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 creative process


Bill Maher, Tim Allen criticize DEI practices hampering creative process, say sitcoms just 'got to be funny'

FOX News

Comedian Bill Maher and actor Tim Allen criticized DEI practices during the "Club Random" podcast, arguing diversity initiatives shouldn't impede creative processes.


TaleFrame: An Interactive Story Generation System with Fine-Grained Control and Large Language Models

Wang, Yunchao, Sun, Guodao, Fu, Zihang, Liu, Zhehao, Du, Kaixing, Gao, Haidong, Liang, Ronghua

arXiv.org Artificial Intelligence

With the advancement of natural language generation (NLG) technologies, creative story generation systems have gained increasing attention. However, current systems often fail to accurately translate user intent into satisfactory story outputs due to a lack of fine-grained control and unclear input specifications, limiting their applicability. To address this, we propose TaleFrame, a system that combines large language models (LLMs) with human-computer interaction (HCI) to generate stories through structured information, enabling precise control over the generation process. The innovation of TaleFrame lies in decomposing the story structure into four basic units: entities, events, relationships, and story outline. We leverage the Tinystories dataset, parsing and constructing a preference dataset consisting of 9,851 JSON-formatted entries, which is then used to fine-tune a local Llama model. By employing this JSON2Story approach, structured data is transformed into coherent stories. TaleFrame also offers an intuitive interface that supports users in creating and editing entities and events and generates stories through the structured framework. Users can control these units through simple interactions (e.g., drag-and-drop, attach, and connect), thus influencing the details and progression of the story. The generated stories can be evaluated across seven dimensions (e.g., creativity, structural integrity), with the system providing suggestions for refinement based on these evaluations. Users can iteratively adjust the story until a satisfactory result is achieved. Finally, we conduct quantitative evaluation and user studies that demonstrate the usefulness of TaleFrame. Dataset available at https://huggingface.co/datasets/guodaosun/tale-frame.


GRAPHIC--Guidelines for Reviewing Algorithmic Practices in Human-centred Design and Interaction for Creativity

Martins, Joana Rovira, Martins, Pedro, Boavida, Ana

arXiv.org Artificial Intelligence

Artificial Intelligence (AI) has been increasingly applied to creative domains, leading to the development of systems that collaborate with humans in design processes. In Graphic Design, integrating computational systems into co-creative workflows presents specific challenges, as it requires balancing scientific rigour with the subjective and visual nature of design practice. Following the PRISMA methodology, we identified 872 articles, resulting in a final corpus of 71 publications describing 68 unique systems. Based on this review, we introduce GRAPHIC (Guidelines for Reviewing Algorithmic Practices in Human-centred Design and Interaction for Creativity), a framework for analysing computational systems applied to Graphic Design. Its goal is to understand how current systems support human-AI collaboration in the Graphic Design discipline. The framework comprises main dimensions, which our analysis revealed to be essential across diverse system types: (1) Collaborative Panorama, (2) Processes and Modalities, and (3) Graphic Design Principles. Its application revealed research gaps, including the need to balance initiative and control between agents, improve communication through explainable interaction models, and promote systems that support transformational creativity grounded in core design principles.


CreBench: Human-Aligned Creativity Evaluation from Idea to Process to Product

Xue, Kaiwen, Li, Chenglong, Ou, Zhonghong, Zhang, Guoxin, Lu, Kaoyan, Lyu, Shuai, Zhu, Yifan, Ding, Ping Zong Junpeng, Liu, Xinyu, Chen, Qunlin, Qin, Weiwei, Shen, Yiran, Cen, Jiayi

arXiv.org Artificial Intelligence

Human-defined creativity is highly abstract, posing a challenge for multimodal large language models (MLLMs) to comprehend and assess creativity that aligns with human judgments. The absence of an existing benchmark further exacerbates this dilemma. To this end, we propose CreBench, which consists of two key components: 1) an evaluation benchmark covering the multiple dimensions from creative idea to process to products; 2) CreMIT (Creativity Multimodal Instruction Tuning dataset), a multimodal creativity evaluation dataset, consisting of 2.2K diverse-sourced multimodal data, 79.2K human feedbacks and 4.7M multi-typed instructions. Specifically, to ensure MLLMs can handle diverse creativity-related queries, we prompt GPT to refine these human feedbacks to activate stronger creativity assessment capabilities. CreBench serves as a foundation for building MLLMs that understand human-aligned creativity. Based on the CreBench, we fine-tune open-source general MLLMs, resulting in CreExpert, a multimodal creativity evaluation expert model. Extensive experiments demonstrate that the proposed CreExpert models achieve significantly better alignment with human creativity evaluation compared to state-of-the-art MLLMs, including the most advanced GPT-4V and Gemini-Pro-Vision.


Artists' Views on Robotics Involvement in Painting Productions

Cocchella, Francesca, Choudhury, Nilay Roy, Chen, Eric, Alves-Oliveira, Patrícia

arXiv.org Artificial Intelligence

We then prompt-engineered GPT-4 (ChatGPT 4.0) to generate descriptive text labels for each image, creating 300 image-text labels for training. The CoFRIDA framework provided stroke-level painting data by simulating the robot's painting process, generating both partial-progress and completed canvases [1], [11]. While CoFRIDA is originally designed to produce paintings that accurately depict their subject matter with coherent stroke patterns and layering, our work adapts this approach specifically for abstract art by fine-tuning the InstructPix2Pix Module on a curated dataset of abstract works from Kaggle paired with GPT -4-generated captions. This specialization enables the model to generate abstract-style transformations suited for robotic execution in iterative and collaborative painting scenarios. I. Artistic Framework The robot was programmed to draw circle-inspired shapes in the first session, square-inspired in the second, and triangle-inspired in the third. This setting was inspired by Bruno Munari's [17] exploration of geometric forms (see Figure 6). In the 1960s, Italian designer Bruno Munari published visual case studies on Circle, Square, and later Triangle, associating each with specific qualities: the circle with the Divine, the square with safety, and the triangle as a key connective form.


