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A Method for Creative Behavioral Design Based on Analogy and Blending From Natural Things

Kazuya Tsujimoto, Shinji Miura, Akira TSUMAYA, Yukari Nagai, Amaresh Chakrabarti, Toshiharu Taura

Year
2008
Citations
13

Abstract

In the near future, robots and CG (computer graphics) will be required to exhibit creative behaviors that reflect designers’ abstract images and emotions. However, there are no effective methods to develop abstract images and emotions and support designers in designing creative behaviors that reflect their images and emotions. Analogy and blending are two methods known to be very effective for designing creative behaviors. The aim of this study is to propose a method for developing designers’ abstract behavioral images and emotions and giving shape to them by constructing a computer system that supports a designer in the creation of the desired behavior. This method focuses on deriving inspiration from the behavioral aspects of natural phenomena rather than simply mimicking it. We have proposed two new methods for developing abstract behavioral images and emotions by which a designer can use analogies from natural things such as animals and plants even when there is a difference in the number of joints between the natural object and the design target. The first method uses visual behavioral images, the second uses rhythmic behavioral images. We have demonstrated examples of designed behaviors to verify the effectiveness of the proposed methods.

Keywords

AnalogyNatural (archaeology)Computer scienceHuman–computer interactionObject (grammar)Artificial intelligenceRobotGraphicsComputer graphicsComputer graphics (images)

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