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  • Blue = creativity?

    Feb 6th 2009

    By: C_Sifonis

    No comments

    The wired blog network posted an intriguing article today. “Seeing Red: Tweak your brain with colors” is a summary of a Science article by Ravi Mehta and Juliet Zhu.

    According to Brandon Keim who wrote the blog entry, Mehta and Zhu have demonstrated that colors enhance cognitive processing. Red was shown to enhance “attention demanding tasks” whereas blue enhanced “creativity.” He then reports Zhu as saying that red enhances performance on attention demanding tasks because it arouses neurobiological awareness and vigilance. Specifically,

    “Think about red, and what comes to mind: stop lights, stop signs, danger, ambulances,” said  Zhu. “People want to avoid those things, and that’s why they do better on detail-oriented tasks.”"

    The reason people are more creative with blue stimuli is because “Blue is the color of the sky, the ocean, safety,” she said. “When their environment is safe, people are more explorative.”

    What? We are neurobiologically wired to avoid red things such as stop lights and danger? It appears to me that the association between these things and the color red is a cultural convention. Besides, lots of things exist that are red that we don’t try to avoid such as apples, flowers, and hearts (admittedly, one might want to avoid hearts given the correct context).

    As far as blue being associated with safe things such as the ocean, I find the logic even harder to swallow. Frankly, I find the ocean to be fairly scary. Beautiful, yes. Interesting, yes. But definitely not safe. In fact, I also don’t find blue in general to be associated with “safe.”

    After I read the part of the post that I quoted above, I wanted more information. What type of attention demanding tasks? What was the creativity task? How was color presented to the subjects? How was performance measured?

    Unfortunately, the article only said that subjects engaged in an approach/avoidance task and that they strongly avoided red and strongly approached blue. From this I assume they were engaged in some sort of computer task and that red and blue squares were being presented somehow and subjects had to respond with a joystick or mouse or by button presses. After the approach/avoidance task “Blue linked to higher scores on subsequent tests of creativity, and red with better performance on memory tests.”

    That’s all. I would dismiss this out of hand but the research was published in Science which is  one of the most reputable scientific publications. However, it was published in such a recent edition of Science that our library does not have the issue yet (“ARGH!”). Consequently, a critical read of the article itself to verify the accuracy of the reporter’s summary of the findings was not possible.

    When I get access to the article I will let you know what I think about the research and Brandon Keim’s characterization of it.

    Creativity, Research

    cognitive tasks, Creativity, Science

  • The Turing Test Applied to Creativity

    Jan 14th 2009

    By: C_Sifonis

    No comments

    In my Creativity class this past semester, I asked the class the following question:

    “When discussing how computer science and interest in artificial intelligence contributed to the cognitive approach of creativity, we talked about the Turning test. What is the Turning test and how is the concept of the Turing test relevant to the study of creativity? (Hint: Eliza, GPS, and AARON)”

    The students had a problem with this question. Even after multiple explanations and further hints, they still had a problem. Finally, I relented and gave them the answer to the question (and did not include this question on the final exam).

    What follows is my answer with some modifications to serve the purpose of this post and make it more accessible to a broader audience. Read More

    Creative Cognition, Creativity

    artificial intelligence, creative computers, Creativity, Turing Test

  • Pushing the Boundaries of “Good Taste”

    Sep 21st 2008

    By: C_Sifonis

    No comments

    Now this is one cake that is pushing the envelope of good taste…pun intended.  It also is a psychologically interesting example of creativity.

    toilet cake

    In psychology there is the “Law of Similarity” which states either that “like causes like” (causes resemble their effects) or that “appearance equals reality.” There is also the “Law of Contagion” which posits that “once in contact, always in contact.”

    Experiments have been conducted demonstrating that people will refuse to drink a desirable juice that has briefly been in contact with a sterilized, dead cockroach (law of contagion is at work here). Similarly, people are unwilling to eat desirable food shaped into a disgusting object (e.g., chocolate made to look like dog poo)(the law of similarity is at work here).

    It isn’t too hard to guess people’s reaction to the cake in this picture. In fact, the tag line on the email I received with this picture was “Would you eat this cake?”

    People cognitively understand that the cake is a real cake – something that is usually yummy – despite its appearance. However, this cognitive realization doesn’t prevent the reluctance to eat the cake.

    I believe that this has clear implications for the creativity and innovation of this creation.
    In terms of creativity, making a cake that resembles a toilet is creative – in part, because it violates taboo. Because few people violate taboos, the cake will be novel to most people. It is also artistically creative in the sense that some artists create art that causes people to feel something. Sometimes the “something” that artists cause people to feel is unpleasant or strong emotions. Serving this cake at a party and the resultant emotions that are induced as people try to decide whether or not to eat the cake could be said to satisfy this definition of artistic creativity.

    However, it is very difficult to overcome the “Ewww” factor and even though people might admit to the creativity of the cake, I’m guessing it wouldn’t be a popular item at the local Krogers bakery or even at the more eclectic bakeries. If this is the case, then as an innovation, its chances of commercial success are iffy at best which prevents this cake from being truly innovative.  Why? Because creativity that does not result in at least a moderately commercially successful product isn’t perceived as innovative by the world of business. It is only creative.

