Santiago Negrete-Yankelevich | Universidad Autónoma Metropolitana-Cuajimalpa (original) (raw)

Papers by Santiago Negrete-Yankelevich

Research paper thumbnail of MATILDA: Inclusive Data Science Pipelines Design through Computational Creativity

We argue for the need of a new generation of data science solutions that can democratize recent a... more We argue for the need of a new generation of data science solutions that can democratize recent advances in data engineering and artificial intelligence for non-technical users from various disciplines, enabling them to unlock the full potential of these solutions. To do so, we adopt an approach whereby computational creativity and conversational computing are combined to guide non-specialists intuitively to explore and extract knowledge from data collections. The paper introduces MATILDA, a creativity-based data science design platform, showing how it can support the design process of data science pipelines guided by human and computational creativity.

Research paper thumbnail of Superiores de Monterrey-Campus

At the present time, the use of mobile technology in business, is becoming an opportunity to gene... more At the present time, the use of mobile technology in business, is becoming an opportunity to generate competitive advantages within organization environments. Mobile technology helps a company to optimize its internal processes and services by means of added flexibility in order to access information anytime, anywhere. In this work we introduce M-Modeler, a software tool for modeling m-commerce businesses. Our approach starts from structural patterns in order to produce integral m-business solutions within organizations. M-Modeler implements a framework, based on m-business patterns that helps to reduce the ambiguity in business rules. This is specially useful in the design and construction phases of m-commerce systems development process. The framework allows the user to generate m-business solutions regardless of the specific mobile application. M-Modeler generates XML-based metadata of business workflows that may evolve with the constant necessities of change caused by the emerge...

Research paper thumbnail of Proof Planning with Logic Presentations

Logic has proven to be of prime importance in many areas of Science and, in particular, in AI and... more Logic has proven to be of prime importance in many areas of Science and, in particular, in AI and Computer Science. Many logics have been developed to contend with the various kinds of reasoning required by a vast number of research areas. Automatic ...

Research paper thumbnail of Functional modularization of a Neurocranium: a robotic brain for a robotic body

Research paper thumbnail of Un paso más hacia la inteligencia aquí y ahora

Ciencia Y Desarrollo, 2011

Research paper thumbnail of A MaxSAT-Based Approach to the Team Composition Problem in a Classroom

Given a classroom containing a fixed number of students and a fixed number of tables that can be ... more Given a classroom containing a fixed number of students and a fixed number of tables that can be of different sizes, as well as a list of preferred classmates to sit with for each student, the team composition problem in a classroom (TCPC) is the problem of finding an assignment of students to tables in such a way that preferences are maximally-satisfied. In this paper, we formally define the TCPC, prove that it is NP-hard and define a MaxSAT model of the problem. Moreover, we report on the results of an empirical investigation that show that solving the TCPC with MaxSAT solvers is a promising approach.

Research paper thumbnail of Mexica-impro: ideas para desarrollar un modelo computacional de improvisación

Ciencia Ergo Sum, 2011

Este artículo describe el desarrollo de un proyecto multidisciplinario que pueda servir para estu... more Este artículo describe el desarrollo de un proyecto multidisciplinario que pueda servir para estudiar los procesos cognitivos y culturales situados detrás de la creación de narrativas. Para ello se describe un modelo computacional basado en el paradigma engagement-reflection1 que simula la interacción de dos agentes que improvisan un diálogo creativo para generar narrativas con temas de la mitología prehispánica.

Research paper thumbnail of Embodiment and Computational Creativity

We conjecture that creativity and the perception of creativity are, at least to some extent, shap... more We conjecture that creativity and the perception of creativity are, at least to some extent, shaped by embodiment. This makes embodiment highly relevant for Computational Creativity (CC) research, but existing research is scarce and the use of the concept highly ambiguous. We overcome this situation by means of a systematic review and a prescriptive analysis of publications at the International Conference on Computational Creativity. We adopt and extend an established typology of embodiment to resolve ambiguity through identifying and comparing different usages of the concept. We collect, contextualise and highlight opportunities and challenges in embracing embodiment in CC as a reference for research, and put forward important directions to further the embodied CC research programme.

