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Assessment of AI Creativity Paper 1: Method 1 v.1.0

magludi1

 

2. Method

2.1 Platform.

2.1.1 Platform Mechanics. The platform has been developed based on the first principles of Macro- and Micro-Innovation [ ] as:

2.1.1.1 self-developing - relies on crowdsourcing - users offer their content

2.1.1.2 self-improving - users offer improvements to each other creations (crowdsourcing)

2.1.1.3 self-supporting - a number of novel crowd funding mechanisms making the platform self-sustained have been developed or improved, including sponsored rewards, sponsored links, affiliate links, licensing fees, etc. [ ]

2.1.1.4. self-rewarding - users can receive various material and immaterial rewards [ ] (crowdfunding)

2.1.1.5 self-protecting - a number of novel mechanisms have been developed to protect this system from abuse. For example, users who don't understand how serious the consequences of their inappropriate actions could be can end up in the Gallery of Unfair Players, e-Jail, or even e-Inferno (Enferno) designed after classical 9-circles Dante's model.  

2.1.1.6. self-engaging (crowdgaming -ultimate gamification of life) - users can gamify any activity they participate in real life. For example, writing this very paper can be considered as a creation of a digital puzzle puzzling together text, audio, image, and video-pieces

2.1.1.7. self-discovery of:
2.1.1.7.1 this platform
2.1.1.7.2 new ideas
2.1.1.7.3 Self
2.1.1.7.4.... play the Listing game and get rewards sponsored by Sponsors 1 - 4.  

 

2.1.2 Engagement. Users choose the level of their engagement in this Everyday Life Game: Game of Ideas. Users can engage with this project - play the Game at different levels: 1. Read, 2. Comment, 3. Offer Improvements, 4. Create own piece of puzzle related to this, etc.

There are multiple levels of engagement at each level as well. For example:
2.1.2.1 Read. Can vary from passive, for instance, without analyzing content to very active, for instance, taking notes while reading trying to get to the bottom of ideas/thoughts played out in the POP. Users can read between the lines. Literally: text can be hidden between the lines partially, like here or completely like here. To engage users in active search for some clues or important information, users can get rewards and progress through the ranks in this Hide & Seek (the Truth) Game - as in this example of a completely hidden information on the reward for users who will find it.

2.1.2.2 Comment. To encourage users to provide their feedback and share their reactions, we gamify commenting as a Commenting game. Users can get rewards based on popular rating of their comments, as well as professional jury decision. They can advance through the ranks: from Apprentice level with multiple sub-levels (think about white belt with multiple strips) to Master level with multiple sub-levels (like a black belt with multiple stripes) to Grand-Master-Level, etc. User level opens for them numerous doors. Literally. For example, access to some rooms with a very important information, clues, or gaming weapons depends on users' rank: the doors will not open if they didn't reach a required level of understanding, for example, in the Understanding game.

Just to mention it here, the very first version of this paper was: Assessment of AI Engagement. You can find the corresponding played out POPs easily by running the keyword search. 

2.1.2.3 Offer Improvements. Users can click Offer Improvements button at the bottom of this POP and make changes to any part. An email will be sent to the author. If approved, they will be incorporated, and we could share benefits of creative collaboration. The previous version will be accessible through a link displayed on the thumbnail version of the POP in the Gallery. If not accepted, the proposed version goes to the link.

Users can also press Use this template button. This enables them to make any changes without author's approval. The link to the original POP is displayed at the bottom of the POP. 

 

2.2 AI Creativity Parameters. We categorize all parameters into two groups: characterizing 1. creation/product and 2. creation process itself. These two categories fall into another two groups: qualitative parameters and 2. quantitative parameters (Fig. ). These parameters tabulated in the next section in 4 tables. They were produced at the 2nd major revision of the paper when it evolved into: Assessment of AI Engagement in Creative Tasks. 

Most of these parameters are accessible for users, while some parameters characterizing the process itself can be accessed only by the developers of the platform.

2.3 Examples. We tried to provide specific examples of AI creativity that could be analyzed from the point of view of developed parameters. Some of these examples illustrate Exemplary Principle - Example-in-Itself. For example, this very section as well as all others could be considered as pieces of puzzle comprised sub-sections (sub-puzzles) that comprise sub-puzzle of lower order, etc. - to the level of sentences that can be considered as POP puzzling words/tokens. 

2.4 Rewards. There are a number of novel material and immaterial rewards, real-life and gaming rewards, intrinsic and extrinsic rewards. As well as punishments. Details are given elsewhere [ ]. Here, we briefly mention just some real-life rewards to motivate active help with writing this very paper:
2.4.1 Sponsored rewards: prizes, links, discounts to products & services, etc. - play the Listing game - continue the list and get a sponsored prize #2 supported by the Sponsor #2 or draw a Chance Card #1 from the Reward Stack #1 supported by Sponsor #1.
2.4.2 Licensing fees. Offer your own pieces of art, music, or any other type of cool pieces that fit, for example, this very POP and receive up to 5% licensing fees - depends on a combination of factors - see [ ].

 

Click here to go to the next section 3. Analysis

 

 

        

Автор:   magludi1  Версія:  1  Прототип:  => assessment of ai creativity qualitative and quantitative parameters in  Мова: Англійська  Переглядів: 0

Коротке посилання: https://www.sponsorschoose.org/a622
Коротке посилання на цю версію: https://www.sponsorschoose.org/n660
Автор - magludi1 дата: 2026-06-23 09:03:26
Остання зміна - magludi1 дата: 2026-06-26 00:58:59