    Creativity, Innovation

    creative food, Creative Objects, Creativity, Innovation, law of contagion, law of similarity, psychology

  • Product placement in lyrics

    Sep 19th 2008

    By: C_Sifonis

    No comments

    It was in this posting by Wired magazine, that I found out about paid product placement in song lyrics.  I guess I shouldn’t be surprised. I’ve seen it everywhere else. I guess it was just a matter of time until artists were being paid to purposely write about products in their songs (as opposed to doing it just because they wanted to sing about a product and its place in their lives or popular culture).

    At a certain level, I am opposed to product placement because it turns my world into a garish advertisement.  We are already continuously bombarded by advertising on television, radio, print media, while traveling, going to concerts, sporting events, and movies.

    At another level, I have to admit that product placement in song lyrics is a clever advertising ploy.  Admittedly, it logically follows from product placement in movies and television shows. However, it does tap into a previously untapped resource.

    I’ll also admit to not being as annoyed to product placement in television and movies if it is subtle product placement (as opposed to athletes being papered in their sponsor’s brands).  Just this week, my partner and I had an in-depth discussion of product placement in the new Mad Men episode and the degree to which the Mad Men producers paid the product company for the privilege of focusing the show on the product or if it was the other way around.

    I only hope that this type of advertising remains subtle.  Alas, I suspect that it will not and will become as annoying and pernicious as traditional commercial advertising as people become as immune to the influence of product placement as they are to commercials.

    Advertising, Innovation

    Advertising

  • Conceptual Expansion, Creative Generation Tasks and the Spore Creature Generator

    Aug 15th 2008

    By: C_Sifonis

    3 comments

    Tribute to Dr. Doolittle

    I downloaded the trial version of the Spore Creature Creator and had a good time creating my aliens last night and watching them dance around and act cute (they manage to act cute no matter how fearsome you try to make them).  Even with the extremely limited set of creature features available in the trial version, you can make a surprising range of creatures.  The mind boggles when you think about all the creatures that are possible when you unlock the full power of the engine and start sharing your creatures and creature parts with others.

    The mash-up of this creature creator and social networking has me all “a-flutter.”  Why?  Because it ties in so well with my research area and my interests in virtual worlds.

    In grad school I was fortunate enough to be able to train under one of the founders of the creative cognition approach – Dr. Tom Ward.  His research, and mine by association and training, examined conceptual expansion.  Conceptual expansion occurs during creative tasks.  When people are coming up with novel examples of a category (drawing alien animals), they tend to base their creations on existing examples of the category (knowledge of animals on earth).  This is manifested in the tendency to include common features of category examples in their novel creations (legs and arms, eyes and ears, etc.). Their creations are constrained by existing knowledge.  Dr. Ward’s seminal work investigating this phenomenon demonstrated the various ways in which exiting knowledge constrains novel products (Ward, T. B. (1994). Structured imagination: The role of category structure in exemplar generation. Cognitive Psychology, 27, 1-40).

    The constraining effects of knowledge on creativity has proven to be a robust phenomenon.  Consequently, I expect that we will see the same trends in the types of creatures generated using the Spore Creature Creator, even though the ability to create almost anything that can be imagined is certainly possible with this engine. The first types of creatures developed by people using the engine will resemble Earth creatures in their basic attributes……at least initially.

    However, the social networking component that EA has built into the game ensures that the end user won’t be creating these creatures in in isolation for very long.  They will be exposed to other people’s creatures and experience a greater diversity of examples.  This should expand their knowledge of the category to include a more diverse set of examples.  They could then generate a more diverse and less Earth-like creature as a result.  Of course this is just a guess at this point. But I think it makes a very interesting research project.

    There is another interesting twist to the story of how existing knowledge affects performance in creative generation tasks.

    When people are asked to imagine an alien animal, one of the most common approaches to the task is to imagine an existing earth animal and start the creative process from that point.  The result is an alien that possesses typical Earth animal features.  However, when people are told approach the task by thinking about how their imagined animal will feed, defend itself, move, and reproduce, they end up creating more imaginative creatures.  The creatures generated using this approach are less likely to have standard senses and appendages. In short, thinking of more abstract features of the category results in more novel creations (Ward, T. B., Patterson, M. J. & Sifonis, C. (2004). The role of specificity and abstraction in creative idea generation. Creativity Research Journal 16, 1-9).

    In Spore, the creature creation is inextricably tied with consideration of the type of food the creature will eat, how it will move, how it will defend itself and how it will socialize.  Because people are forced to consider these things while creating their creatures, it is likely they will generate creatures that are more deviant from earth creatures than if this wasn’t such a large component of the game.  Because the Spore creatures’ interactions in the game environment are critically determined by their biology, gamers will learn fairly quickly the degree to which they can ignore survival and still survive in the game.

    Right now, I have no clue how the influence of this component of the game could be examined experimentally. Give me time :)

    I have more to say about this game as it pertains to emergent behavior as well as a few choice words about EA’s fairly draconian EUA but I’ve prattled on enough for one post.

    Conceptual Expansion, Creative Cognition, Creativity, Research

    abstraction, Conceptual Expansion, Creativity, creativity research, Creativity Researchers, Generation Task

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