Research paper thumbnail of Creativity, coevolution, and computerized coproduction: reframing creativity from a nonanthropocentric approach

Adaptive Behavior, 2018

This article proposes a philosophical foundation for a new understanding of natural and artificia... more This article proposes a philosophical foundation for a new understanding of natural and artificial creativity based on a notion of relational creativity that encompasses both human and nonhuman creativity. We combine the inspiration from computational creativity with proposals from philosophy of technology and philosophy of organisms and discuss the ideas presented through an imaginary scenario based on the interaction between a creative machine and a locked-in syndrome patient. By doing so, we attempt to discuss why it is valuable to incorporate Gilbert Simondon’s notions of autonomy, integration, and amplification, as creativity features that can be candidates to substitute categories as hard to assess as novelty, surprise, and value.

Research paper thumbnail of The apprentice framework: planning and assessing creativity On Human and Machine Creativity

In this paper we introduce and discuss the apprentice framework, which we speculate can be used t... more In this paper we introduce and discuss the apprentice framework, which we speculate can be used to plan and evaluate computational creativity projects. The framework defines a sequence of phases a system must follow in order to reach a level of creativity acceptable to a set of human judges. It also establishes four aspects of a creative piece susceptible of creative work. We mention some examples from different artistic disciplines. Our work focuses on establishing an environment as well as a team of people and machines to foster, study and monitor the emergence of creativity.

Research paper thumbnail of e-Motion: a system for the development of creative animatics

This paper introduces e-Motion, a software system for the creation of animatics 1, which are impo... more This paper introduces e-Motion, a software system for the creation of animatics 1, which are important tools within the process of creation of animated graphics for TV. This type of animation, generated by the system from plots in plain text, allows production teams to envision how a final motion graphics piece can be developed. We argue that our system plays a creative role within the generative process. Specifically, our work is linked to a real production team, involved in the creation of animated shorts, called Imaginantes, for Mexican television.

Research paper thumbnail of The apprentice framework: planning and assessing creativity

In this paper we introduce and discuss the apprentice framework, which we speculate can be used t... more In this paper we introduce and discuss the apprentice framework, which we speculate can be used to plan and evaluate computational creativity projects. The framework defines a sequence of phases a system must follow in order to reach a level of creativity acceptable to a set of human judges. It also establishes four aspects of a creative piece susceptible of creative work. We mention some examples from different artistic disciplines. Our work focuses on establishing an environment as well as a team of people and machines to foster, study and monitor the emergence of creativity. On Human and Machine Creativity Assessing creativity in machines has become a prime issue in computational creativity after many systems have been built that exhibit a behavior that can intuitively be considered creative. The domains of such systems are so varied, and the versions of each one so many, that comparing them to one another or with different versions of themselves has become a hard task. Every sys...

Research paper thumbnail of Prerequisites for a neurobotic head device Prerrequisitos para un dispositivo de cabeza neurobótica

We present a neurobotic head, a robot device that has been instrumented following explicit princi... more We present a neurobotic head, a robot device that has been instrumented following explicit principles and data (prerequisites) for the study of neurobiology by synthesis. The methods of construction and tests of this device follow such prerequisites. The main principle is the modular organization in blocks. The blocks are modules as: Skeletal, Muscle-like (M-L) and Motoneuron-like (Mn-L) devices, Nerve-like pulse trains, Mn-L selectors, Sensorlike receptors; and Sensorial and Integrative modules. The hardware comprise of: eight M-L servomotors, two light sensors, two sound sensors, one accelerometer, one microcontroller and one PC. The head has a visuomotor integrative module programmed to produce autonomous complex eyes/neck seeking behavior.

Research paper thumbnail of e-Motion: A System for the Development of Creative Animatics

This paper introduces e-Motion, a software system for the creation of animatics 1 , which are imp... more This paper introduces e-Motion, a software system for the creation of animatics 1 , which are important tools within the process of creation of animated graphics for TV. This type of animation, generated by the system from plots in plain text, allows production teams to envision how a final motion graphics piece can be developed. We argue that our system plays a creative role within the generative process. Specifically, our work is linked to a real production team, involved in the creation of animated shorts, called Imaginantes, for Mexican television.

