto-artifacts). The experimental method
$ jsal@illinois.edu (J. Salamanca); daniel.gomez@upf.edu takes into account CCC practitioners’ reflections on the
(D. Gómez-Marín); sergi.jorda@upf.edu (S. Jordà) value of creating with AI systems and relates Boden’s
© 2023 Copyright for this paper by its authors. Use permitted under Creative Commons License [11] and Corazza’s [10] attributes of creativity. The
folCPWrEooUrckReshdoinpgs IhStpN:/c1e6u1r3-w-0s.o7r3g ACttEribUutRion W4.0oInrtekrnsahtioonpal (PCCroBYce4.0e).dings (CEUR-WS.org)
lowing sections briefly introduce the field of CCC
assessment, describe the apparatus used to generate musical
pieces, discuss the experiment, and present the results.</p>
      <p>The paper concludes with reflections about why a
twodimensional assessment of creativity might sufice to
characterize CCC processes, as well as its applications
and limitations.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Computational Co-Creativity</title>
      <p>CCC encompasses creative processes where two or more
participants actively collaborate, and at least one of
them is a computational agent [12]. While humans
adjust the parameters of conceptual spaces, computational
agents efectively explore such conceptual spaces
reflecting the human ability to select and refine the best ideas
[13]. As a result, humans and agents make creative,
mutually influential contributions to an artefact [ 14].
This process coincides with the TOTE behavioral model
(test,operate,test,exit) that accounts for how humans
execute plans to pursue goals, recursively evaluating the
incongruity between the state of machine-generated
intermediate artifacts and the intended goal [15]. An
interesting observation is that a positive afect is often a
cue that a person is moving toward the goal and negative
afect signals the opposite[ 16]. The open ended nature
of a CCC process entails that such evaluations are
carried out by a human estimator who tries to maximize
the chances of achieving something valuable with no
certainty of success [10]. In this paper, we are interested
in such evaluative dynamics that determine how creative
are proto-artifacts in a CCC process.</p>
      <p>In traditional CC, generative processes are commonly
described as iterative structures [17, 18, 19, 20, 21, 22]
and can be roughly characterized as two primary
subprocesses: producing artifacts and judging them.
However, it is not clear how or what to measure in each
subprocess. More so if they entail collaborative work in the
arts and humanities [23]. Such indetermination has been
a known challenge for CC evaluation frameworks such
as FACE [6] and SPECS [5] because subjects fail to
understand the concepts of creativity used in the assessment
or because the assessment relies on subjects’ knowledge
of the inner workings of the systems being evaluated
[7]. Nowadays, the question of how to evaluate
computational creativity remains open and continues to mature
as technical and social applications of systems evolve.</p>
      <sec id="sec-2-1">
        <title>2.1. Dynamic Assessment of</title>
      </sec>
      <sec id="sec-2-2">
        <title>Computational Co-Creativity</title>
        <p>A key concern of CCC assessment is the definition of
a framework to judge uncompleted work leading to a
creative product. Corazza’s definition of dynamic
creativity is a good starting point: “[c]reativity requires
potential originality and efectiveness” [ 10, p. 262]. The
word ‘potential’ conveys the openness of the co-creative
process and the latent merit of its intermediate products.</p>
        <p>A dynamic creative process has a mutable focus,
incorporates the intermediate assessment of proto-artifacts,
and provides feedback in response to contextual
conditions. Corazza suggests that assessing a collaborative
creative process implies a dynamic evaluation of an agent’s
production of unfinished artifacts by another agent that
takes the role of an estimator. The intermediate outcome
of the process is filtered as estimators foresee the
consequences of adopting or rejecting such proto-artifacts.</p>
        <p>Furthermore, Corazza suggests the provocative idea that
"[d]iscrepancies between [multiple] estimators’
assessments are a sign of potentially disruptive novelties,
generating the necessary energy for transformation of a
domain” [10, p. 265].</p>
        <p>In CC and CCC, estimators (the humans assessing
proto-artifacts) are usually required to use two-attribute
or three-attribute definitions of creativity as inputs to
assess and curate the results of a co-creative process.</p>
        <p>To mention some of the most prevalent definitions, the
standard definition of creativity [9, 24] and the dynamic
