Fiebrink 2019 - guillaumedescoteauxisabelle/ma-biblio GitHub Wiki

Machine Learning Education for Artists, Musicians, and Other Creative Practitioners

ZotWeb article-journal
Src Url Fiebrink (2019)

Abstract

This article aims to lay a foundation for the research and practice of machine learning education for creative practitioners. It begins by arguing that it is important to teach machine learning to creative practitioners and to conduct research about this teaching, drawing on related work in creative machine learning, creative computing education, and machine learning education. It then draws on research about design processes in engineering and creative practice to motivate a set of learning objectives for students who wish to design new creative artifacts with machine learning. The article then draws on education research and knowledge of creative computing practices to propose a set of teaching strategies that can be used to support creative computing students in achieving these objectives. Explanations of these strategies are accompanied by concrete descriptions of how they have been employed to develop new lectures and activities, and to design new experiential learning and scaffolding technologies, for teaching some of the first courses in the world focused on teaching machine learning to creative practitioners. The article subsequently draws on data collected from these courses—an online course as well as undergraduate and masters-level courses taught at a university—to begin to understand how this curriculum supported student learning, to understand learners’ challenges and mistakes, and to inform future teaching and research.


Annotations

Machine Learning Education for Artists, Musicians, and Other Creative Practitioners

[ML]] ](/guillaumedescoteauxisabelle/ma-biblio/wiki/[[Machine-Learning-Education)

REBECCA FIEBRINK, Department of Computing, Goldsmiths University of London

Citer: (Fiebrink, 2019)

FTag: Fiebrink-2019

APA7: Fiebrink, R. (2019). Machine Learning Education for Artists, Musicians, and Other Creative Practitioners. ACM Transactions on Computing Education, 19(4), 31:1-31:32. https://doi.org/10.1145/3294008

Polar

machine learning education for creative practitioners

Teach and research

it is important to teach machine learning to creative practitioners and to conduct research about this teaching

This article aims to lay a foundation for the research and practice of machine learning education for creative practitioners. It begins by arguing that it is important to teach machine learning to creative practitioners and to conduct research about this teaching, drawing on related work in creative machine learning, creative computing education, and machine learning education. It then draws on research about design processes in engineering and creative practice to motivate a set of learning objectives for students who wish to design new creative artifacts with machine learning. The article then draws on education research and knowledge of creative computing practices to propose a set of teaching strategies that can be used to support creative computing students in achieving these objectives. Explanations of these strategies are accompanied by concrete descriptions of how they have been employed to develop new lectures and activities, and to design new experiential learning and scaffolding technologies, for teaching some of the first courses in the world focused on teaching machine learning to creative practitioners. The article subsequently draws on data collected from these courses—an online course as well as undergraduate and masters-level courses taught at a university—to begin to understand how this curriculum supported student learning, to understand learners’ challenges and mistakes, and to inform future teaching and research.

CCS Concepts:


Social and professional topics → Computing education

Computing methodologies → Machine learning

Applied computing → Arts and humanities

Machine learning (ML) systems that autonomously create new works of art, music, video, or text
[ML]] ](/guillaumedescoteauxisabelle/ma-biblio/wiki/[[MLQuote)

building new digital musical instruments controlled by sensors [46]

46.  Michael Lee, Adrian Freed, and David Wessel. 1991. Real-time neural network processing of gestural and acoustic signals. In Proceedings of the International Computer Music Conference (ICMC’91). 277–280.