Research paper thumbnail of Embodiment and Computational Creativity

ArXiv, 2021

We conjecture that creativity and the perception of creativity are, at least to some extent, shap... more We conjecture that creativity and the perception of creativity are, at least to some extent, shaped by embodiment. This makes embodiment highly relevant for computational creativity (CC) research, but existing research is scarce and the use of the concept highly ambiguous. We overcome this situation by means of a systematic review and a prescriptive analysis of publications at the International Conference on Computational Creativity. We adopt and extend an established typology of embodiment to resolve ambiguity through identifying and comparing different usages of the concept. We collect, contextualise and highlight opportunities and challenges in embracing embodiment in CC as a reference for research, and put forward important directions to further the embodied CC research programme.

Research paper thumbnail of Mexica-impro: ideas para desarrollar un modelo computacional de improvisación

Ciencia Ergo Sum, 2011

This paper describes a multidisciplinary project that studies the cognitive and cultural processe... more This paper describes a multidisciplinary project that studies the cognitive and cultural processes behind narrative creation. To achieve this goal we employ a computational model based on the engagement- reflection paradigm that simulates the interaction between two agents that improvise through a dialog a novel narrative about the Aztec's mythology.

Research paper thumbnail of Solving the Team Composition Problem in a Classroom

Fundamenta Informaticae

Given a classroom containing a fixed number of students and a fixed number of tables that can be ... more Given a classroom containing a fixed number of students and a fixed number of tables that can be of different sizes, as well as a list of preferred classmates to sit with for each student, the team composition problem in a classroom (TCPC) is the problem of finding an assignment of students to tables in such a way that the preferences of students are maximally-satisfied. In this paper, we first formally define the TCPC, prove that it is NP-hard and define two different MaxSAT models of the problem, called maximizing and minimizing encoding. Then, we report on the results of an empirical investigation that show that solving the TCPC with MaxSAT solvers is a promising approach and provide evidence that the minimizing encoding outperforms the maximizing encoding. Finally, we illustrate how the proposed MaxSAT-based modeling approach is also well-suited for modeling other more complex team formation problems.

Research paper thumbnail of Guiding proof search in logical frameworks with rippling

We present a new approach to search guidance for logics presented within a Logical Framework. Thi... more We present a new approach to search guidance for logics presented within a Logical Framework. This approach is based on the idea of rippling, as used in 4] to guide the search for inductive proofs and, more recently, in some non-inductive domains as well. We present our ideas with respect to the Edinburgh Logical Framework (LF) style of representation of logics but conjecture that our approach could be extended to other Logical Frameworks. We discuss some experiments we have carried out in LF and indicate some possible future research.

Research paper thumbnail of Ubiquitous Memory: A field study on ubiquitous technology systems and interaction design for the symbolic appropriation of spaces through collective memory

Media Architecture Biennale 20

Research paper thumbnail of Creativity, coevolution, and computerized coproduction: reframing creativity from a nonanthropocentric approach

Adaptive behavior, 2018

This article proposes a philosophical foundation for a new understanding of natural and artificia... more This article proposes a philosophical foundation for a new understanding of natural and artificial creativity based on a notion of relational creativity that encompasses both human and nonhuman creativity. We combine the inspiration from computational creativity with proposals from philosophy of technology and philosophy of organisms and discuss the ideas presented through an imaginary scenario based on the interaction between a creative machine and a locked-in syndrome patient. By doing so, we attempt to discuss why it is valuable to incorporate Gilbert Simondon's notions of autonomy, integration, and amplification, as creativity features that can be candidates to substitute categories as hard to assess as novelty, surprise, and value.

Research paper thumbnail of MATILDA: Inclusive Data Science Pipelines Design through Computational Creativity

We argue for the need of a new generation of data science solutions that can democratize recent a... more We argue for the need of a new generation of data science solutions that can democratize recent advances in data engineering and artificial intelligence for non-technical users from various disciplines, enabling them to unlock the full potential of these solutions. To do so, we adopt an approach whereby computational creativity and conversational computing are combined to guide non-specialists intuitively to explore and extract knowledge from data collections. The paper introduces MATILDA, a creativity-based data science design platform, showing how it can support the design process of data science pipelines guided by human and computational creativity.