definition of creativity [ 10] use originality and
efectiveness attributes. Boden defines creativity as the
capacity to obtain surprising, valuable, and novel ideas [25].</p>
        <p>Her definition has been further expanded and
formalized mathematically [e.g. 26], remaining as the prevalent
model in CC literature as it applies to humans or
generative devices without preference for either. The following
definitions intend to clarify some of these attributes and
how they overlap, but are not an exhaustive account of
the literature.</p>
        <p>Originality. The originality of an artifact accounts
for its authenticity in terms of the independence from
precedent realizations, or for the ingenious repositioning
of an existing work in an new domain, as does
readymade art. Originality is closely related to novelty because
it derives its appraisal from being the first to occupy an
unclaimed space in a domain or being the first exemplar
of a new domain.</p>
        <p>Efectiveness . This term describes the ability to
produce a result. It is used in the standard definition of
creativity as a criterion for eliminating trivial instances that
may qualify as original or novel. Some definitions of
creativity use usefulness, fit, or appropriateness to
convey the same meaning. For Runco and Jaeger [9], it also
takes the form of value when creative pieces are
appreciated in a market. Corazza uses efectiveness and value
interchangeably to convey meaningfulness.</p>
        <p>Novelty. The novelty of an artifact can be fully
appreciated by the domain-experts as they know a vast portion
of the cognitive space of the domain. Therefore, they are observed and dissociated in electroencephalogram
sigresponsible for identifying if an artifact extends the do- nals. It is suggested that “humans use surprise as a signal
main’s boundaries or, even more, transforms the domain to decide when to adapt their behavior, while they use
itself. For Boden, novelty has two meanings: when some- novelty to decide where and what to explore—to
eventhing is new to its creator (psychological creativity), and tually develop an improved world-model [...] novelty
when something comes to life for the first time in hu- is more related to memory-recall and surprise is more
man history (historical creativity) [25]. Thus, historical related to predictions.” [33, p. 1].
creativity corresponds to originality. In summary, Corazza and Boden propose attribute
as</p>
        <p>
          The concept of novelty has been approached scientifi- sessment frameworks with diferent number of
dimencally in AI and technology literature, perhaps more than sions. Originality and novelty are overlapping concepts
others such as value and surprise [
          <xref ref-type="bibr" rid="ref3">27</xref>
          ]. In CC the idea of specially in relation to Boden’s historic creativity.
Efdomain knowledge is implicit in the selection of a train- fectiveness and value refer to the creative purpose from
ing set. That is, novelty is often measured against the two diferent view points, for Corazza, efectiveness is
training corpus of the AI system, a convenient method for defined in terms of practical applications while Boden
self-assessment of the quality of the generated artifacts. sees it as a social construction. Finally, Corazza
acknowl
        </p>
        <p>Surprise. Assessing surprise during a CCC process edges they are separate concepts but argues that surprise
gives clues to the level of fulfillment or intensity of the and novelty could be part of a mental process of joint
creative process experienced by a subject. This attribute feeling-appreciation.
has been used to measure creativity in finished artifacts None of them can be measured in absolute terms as
(e.g., [28]), as a synonyms of non-obviousness in patent they are sensitive to how, when, and by who the
assessevaluation [20], and as a proxy of the quality of the CCC ment is made. To the best of our knowledge these
frameprocess from a practitioner’s perspective. Although the works have not been evaluated in practice and this study
subjective nature of surprise could be a shortcoming attempts to shed light on the interplay between them
when judging a finished artifact, it might serve to assess specifically in the assessment of CCC processes. The
the performance of a computational agent’s creativity, following sections elaborate and operationalize a
generaespecially when the estimator is not a domain expert. tive musical assistant and assess the co-creative process
Boden specifies three causes of surprise: when unlikely judging the value, novelty and surprise of proto-artifacts
things happen, when unexpected ideas fit know concepts, in a musical setting.
