Abstract:
The main aim of the research from which this paper arises is to identify
requirements of computer support for creative work by investigating the work of
artists and exploring the potential of new creative technology in this field. The paper
reports upon an experimental artists-in-residence on the campus of Loughborough
University during which events were recorded and analysed. The nature of
the interchanges between artist and technologist as well as the artists' perspectives
upon the use of the technologies and what they gained from it are described. One
significant conclusion is that the influence of using computers on the artists' thinking
is quite as significant as any direct outcome in terms of product. The enabling
of creative transformations is a key aspect. The paper poses three questions and
tries to fmd an answer to each by exploring the modelling of the results of the
study in the context of what we know so far about computational approaches to
understanding creativity. The results demonstrate that one aspect of VR may be
understood in relation to previous studies of emergence.