
Rose Hepworth
Research Associate
About me
I was awarded a PhD from the University of Cambridge in 2012 for a thesis that used elements of digital culture (particularly the figure of the avatar) as tools for analysing self-performance in women’s narratives across a range of media. I have an undergraduate degree in English Literature from Goldsmiths, and an MPhil in Screen Media and Cultures from Cambridge.
I do not have a background in computer science, but I am very much enjoying working with those who do. I am a part-time Research Associate on the WHIM project, looking at English language constructions and their impact on What-If style ideas.
You can contact me at .[at]...
Publications
Llano, Maria Teresa; Colton, Simon; Hepworth, Rose; Gow, Jeremy Automated Fictional Ideation via Knowledge Base Manipulation Journal Article In: Cognitive Computation, 8 (2), pp. 153-174, 2016. @article{Llano2011usingb, title = {Automated Fictional Ideation via Knowledge Base Manipulation}, author = {Maria Teresa Llano and Simon Colton and Rose Hepworth and Jeremy Gow}, url = {http://ccg.doc.gold.ac.uk/wp-content/uploads/2016/10/llano_jcc2015.pdf}, year = {2016}, date = {2016-10-01}, journal = {Cognitive Computation}, volume = {8}, number = {2}, pages = {153-174}, abstract = {The invention of fictional ideas (ideation) is often a central process in the creative production of arte- facts such as poems, music and paintings, but has barely been studied in the computational creativity community. We present here a general approach to automated fictional ideation that works by manipulating facts specified in knowledge bases. More specifically, we specify a number of constructions which, by altering and combining facts from a knowledge base, result in the generation of fictions. Moreover, we present an instantiation of these construc- tions through the use of ConceptNet, a database of common sense knowledge. In order to evaluate the success of these constructions, we present a curation analysis that calculates the proportion of ideas which pass a typicality judgement. We further evaluate the output of this approach through a crowd-sourcing experiment in which participants were asked to rank ideas. We found a positive correlation between the participant’s rankings and a chaining inference technique that automatically assesses the value of the fic- tions generated through our approach. We believe that these results show that this approach constitutes a firm basis for automated fictional ideation with evaluative capacity.}, keywords = {}, pubstate = {published}, tppubtype = {article} } The invention of fictional ideas (ideation) is often a central process in the creative production of arte- facts such as poems, music and paintings, but has barely been studied in the computational creativity community. We present here a general approach to automated fictional ideation that works by manipulating facts specified in knowledge bases. More specifically, we specify a number of constructions which, by altering and combining facts from a knowledge base, result in the generation of fictions. Moreover, we present an instantiation of these construc- tions through the use of ConceptNet, a database of common sense knowledge. In order to evaluate the success of these constructions, we present a curation analysis that calculates the proportion of ideas which pass a typicality judgement. We further evaluate the output of this approach through a crowd-sourcing experiment in which participants were asked to rank ideas. We found a positive correlation between the participant’s rankings and a chaining inference technique that automatically assesses the value of the fic- tions generated through our approach. We believe that these results show that this approach constitutes a firm basis for automated fictional ideation with evaluative capacity. |
Llano, Maria Teresa; Guckelsberger, Christian; Hepworth, Rose; Gow, Jeremy; Corneli, Joseph; Colton, Simon What If A Fish Got Drunk? Exploring the Plausibility of Machine-Generated Fictions Inproceedings In: Proc. 7th Int. Conf. Computational Creativity, 2016. @inproceedings{Llano2016, title = {What If A Fish Got Drunk? Exploring the Plausibility of Machine-Generated Fictions}, author = {Maria Teresa Llano and Christian Guckelsberger and Rose Hepworth and Jeremy Gow and Joseph Corneli and Simon Colton}, url = {http://ccg.doc.gold.ac.uk/wp-content/uploads/2016/06/ICCC_Plausibility_camera_ready-1.pdf}, year = {2016}, date = {2016-07-01}, booktitle = {Proc. 7th Int. Conf. Computational Creativity}, abstract = {Within the WHIM project, we study fictional ideation: processes for automatically inventing, assessing and presenting fictional ideas. Here we examine the foundational notion of the plausibility of fictional ideas, by performing an empirical study to surface the factors that affect judgements of plausibility. Our long term aim is to formalise a computational method which captures some intuitive notions of plausibility and can predict how certain types of people will assess the plausibility of certain types of fictional ideas. This paper constitutes a first firm step towards this aim.