and when new ideas break the boundaries of established
conceptual spaces.</p>
        <p>Value. Creativity researchers generally agree that do- 3. Computational Co-Creation
main experts classify an artifact as creative when they With The New Electronic
positively evaluate its value within a field and its subse- Assistant (NEA)
quent domain. Boden argues that the concept of value,
unlike novelty, is elusive [25]. The usefulness of value We use the domain of music to exemplify a CCC context
in defining creativity is not straightforward, as social in which a computational agent generates real artifacts
judgments of value change over time, as in the case of to be evaluated by human subjects. The complete
exartworks that prove to be valuable years after they were periment is presented in Section 4, while this section
ifrst presented, or artists who are considered creative describes the CCC generative system and its inner
workafter they have died [29]. Both value and novelty are ings.
subject to the scrutiny of appraisers. They look for virtue The New Electronic Assistant (NEA) is a music system
in the former dimension, while they look for originality capable of analyzing a musical style from a symbolic
corin the latter. The value of a potentially creative artifact pus and generating short musical fragments in such style
cannot be measured until it is deployed and evaluated (melody and chord accompaniment). Once a melody and
by estimators. Only domain experts or gatekeepers ulti- its accompaniment are generated, NEA allows a user to
mately judge the value of an artifact [19, 30]. excerpt real-time transformations at four diferent levels:</p>
        <p>While novelty and surprise are subjects of the cogni- rhythmic, dynamic, pitch and density1.
tive sciences and neuroscience, value is a social construc- NEA is designed as a loop generator for music
compotion [31, 32]. Corazza claims that "It is, however, evident sition and performance. A single NEA instance is suited
that novelty and surprise are not disjointed dimensions, to complement pre-recorded or real-time performed
mabecause if an item is expected, both surprise and concep- terial or even to conform an ensemble of multiple NEA
tual novelty are denied." [10, p. 259]. Moreover, recent
research claims that novelty and surprise are human re- 1Basic functionality videos can be found in this link:
actions independent but close to each other that can be
https://youtube.com/playlist?list=PLD3SOdFCvDNkOBA9Gh3FTAncouL6xLw1</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Experiment: Evaluating</title>
    </sec>
    <sec id="sec-4">
      <title>Creativity In A Computational Co-Creative (CCC) Process</title>
      <p>instances. This latter configuration of instances can be
used to achieve rich polyphonic musical arrangements,
specially when diferent NEAs generate complementary
melodic styles (e.g., bass lines, main melodies, vocal
melodies, etc.) and share information among them (i.e.
the chord progression of a generated melody can be trans- As presented in the section 2, a creative activity can be
ferred to other instances, unifying the whole set of gener- roughly simplified as a two-stage process: generation of
ated melodies). Therefore, provided the performer makes multiple ideas and refinement of the best ones. In typical
a correct selection of training styles and real-time set- CC experiments, humans or computational agents
meatings, this parallel propagation of information allows for sure the result of the process, reflecting on how creative
highly creative mixes of musical material with low efort. the generated output is. Instead, this study is interested</p>
      <p>The nature of recent generative interactive systems in how creative are the proto-artifacts produced during
such as NEA suggests a shift in the traditional workflow the idea-generation phase. To that aim, an active
listenof composition and production. Traditionally, a music ing experiment was designed to examine to what extent
performance process has required precise embodied co- subjects apprehend the concepts of novelty, surprise, and
ordination in a constant listening/performing cognitive value and apply them to assess CCC-generated
protoloop, where music is listened to by a performer as she con- artifacts.
currently plays the exact movements on a gesture-to-note Subjects with diverse musical training levels were
reinstrument contributing to the composition. But inter- cruited and contextualized as participants in a musical
acting with a generative system such as NEA requires a album production. Their task was to listen to musical
diferent share of skills. Clicking on a graphical interface stimuli, score them, and decide which ones progress to
of knobs and sliders replaces the motor skills needed to the next iteration of the creative process. The stimuli
execute the instrument. The user of NEA seeks to gener- were a sample of autonomously generated musical pieces
ate a variety of unfinished new melodies in real-time and produced by a multi-NEA system.