Research paper thumbnail of Superiores de Monterrey-Campus

At the present time, the use of mobile technology in business, is becoming an opportunity to gene... more At the present time, the use of mobile technology in business, is becoming an opportunity to generate competitive advantages within organization environments. Mobile technology helps a company to optimize its internal processes and services by means of added flexibility in order to access information anytime, anywhere. In this work we introduce M-Modeler, a software tool for modeling m-commerce businesses. Our approach starts from structural patterns in order to produce integral m-business solutions within organizations. M-Modeler implements a framework, based on m-business patterns that helps to reduce the ambiguity in business rules. This is specially useful in the design and construction phases of m-commerce systems development process. The framework allows the user to generate m-business solutions regardless of the specific mobile application. M-Modeler generates XML-based metadata of business workflows that may evolve with the constant necessities of change caused by the emerge...

Research paper thumbnail of Proof Planning with Logic Presentations

Logic has proven to be of prime importance in many areas of Science and, in particular, in AI and... more Logic has proven to be of prime importance in many areas of Science and, in particular, in AI and Computer Science. Many logics have been developed to contend with the various kinds of reasoning required by a vast number of research areas. Automatic ...

Research paper thumbnail of Functional modularization of a Neurocranium: a robotic brain for a robotic body

Research paper thumbnail of Un paso más hacia la inteligencia aquí y ahora

Ciencia Y Desarrollo, 2011

Research paper thumbnail of A MaxSAT-Based Approach to the Team Composition Problem in a Classroom

Given a classroom containing a fixed number of students and a fixed number of tables that can be ... more Given a classroom containing a fixed number of students and a fixed number of tables that can be of different sizes, as well as a list of preferred classmates to sit with for each student, the team composition problem in a classroom (TCPC) is the problem of finding an assignment of students to tables in such a way that preferences are maximally-satisfied. In this paper, we formally define the TCPC, prove that it is NP-hard and define a MaxSAT model of the problem. Moreover, we report on the results of an empirical investigation that show that solving the TCPC with MaxSAT solvers is a promising approach.

Research paper thumbnail of Mexica-impro: ideas para desarrollar un modelo computacional de improvisación

Ciencia Ergo Sum, 2011

Este artículo describe el desarrollo de un proyecto multidisciplinario que pueda servir para estu... more Este artículo describe el desarrollo de un proyecto multidisciplinario que pueda servir para estudiar los procesos cognitivos y culturales situados detrás de la creación de narrativas. Para ello se describe un modelo computacional basado en el paradigma engagement-reflection1 que simula la interacción de dos agentes que improvisan un diálogo creativo para generar narrativas con temas de la mitología prehispánica.

Research paper thumbnail of Embodiment and Computational Creativity

We conjecture that creativity and the perception of creativity are, at least to some extent, shap... more We conjecture that creativity and the perception of creativity are, at least to some extent, shaped by embodiment. This makes embodiment highly relevant for Computational Creativity (CC) research, but existing research is scarce and the use of the concept highly ambiguous. We overcome this situation by means of a systematic review and a prescriptive analysis of publications at the International Conference on Computational Creativity. We adopt and extend an established typology of embodiment to resolve ambiguity through identifying and comparing different usages of the concept. We collect, contextualise and highlight opportunities and challenges in embracing embodiment in CC as a reference for research, and put forward important directions to further the embodied CC research programme.

Research paper thumbnail of Creativity, coevolution, and computerized coproduction: reframing creativity from a nonanthropocentric approach

Adaptive Behavior, 2018

This article proposes a philosophical foundation for a new understanding of natural and artificia... more This article proposes a philosophical foundation for a new understanding of natural and artificial creativity based on a notion of relational creativity that encompasses both human and nonhuman creativity. We combine the inspiration from computational creativity with proposals from philosophy of technology and philosophy of organisms and discuss the ideas presented through an imaginary scenario based on the interaction between a creative machine and a locked-in syndrome patient. By doing so, we attempt to discuss why it is valuable to incorporate Gilbert Simondon’s notions of autonomy, integration, and amplification, as creativity features that can be candidates to substitute categories as hard to assess as novelty, surprise, and value.