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } Within the WHIM project, we study fictional ideation: processes for automatically inventing, assessing and presenting fictional ideas. Here we examine the foundational notion of the plausibility of fictional ideas, by performing an empirical study to surface the factors that affect judgements of plausibility. Our long term aim is to formalise a computational method which captures some intuitive notions of plausibility and can predict how certain types of people will assess the plausibility of certain types of fictional ideas. This paper constitutes a first firm step towards this aim. |
Colton, Simon; Pease, Alison; Corneli, Joseph; Cook, Michael; Hepworth, Rose; Ventura, Dan Stakeholder Groups in Computational Creativity Research and Practice Incollection In: Computational Creativity Research: Towards Creative Machines, pp. 3–36, Springer, 2015. @incollection{colton2015stakeholder, title = {Stakeholder Groups in Computational Creativity Research and Practice}, author = { Simon Colton and Alison Pease and Joseph Corneli and Michael Cook and Rose Hepworth and Dan Ventura}, url = {http://ccg.doc.gold.ac.uk/wp-content/uploads/2016/10/colton_ccchapter15.pdf}, year = {2015}, date = {2015-01-01}, booktitle = {Computational Creativity Research: Towards Creative Machines}, pages = {3--36}, publisher = {Springer}, abstract = {The notion that software could be independently and usefully creative is becoming more commonplace in scientific, cultural, business and public circles. It is not fanciful to imagine creative software embedded in society in the short to medium term, acting as collaborators and autonomous creative agents for much societal benefit. Technologically, there is still some way to go to enable Artificial Intelligence methods to create artefacts and ideas of value, and to get software to do so in interesting and engaging ways. There are also a number of sociological hurdles to overcome in getting society to accept software as being truly creative, and we concentrate on those here. We discuss the various communities that can be considered stakeholders in the perception of computers being creative or not. In particular, we look in detail at three sets of stakeholders, namely the general public, Computational Creativity researchers and fellow creatives.We put forward various philosophical points which we argue will shape the way in which society accepts creative software. We make various claims along the way about how people perceive software as being creative or not, which we believe should be addressed with scientific experimentation, and we call on the Computational Creativity research community to do just that.}, keywords = {}, pubstate = {published}, tppubtype = {incollection} } The notion that software could be independently and usefully creative is becoming more commonplace in scientific, cultural, business and public circles. It is not fanciful to imagine creative software embedded in society in the short to medium term, acting as collaborators and autonomous creative agents for much societal benefit. Technologically, there is still some way to go to enable Artificial Intelligence methods to create artefacts and ideas of value, and to get software to do so in interesting and engaging ways. There are also a number of sociological hurdles to overcome in getting society to accept software as being truly creative, and we concentrate on those here. We discuss the various communities that can be considered stakeholders in the perception of computers being creative or not. In particular, we look in detail at three sets of stakeholders, namely the general public, Computational Creativity researchers and fellow creatives.We put forward various philosophical points which we argue will shape the way in which society accepts creative software. We make various claims along the way about how people perceive software as being creative or not, which we believe should be addressed with scientific experimentation, and we call on the Computational Creativity research community to do just that. |