judge their potential to become something greater until
the "right one" is supplied and then transformed. The 4.1. Method
classic procedure of playing note-by-note in an
instrument is replaced by fast critical filtering and real-time
parameter tweaking to obtain high-level transformations
of intermediate artifacts. There is a shift from motor
reaction to fast acoustic discrimination: agile, coordinated
embodiment resigns to collected, prospective assessment.</p>
      <p>To fulfill the purpose of NEA as a musical generative
system, it uses synthesizers and a mixer to convert notes
to sound so that the music is perceived. The synthesizers
stand out for their ability to model sound in flexible and
resourceful ways, especially the sound property known
as timbre. Timbre is the character or identity of the
source reproducing the notes (i.e., the timbre of a guitar
is diferent than that of a trumpet even though both play
the same notes). The mixer, on the other hand, allows
control of the intensity of a sound from mute to very loud.</p>
      <p>At both the synthesizing and mixing stages two
complementary systems have been developed allowing for easy
prototyping of new material using multiple instances of
NEA. Describing these systems is beyond the scope of
this paper but in general terms they complete the
experience of a NEA’s user seeking to automate certain aspects
of real-time music creation.</p>
      <p>Materials. Eighteen iterations of the multi-NEA system
yielded a constant stream of evolving electronic music
pieces scattered throughout the conceptual space of
ambient music. One-minute fragments were selected from
each of them and used as stimuli. In addition, Two
randomly selected control stimuli were duplicated to
evaluate the consistency of subject’s responses. Specifically,
stimuli 1 and 8 are the same, as well as 11 and 19. In
total, twenty stimuli were arranged in four diferent
sequences to prevent biases. Each participant listened to
one sequence.</p>
      <p>The multi-NEA system used to generate the pieces
was trained with classical and pop music melodic styles
while timbre and structure were managed by the systems
briefly explained in section 3 .</p>
      <p>Participants. The experiment had 43 participants,
37.2% (16) identified as female, 46.5% (20) identified as
male, and 16.3% (7) undeclared their gender. Their
musical training is homogeneously distributed throughout
professional musicians to amateur music producers and
performers range. The average musical training is 3.3
(sd = 1.7) on a scale of 1 to 6, with 1 being no-training
and 6 being a professional musician. Among participants,
81.4% (41) have a medium to high knowledge of
electronic music, and only 4.6% (2) reported no knowledge
of electronic music.</p>
      <p>Procedure. Participants were primed with the
following script: For this listening session you are going to
play the role of a music producer part of a creative group
working on a new album. Your task is to listen to several
pieces and assess each so that it continues in the
production process or not. The music production process will
continue but the essence of the piece will remain close
to what you are listening to. Before starting to listen
to each of the pieces, the following text was presented:
After listening carefully to this piece please answer: how
surprising do you find it? How valuable is it to be published
in the album? How novel does it seem to you? Do you have
any comments on the piece? Participants answered the
same questions for each of the twenty pieces. For the
ifrst three questions, a six-step Likert scale was ofered
with the following ranges: from “It is not surprising” to
“It is completely surprising”; from "It is not valuable" to
"This piece is very valuable and should be part of the
album"; from "It is not a novel piece" to "It is a
revolutionary piece". To give a precise sense of the process, subjects
were contextualized in an on-going activity. They were
unaware the stimuli were made by a machine.</p>
      <sec id="sec-4-1">
        <title>4.2. Results</title>
        <sec id="sec-4-1-1">
          <title>Three subjects with high musical training consistently</title>
          <p>scored the same control stimuli with a diference of more
than 3 points for all three attributes (value, surprise, and
novelty). Therefore, all their responses were discarded
due to inconsistency.Figure 1 depicts the distribution of
responses.</p>
          <p>Discernibility of Boden’s three dimensions. A
one-way analysis of variance (ANOVA) carried out to
evaluate the diference between the three score sets
reveals a statistically significant diference between at least
two groups (F(2) = 14.9, p &lt; 0.005). A Tukey’s HSD Test
for multiple comparisons found that the mean of value
scores (mean = 4.12) was significantly diferent than the
means of novelty and surprise scores (mean = 3.72, p =
0.001, and mean = 3.86 p = 0.0018, respectively). However,
there was no statistically significant diference between
the means of novelty and surprise scores (p = 0.119).</p>
          <p>Efect of musical training on creativity scores.
