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Objectives:The goals of this research are fourfold:1/ To develop a software tool which simulates the experience of synesthesia to produce concrete, documentable expressions of creativity. Study of controlled, collaboratively produced outputs permit us to explore the effect of different computer-visualization techniques upon processes of creativity. A constitutive relationship between synesthesia and creativity (Campen, 2002) and an operational relationship between synesthesia and multimedia (Cytowic, 1993) has been suggested and following these leads, we propose to mobilize synesthesia as the visualization technique we will target to investigate the collaborative development of creativity. 2/ To evaluate the methods of testing and measuring creativity expressed through the use of this tool, and to formulate and elucidate, inductively, the conception of creativity so arrived at. Using an extensive review of literature to create a taxonomic ordering of models and concepts of creativity will allow us to formalize and comparatively analyze the conceptions of creativity operationalized in this study, situating those conceptions within a comprehensive overview of theories and models of creativity, such that the present work both builds upon and extends our conceptual grasp of what has thus far proven an elusive and empirically ungrounded conceptual field. 3/ To compare individual and collaborative uses of the software tool. We are interested in exploring how forms of imagination, central as these are to creative processes and products, are affected by participation in collaborative exercises. The tool we develop must be capable of allowing us to test the same exercise as carried out by: a) an individual working alone, b) partners who cooperate in the exercise through the sharing of one input device, and c) partners who collaborate in the exercise of using individually enabled input devices to participate all together, at the same time (i.e. independently but simultaneously) The MULTI interface configuration will meet this goal. 4/ To evaluate and revise existing studies and reporting on how creativity may be fostered, in order to advance educational scholarship and practice. This is the overarching goal of our research: to study and document whether and how an interactive multimedia tool (Synesthesia software) and collaborative interface (MULTI) can catalyze and intellectual processes which appear to satisfy generic conceptual conditions for “creativity” both in process and in outcomes, and to apply this knowledge directly to the advancement of creativity in educational practice. Theoretical FrameworkSince the mid 20th century there has been an increasing concern that educationprioritize the development of creativity; implicit in this is the assumption that the development and expression of creativity can be influenced. There is little recent research investigating the development of creativity in education, although many commentators support the assertion that creativity can be developed. Also since the 1950’s, a number of attempts to stimulate creativity have been undertaken. However, as Ryhammer & Brolin (1999) point out, there has been a lack of systematic, controlled evaluations of such programs. 1970’s debates on creativity within philosophy regarded creativity as moving away from product outcomes and being connected with imaginativeness (Elliott, 1971). The concept of creativity has traditionally proven elusive, a broad spectrum of activity having been described as “creative”. One major distinction made by analysts is that between ‘high’ creativity and ordinary, everyday, creativity. Another of the distinctions is between creativity within specific domains as opposed to creativity as an independent process, applied across domains. Research into creativity in the 1980’s and 1990’s became rooted in a social psychological framework recognizing the importance of social structures in fostering individual creativity (Rhyammar & Brolin, 1999, Jeffrey & Craft, 2000). This has been described as being a distinct, coherent area of study (Jeffrey & Craft, 2000): creativity and social systems. Some significant theories have been put forward in which creativity is seen from a systems perspective (Cziksentmihalyi, 1998, Sternberg, 1998, Sternberg & Lubart, 1991a, 1991b, 1995), where various elements of the overall social and cognitive context are seen as highly relevant to processes and activities of creating. In particular, Amabile’s (1988) model suggests that even very minor aspects of the immediate social environment may affect individual creativity. Exploring the role of the context or subject domain has become increasingly important over the past decade. Perhaps most relevant to education is the notion of ordinary or ‘democratic’ creativity. The phrase ‘democratic’ creativity was coined in the National Advisory Group for Creative and Cultural Education Report (1999) to mean the creativity of the ordinary person, recognizing that all pupils can be creative. In the research which we are proposing, we will weave together three main trajectories of inquiry which have defined contemporary studies of creativity: most importantly, the impact of the social environment on individual creativity, an emphasis on imaginativeness vs. product outcomes, and the notion of ‘democratic’ creativity. Research Design, Hardware and Software DevelopmentSoftwareWhat is synesthesia and how might it be related to creativity? For those withsynesthesia, the geometric