Llano, Maria Teresa; Cook, Michael; Guckelsberger, Christian; Colton, Simon; Hepworth, Rose Towards the Automatic Generation of Fictional Ideas for Games Inproceedings In: Experimental AI in Games (EXAG’14), a workshop collocated with the tenth annual AAAI conference on artificial intelligence and interactive digital entertainment (AIIDE’14). AAAI Publications, 2014. @inproceedings{llano2014towards, title = {Towards the Automatic Generation of Fictional Ideas for Games}, author = { Maria Teresa Llano and Michael Cook and Christian Guckelsberger and Simon Colton and Rose Hepworth}, url = {http://ccg.doc.gold.ac.uk/wp-content/uploads/2016/09/llano_exag14.pdf}, year = {2014}, date = {2014-01-01}, booktitle = {Experimental AI in Games (EXAG’14), a workshop collocated with the tenth annual AAAI conference on artificial intelligence and interactive digital entertainment (AIIDE’14). AAAI Publications}, abstract = {The invention of fictional ideas is often a central pro- cess in the creative production of artefacts such as po- ems, music, paintings and games. Currently, fictional ideation is being studied by the Computational Creativ- ity community within the WHIM European project. The aim of WHIM is to develop the What-If Machine, a soft- ware system capable of inventing, evaluating and pre- senting fictional ideas with cultural value. In this pa- per we explore the potential applications of the What-If Machine in the context of games. Specifically, we pro- pose ways in which the What-If Machine can be used as an assistant for the design of games, by providing ideas about characters, the environment, etc., as well as a creative system during gameplay, through interesting interactions with the player.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } The invention of fictional ideas is often a central pro- cess in the creative production of artefacts such as po- ems, music, paintings and games. Currently, fictional ideation is being studied by the Computational Creativ- ity community within the WHIM European project. The aim of WHIM is to develop the What-If Machine, a soft- ware system capable of inventing, evaluating and pre- senting fictional ideas with cultural value. In this pa- per we explore the potential applications of the What-If Machine in the context of games. Specifically, we pro- pose ways in which the What-If Machine can be used as an assistant for the design of games, by providing ideas about characters, the environment, etc., as well as a creative system during gameplay, through interesting interactions with the player. |
Colton, Simon; Cook, Michael; Hepworth, Rose; Pease, Alison On Acid Drops and Teardrops: Observer Issues in Computational Creativity Inproceedings In: Proceedings of the 7th AISB Symposium on Computing and Philosophy, 2014. @inproceedings{colton2014acid, title = {On Acid Drops and Teardrops: Observer Issues in Computational Creativity}, author = { Simon Colton and Michael Cook and Rose Hepworth and Alison Pease}, url = {http://ccg.doc.gold.ac.uk/wp-content/uploads/2016/10/colton_aisb14c.pdf}, year = {2014}, date = {2014-01-01}, booktitle = {Proceedings of the 7th AISB Symposium on Computing and Philosophy}, abstract = {We argue that the notion of creativity in a person or software is a secondary and essentially contested concept. Hence, in Computational Creativity research – where we aim to build software taken seriously as independently creative – understanding the roles people take as process observer and product consumer is paramount. Depending on the domain, there can be a natural bias against software created artefacts, and Computational Creativity researchers have exacerbated this situation through Turing-style comparison tests. Framing this as a modified Chinese Room experiment, we propose two remedies to the situation. These involve software accounting for its decisions, actions and products, and taking the radical step of thinking of computer generated artefacts as fundamentally different to their human-produced counterparts. We use two case studies, where people interact with an automated painter and with computer-generated videogames, to highlight the observer issues we raise, and to demonstrate partial implementations of our remedies.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } We argue that the notion of creativity in a person or software is a secondary and essentially contested concept. Hence, in Computational Creativity research – where we aim to build software taken seriously as independently creative – understanding the roles people take as process observer and product consumer is paramount. Depending on the domain, there can be a natural bias against software created artefacts, and Computational Creativity researchers have exacerbated this situation through Turing-style comparison tests. Framing this as a modified Chinese Room experiment, we propose two remedies to the situation. These involve software accounting for its decisions, actions and products, and taking the radical step of thinking of computer generated artefacts as fundamentally different to their human-produced counterparts. We use two case studies, where people interact with an automated painter and with computer-generated videogames, to highlight the observer issues we raise, and to demonstrate partial implementations of our remedies. |