Subjects were segmented in three levels –low, mid, and
high– according to their reported musical training to
observe if the musical training has a significant efect on
creativity scores. For this analysis creativity attributes
are considered as treatments and training groups are
analyzed as independent categories.</p>
          <p>A one-way ANOVA followed by the corresponding
Post-Hoc Tukey tests for multiple comparisons revealed
that all training levels gave significantly diferent scores
to value and novelty dimensions; only highly trained
subjects gave significantly diferent scores to value and
surprise dimensions; and all training levels gave no
significant diferent scores to novelty and surprise dimensions.
Moreover, the scores of novelty surprise and value for all
pieces by highly trained subjects have higher standard
deviations than those of low trained subjects, and those
of mid trained subjects (see Table 1). Echoing [34],
results reveal that a highly surprising artifact for an expert
might pass as routinary to a novice .</p>
          <p>Similarity of creativity scores across training
groups. A complementary analysis was carried out
having musical training as treatments and creativity
attributes as categories (see Figure 2 and Table 2). This
serves to discern to what extent the training level refines
estimator’s creativity appraisal.</p>
          <p>A series of one-way ANOVAs, one for each creativity
attribute, followed by corresponding Tukey’s HSD Test
for multiple comparisons showed that the scores of mid
and low trained subjects are significantly diferent for
all three attributes. High and low trained subjects have
significantly diferent value scores, while high and mid
trained groups have significantly diferent novelty scores
(see 2). The dispersion of novelty and surprise scores are
very similar for all subject segments, but value scores
are more dispersed than those of novelty and surprise in
high and mid trained subjects (sd= 1.679 vs 1.608, 1.607
and sd= 1.242 vs 1.092, 1.081 respectively). In the case
of low-trained subjects the opposite efects is observed:
value scores are less disperse than those of novelty and
surprise (sd= 1.406 vs 1.449, 1.460).</p>
          <p>The efect of training in value scores has proven to
be statistically significant between mid and low training.
The analysis reveals that the standard deviation of scores
of highly trained subjects is significantly greater than the
ones of the rest of the subjects.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <sec id="sec-5-1">
        <title>The results from the statistical tests elucidate whether a three-attribute definition of creativity (value, surprise, and novelty) accounts for proto-artifacts creativity in the</title>
        <p>2This is compliant with [33] as they suggest surprise and novelty
are cognitive processes that operate closely.
generative phase of co-creative processes and how to in- process.
terpret such metrics. While value scores are significantly Is potential creativity a two or three-attribute
diferent from surprise and novelty scores, surprise and space? The empirical results obtained show that novelty
novelty ones are close to each other. Further compara- and surprise responses are not statistically
distinguishtive analysis between pairs of scores reveals three clear able, suggesting that these attributes, although
diferinsights: value stands out as a diferent concept from ent in meaning, have a joint appraisal in experimental
novelty, novelty and surprise appear as non-discernible conditions. This resonates with the two-dimensional
coconcepts 2, and value and surprise appear discernible creativity assessment models proposed by the standard
to highly trained subjects but mid and low trained sub- definition of creativity, and Kantosalo et al. (value and
jects have similar mental constructs for value and sur- novelty, plus the quality of user interaction) [35].
Conseprise. Consequently, one could cautiously argue that two- quently, in evaluating proto-artifacts during a co-creative
attribute models of creativity could sufice expert estima- process a two-attribute model of value and originality
tors to assess unfinished artifacts during a co-creative could account for Boden’s three-attribute model.</p>
        <p>Reducing the dimension of the attribute space while
preserving the assessment quality simplifies human or
agent estimator’s tasks. Such reduction has practical im- termine the value of unfinished artifacts in terms of the
plications in multiple real-life scenarios that require filter- foreseen potential to evolve into more refined pieces or
ing large sets of artifacts created during CCC processes. branch out novel variations worth exploring.