Supporting Creative Ownership through Deep Learning-Based Music Variation

Krol, Stephen James, Llano, Maria Teresa, McCormack, Jon

arXiv.org Artificial Intelligence

This paper investigates the importance of personal ownership in musical AI design, examining how practising musicians can maintain creative control over the compositional process. Through a four-week ecological evaluation, we examined how a music variation tool, reliant on the skill of musicians, functioned within a composition setting. Our findings demonstrate that the dependence of the tool on the musician's ability, to provide a strong initial musical input and to turn moments into complete musical ideas, promoted ownership of both the process and artefact. Qualitative interviews further revealed the importance of this personal ownership, highlighting tensions between technological capability and artistic identity. These findings provide insight into how musical AI can support rather than replace human creativity, highlighting the importance of designing tools that preserve the humanness of musical expression.


Aesthetic Experience and Educational Value in Co-creating Art with Generative AI: Evidence from a Survey of Young Learners

Zhang, Chengyuan, Xu, Suzhe

arXiv.org Artificial Intelligence

This study investigates the aesthetic experience and educational value of collaborative artmaking with generative artificial intelligence (AI) among young learners and art students. Based on a survey of 112 participants, we examine how human creators renegotiate their roles, how conventional notions of originality are challenged, how the creative process is transformed, and how aesthetic judgment is formed in human-AI co-creation. Empirically, participants generally view AI as a partner that stimulates ideation and expands creative boundaries rather than a passive tool, while simultaneously voicing concerns about stylistic homogenization and the erosion of traditional authorship. Theoretically, we synthesize Dewey's aesthetics of experience, Ihde's postphenomenology, and actor-network theory (ANT) into a single analytical framework to unpack the dynamics between human creators and AI as a non-human actant. Findings indicate (i) a fluid subjectivity in which creators shift across multiple stances (director, dialogic partner, discoverer); (ii) an iterative, dialogic workflow (intent-generate-select-refine) that centers critical interpretation; and (iii) an educational value shift from technical skill training toward higher-order competencies such as critical judgment, cross-modal ideation, and reflexivity. We argue that arts education should cultivate a critical co-creation stance toward technology, guiding learners to collaborate with AI while preserving human distinctiveness in concept formation, judgment, and meaning-making.


Human Creativity and AI

Xie, Shengyi

arXiv.org Artificial Intelligence

With the advancement of science and technology, the philosophy of creativity has undergone significant reinterpretation. This paper investigates contemporary research in the fields of psychology, cognitive neuroscience, and the philosophy of creativity, particularly in the context of the development of artificial intelligence (AI) techniques. It aims to address the central question: Can AI exhibit creativity? The paper reviews the historical perspectives on the philosophy of creativity and explores the influence of psychological advancements on the study of creativity. Furthermore, it analyzes various definitions of creativity and examines the responses of naturalism and cognitive neuroscience to the concept of creativity.


Crafting Hanzi as Narrative Bridges: An AI Co-Creation Workshop for Elderly Migrants

Zhan, Wen, Hua, Ziqun, Lin, Peiyue, Chen, Yunfei

arXiv.org Artificial Intelligence

This paper explores how older adults, particularly aging migrants in urban China, can engage AI-assisted co-creation to express personal narratives that are often fragmented, underrepresented, or difficult to verbalize. Through a pilot workshop combining oral storytelling and the symbolic reconstruction of Hanzi, participants shared memories of migration and recreated new character forms using Xiaozhuan glyphs, suggested by the Large Language Model (LLM), together with physical materials. Supported by human facilitation and a soft AI presence, participants transformed lived experience into visual and tactile expressions without requiring digital literacy. This approach offers new perspectives on human-AI collaboration and aging by repositioning AI not as a content producer but as a supportive mechanism, and by supporting narrative agency within sociotechnical systems.


A Systematic Review of Human-AI Co-Creativity

Singh, Saloni, Hindriks, Koen, Heylen, Dirk, Baraka, Kim

arXiv.org Artificial Intelligence

The co creativity community is making significant progress in developing more sophisticated and tailored systems to support and enhance human creativity. Design considerations from prior work can serve as a valuable and efficient foundation for future systems. To support this effort, we conducted a systematic literature review of 62 papers on co-creative systems. These papers cover a diverse range of applications, including visual arts, design, and writing, where the AI acts not just as a tool but as an active collaborator in the creative process. From this review, we identified several key dimensions relevant to system design: phase of the creative process, creative task, proactive behavior of the system, user control, system embodiment, and AI model type. Our findings suggest that systems offering high user control lead to greater satisfaction, trust, and a stronger sense of ownership over creative outcomes. Furthermore, proactive systems, when adaptive and context sensitive, can enhance collaboration. We also extracted 24 design considerations, highlighting the value of encouraging users to externalize their thoughts and of increasing the system's social presence and transparency to foster trust. Despite recent advancements, important gaps remain, such as limited support for early creative phases like problem clarification, and challenges related to user adaptation to AI systems.