Llano, Maria Teresa; Hepworth, Rose; Colton, Simon; Gow, Jeremy; Charnley, John; Lavrač, Nada; Žnidaršič, Martin; Perovšek, Matic; Granroth-Wilding, Mark; Clark, Stephen Baseline Methods For Automated Fictional Ideation Inproceedings In: Proceedings of the 5th international conference on computational creativity, 2014. @inproceedings{llano2014baseline, title = {Baseline Methods For Automated Fictional Ideation}, author = { Maria Teresa Llano and Rose Hepworth and Simon Colton and Jeremy Gow and John Charnley and Nada Lavrač and Martin Žnidaršič and Matic Perovšek and Mark Granroth-Wilding and Stephen Clark}, url = {http://ccg.doc.gold.ac.uk/wp-content/uploads/2016/09/llano_iccc2014.pdf}, year = {2014}, date = {2014-01-01}, booktitle = {Proceedings of the 5th international conference on computational creativity}, abstract = {The invention of fictional ideas (ideation) is often a central process in the creative production of artefacts such as po- ems, music and paintings, but has barely been studied in the Computational Creativity community. We present here three baseline approaches for automated fictional ideation, using methods which invert and alter facts from the ConceptNet and ReVerb databases, and perform bisociative discovery. For each method, we present a curation analysis, by calculating the proportion of ideas which pass a typicality evaluation. We further evaluate one ideation approach through a crowd- sourcing experiment in which participants were asked to rank ideas. The results from this study, and the baseline meth- ods and methodologies presented here, constitute a firm basis on which to build more sophisticated models for automated ideation with evaluative capacity.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } The invention of fictional ideas (ideation) is often a central process in the creative production of artefacts such as po- ems, music and paintings, but has barely been studied in the Computational Creativity community. We present here three baseline approaches for automated fictional ideation, using methods which invert and alter facts from the ConceptNet and ReVerb databases, and perform bisociative discovery. For each method, we present a curation analysis, by calculating the proportion of ideas which pass a typicality evaluation. We further evaluate one ideation approach through a crowd- sourcing experiment in which participants were asked to rank ideas. The results from this study, and the baseline meth- ods and methodologies presented here, constitute a firm basis on which to build more sophisticated models for automated ideation with evaluative capacity. |
Llano, Maria Teresa; Hepworth, Rose; Colton, Simon; Charnley, John; Gow, Jeremy Automating Fictional Ideation Using ConceptNet Inproceedings In: Proceedings of the AISB14 symposium on computational creativity, 2014. @inproceedings{llano2014automating, title = {Automating Fictional Ideation Using ConceptNet}, author = {Maria Teresa Llano and Rose Hepworth and Simon Colton and John Charnley and Jeremy Gow}, url = {http://ccg.doc.gold.ac.uk/wp-content/uploads/2016/09/llano_aisb14.pdf}, year = {2014}, date = {2014-01-01}, booktitle = {Proceedings of the AISB14 symposium on computational creativity}, abstract = {The invention of fictional ideas (ideation) is often a cen- tral process in producing artefacts such as poems, music and paint- ings in a creative way. Automated fictional ideation should, there- fore, be of much interest in the study of Computational Creativity, but only a few approaches have been explored. We describe here the preliminary results of a new method for automated generation and evaluation of fictional ideas which uses ConceptNet, a semantic net- work. We evaluate the results obtained through a small study that involves participants scoring ideas via an online survey. We believe this approach constitutes a firm basis on which a more sophisticated model for automated creative ideation can be built.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } The invention of fictional ideas (ideation) is often a cen- tral process in producing artefacts such as poems, music and paint- ings in a creative way. Automated fictional ideation should, there- fore, be of much interest in the study of Computational Creativity, but only a few approaches have been explored. We describe here the preliminary results of a new method for automated generation and evaluation of fictional ideas which uses ConceptNet, a semantic net- work. We evaluate the results obtained through a small study that involves participants scoring ideas via an online survey. We believe this approach constitutes a firm basis on which a more sophisticated model for automated creative ideation can be built. |