Indeed, as CCC processes permeate human creative
activities, the number and quality of potentially creative
artifacts that need assessment will most likely grow ex- 6. Conclusions
ponentially, demanding efective and adequate metrics
to carry out estimation tasks. To assess the creative
potential of creating with such computational assistants,
one would need to measure the creative quality of
protoartifacts produced during the idea generation phase.</p>
        <p>However, one could argue that the observed proximity
between the novelty and surprise concepts can result
from the experimental conditions. On the relation
between experiencing surprise and rating novelty, Xu et al.
explain how “humans use surprise as a signal to decide
when to adapt their behavior, while they use novelty to
decide where and what to explore—to eventually develop
an improved world-model.” [33, p.1] This idea suggests
that both attributes are used in conjunction to adjust
expectations dynamically. They operate independently yet
contribute to broader cognitive processing. It is necessary
to investigate whether the closeness of these concepts
stems from the unfinished nature of stimuli that
confounds their subjective assessment or from the training
level of estimators participating in the study.</p>
        <p>The efect of domain training in assessing
protoartifacts. There is a plausible efect of domain
knowledge in scores of the three creativity attributes. The
higher the training the greater the significance of the
diferences between value and surprise, and value and
novelty (see Table 1 columns 4 and 7). But the inverse
efect is observed between value and surprise: the higher
the training the lower the significance between novelty
and surprise (see Table 1 column 10). This evidence shows
that as training becomes more specialized, subjects are
more confident gauging value, yet they learn that not
every valuable artifact is surprising. In particular, highly
trained subjects encounter more pieces with extreme
value scores than mid or low trained subjects (see
Figure 2). That is, experts used the whole semantic range
of the evaluation scale, while non-experts concentrate
their scores around the second third. A triangulation of
Tukey Post Hoc test of eefcts for experts reinforces the
claim that novelty and surprise are not discernible, while
value is the only attribute with statistically significant
diference between high and low trained subjects. This
suggests that training has a higher positive efect on the
ability to appreciate value than novelty or to experience
surprise. In other words, domain expertise is especially
expressed when assessing value and not so much when
assessing novelty or surprise. A potential explanation
is that training builds a more nuanced domain-specific
cognition and reinforces the estimator’s capacity to
deThis paper argues for the adoption of a dynamic
framework to judge uncompleted work (deemed
protoartifacts) leading to a creative product in the context of
computational co-creation (CCC) processes. Such
approach derived from Corazza’s dynamic definition of
creativity, recognizes that artists engaged in computational
co-creation not only estimate the creative merit of their
work once the piece is finished, but assess the creative
potential of intermediate proto-artifacts at each iteration
of the generative process. Intermediate assessments
depict how a CCC process may go about and put forward
the potential anticipation of creative outcomes from the
early stages. Hence, a suitable computational assistant
should maximize the creative potential of the process,
either by enhancing the human’s generative capacity or
by facilitating recurrent proto-artifacts assessments.</p>
        <p>The findings of an active listening experiment
conducted to determine the creative quality of unfinished
musical pieces generated by NEA (New Electronic
Assistant) suggest that in an experimental setting subjects’
appraisal of novelty and surprise is not discernible. Thus,
a two-attributes definition of creativity could account for
Boden’s three-attributes definition. Even though novelty
and surprise represent diferent creative attributes,
originality could account for both of them because novelty
and surprise tend to blend in subjective assessments of
creativity, while value is certainly diferentiable,
especially for domain experts.</p>
        <p>For the time being, a two dimensional creativity
assessment of proto-artifacts is not invalidated, and may
simplify assessment procedures with subjects. We
suggest using the dimensions of value and originality (rather
than Corazzas’ efectiveness and originality). Value is
preferred to efectiveness because it conveys
meaningfulness in a variety of fields, including the arts, better than
the functional notion of efectiveness. On the other hand,
the responses of subjects with three levels of expertise
in the domain studied showed that novelty and surprise
are two diferent but coupled mental operations. The
former is related to memory and the ability to forget and
the latter is related to the stability of short-term
predictions. This suggests that the assessment of one could be
a proxy for the other. For practical research purposes, it
makes more sense to use fewer dimensions to conduct
large-scale experiments, especially with lay subjects for
whom these concepts generally remain fuzzy.</p>
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sorts the generation of proto-creative material flourishes.</p>
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