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Assessing Augmented Creativity: Putting a Lovelace Machine for Interactive Title Generation Through a Human Creativity Test.

, , and . EvoMUSART, volume 10198 of Lecture Notes in Computer Science, page 262-274. (2017)

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Combined Neural Network Models for Epidemiological Data: Modelling Heterogeneity and Reduction of Input Correlations., , and . ICANNGA, page 147-151. Springer, (1997)Assessing Augmented Creativity: Putting a Lovelace Machine for Interactive Title Generation Through a Human Creativity Test., , and . EvoMUSART, volume 10198 of Lecture Notes in Computer Science, page 262-274. (2017)Normative Social Influence in Persuasive Technology: Intensity versus Effectiveness., , and . PERSUASIVE, volume 7284 of Lecture Notes in Computer Science, page 145-156. Springer, (2012)Being Creative: A Cross-Domain Mapping Network., , and . ICCC, page 220-227. Association for Computational Creativity (ACC), (2020)Electronic Augmentation of Traditional Board Games., and . ICEC, volume 3166 of Lecture Notes in Computer Science, page 441-444. Springer, (2004)Fewer Faces Displayed Simultaneously, Less Videoconference Fatigue in Distance Learning? An Experimental Study., , and . ICIS, Association for Information Systems, (2022)Track E: Hybrid biological-digital systems., , and . DEST, page 1. IEEE, (2013)Interactive Digital Gameplay Can Lower Stress Hormone Levels in Home Alone Dogs - A Case for Animal Welfare Informatics., , and . ICEC, volume 9353 of Lecture Notes in Computer Science, page 238-251. Springer, (2015)Exploring AI and Islam in Indonesian Education: An Anthropological Inquiry., , and . ICEEI, page 1-5. IEEE, (2023)Mapping the field of organism-involved computer games., and . FDG, page 7:1-7:8. ACM, (2018)