shape of a triangle may not only perceived visually as a shape, but may simultaneously be experienced as a sound (e.g. a bell) or a colour (i.e. red). We are interested in replicating the experience of synesthesia for individuals who lack or have lost this sensitivity (there is some debate in the field as to whether this sensitivity is an attribute which all children share, which is lost in adulthood). Galeyev proposes that “as a specific form of interaction in an integrated perception system, synesthesia displays an essential human ability. Synesthesia is not some ephiphenomenon. It is not an anomaly. It is the norm, though not always evident, in scientific analysis because of the special character of its origin.” (1993). Synesthesia has a long documented and investigated history. Many authors have noted that a large percentage of visual artists report synesthetic sensitivity, supporting the supposition that synesthesia and creativity may be linked (Marks, 1996, 1978, 1983; Peacock, 1985) According to Andrew Lyons, in a paper available online titled ‘Abstractly Related and Spatially Simultaneous Auditory- Visual Objects’, “synesthesia provides a clinical insight into the relationship between the various human sensory modalities and in particular for the relationship between audition and vision.” (2004). Our research draws on Galeyev’s description of synesthesia as the product of creative imagination and we believe that the light which it can shed on our relationships across sensory/perceptual media and modalities represents an important, and significantly under-studied area of inquiry whose implications extend far beyond the movement of aesthetic sensibility and artistic ability, to encompass scientific and mathematical intuition, including as well the broad fields of human and social scientific education. Waterworth’s (1996) research considering relationship among human perception, creativity and computer systems is based upon the idea that “the most salient and vital aspect of interacting with computer systems is consistently overlooked, that is, the importance of computer systems as perceptual rather than conceptual tools. Insofar as people interact with them, computer systems function primarily as sensual transducers which I term ‘synaesthetic media,’ and not as so-called ‘cognitive-artifacts’” (Waterworth, 1996, emphasis ours). Waterworth further argues that computers have evolved to be much more than tools which advance the computational aspects of cognition. Rather, the non- computational aspects of sensation, imagination, emotion, and fantasy as well as more plausibly computational faculties such as mental problem solving are now key factors in interface and software design and it is where these factors intersect, at the juncture between human reason and human sensation, that the potential for creativity is most intense. Through the software application which we develop, participants will be able to manipulate various media elements (visual images, shapes, sounds, colours) located within the context of a 3D computer graphic environment which they see projected on screens around them. Moving media elements by ‘dragging’ and ‘dropping’ them, participants are then able to position and rearrange these elements on a virtual music score. As musical notation is very complex and not always logical, and because our priority is facilitating creativity through the exploration of a synesthetic experience, the music score which participants have access to will not necessarily be related to the traditional diatonic scale. Rather, we are particularly interested in exploring and exploiting musical processes and experiences which are not easy to describe and impossible to indicate accurately in traditional musical notation: syncopation, harmonics, dissonance, and tone colour. Each media element will be assigned an audio clip, tone, etc. Once arranged the ‘composition’ can then be played back and modified. Developing a tool which mimics experiences of synesthesia, and giving participants direct control over the expression of such an experience, will allow us to study constitutive and operational relationships among creativity, multimedia and synesthesia. HardwareSeamless interaction mechanisms developed in software will allow participants tointeract with content on the wall, transfer focus to different places, swap content, etc. Wireless laser pointers will provide the user with the ability to manipulate media elements in several ways. Content can be selected, dragged, dropped, rotated, and repositioned. Although it has been the case that information technology is usually abandoned in favour of traditional media and forms of interaction during face-to-face collaboration, I believe this has been due primarily to the limitations of the interfaces and, specifically, an inability to carry out spontaneous collaborative enterprises. In fact, rather than working against socialized communication and interaction forms which include gestures as well as verbal interaction, the MULTI system will be compatible and benefit from these forms of communication being employed by participants. MULTI does not force people to communicate and interact with dedicated computer systems; rather, it facilitates face-to-face collaboration with the assistance of technology. MULTI bridges the gap between computing environments which are designed to support interaction between one person and one computer and systems which allow collaboration (remotely) over a network. Last modified 18 February 2008 at 9:58 pm by haleden |