Research paper thumbnail of The apprentice framework: planning and assessing creativity On Human and Machine Creativity

In this paper we introduce and discuss the apprentice framework, which we speculate can be used t... more In this paper we introduce and discuss the apprentice framework, which we speculate can be used to plan and evaluate computational creativity projects. The framework defines a sequence of phases a system must follow in order to reach a level of creativity acceptable to a set of human judges. It also establishes four aspects of a creative piece susceptible of creative work. We mention some examples from different artistic disciplines. Our work focuses on establishing an environment as well as a team of people and machines to foster, study and monitor the emergence of creativity.

Research paper thumbnail of e-Motion: a system for the development of creative animatics

This paper introduces e-Motion, a software system for the creation of animatics 1, which are impo... more This paper introduces e-Motion, a software system for the creation of animatics 1, which are important tools within the process of creation of animated graphics for TV. This type of animation, generated by the system from plots in plain text, allows production teams to envision how a final motion graphics piece can be developed. We argue that our system plays a creative role within the generative process. Specifically, our work is linked to a real production team, involved in the creation of animated shorts, called Imaginantes, for Mexican television.

Research paper thumbnail of The apprentice framework: planning and assessing creativity

In this paper we introduce and discuss the apprentice framework, which we speculate can be used t... more In this paper we introduce and discuss the apprentice framework, which we speculate can be used to plan and evaluate computational creativity projects. The framework defines a sequence of phases a system must follow in order to reach a level of creativity acceptable to a set of human judges. It also establishes four aspects of a creative piece susceptible of creative work. We mention some examples from different artistic disciplines. Our work focuses on establishing an environment as well as a team of people and machines to foster, study and monitor the emergence of creativity. On Human and Machine Creativity Assessing creativity in machines has become a prime issue in computational creativity after many systems have been built that exhibit a behavior that can intuitively be considered creative. The domains of such systems are so varied, and the versions of each one so many, that comparing them to one another or with different versions of themselves has become a hard task. Every sys...

Research paper thumbnail of Prerequisites for a neurobotic head device Prerrequisitos para un dispositivo de cabeza neurobótica

We present a neurobotic head, a robot device that has been instrumented following explicit princi... more We present a neurobotic head, a robot device that has been instrumented following explicit principles and data (prerequisites) for the study of neurobiology by synthesis. The methods of construction and tests of this device follow such prerequisites. The main principle is the modular organization in blocks. The blocks are modules as: Skeletal, Muscle-like (M-L) and Motoneuron-like (Mn-L) devices, Nerve-like pulse trains, Mn-L selectors, Sensorlike receptors; and Sensorial and Integrative modules. The hardware comprise of: eight M-L servomotors, two light sensors, two sound sensors, one accelerometer, one microcontroller and one PC. The head has a visuomotor integrative module programmed to produce autonomous complex eyes/neck seeking behavior.

Research paper thumbnail of e-Motion: A System for the Development of Creative Animatics

This paper introduces e-Motion, a software system for the creation of animatics 1 , which are imp... more This paper introduces e-Motion, a software system for the creation of animatics 1 , which are important tools within the process of creation of animated graphics for TV. This type of animation, generated by the system from plots in plain text, allows production teams to envision how a final motion graphics piece can be developed. We argue that our system plays a creative role within the generative process. Specifically, our work is linked to a real production team, involved in the creation of animated shorts, called Imaginantes, for Mexican television.

Research paper thumbnail of Embodiment and Computational Creativity

ArXiv, 2021

We conjecture that creativity and the perception of creativity are, at least to some extent, shap... more We conjecture that creativity and the perception of creativity are, at least to some extent, shaped by embodiment. This makes embodiment highly relevant for computational creativity (CC) research, but existing research is scarce and the use of the concept highly ambiguous. We overcome this situation by means of a systematic review and a prescriptive analysis of publications at the International Conference on Computational Creativity. We adopt and extend an established typology of embodiment to resolve ambiguity through identifying and comparing different usages of the concept. We collect, contextualise and highlight opportunities and challenges in embracing embodiment in CC as a reference for research, and put forward important directions to further the embodied CC research programme.

Research paper thumbnail of Mexica-impro: ideas para desarrollar un modelo computacional de improvisación

Ciencia Ergo Sum, 2011

This paper describes a multidisciplinary project that studies the cognitive and cultural processe... more This paper describes a multidisciplinary project that studies the cognitive and cultural processes behind narrative creation. To achieve this goal we employ a computational model based on the engagement- reflection paradigm that simulates the interaction between two agents that improvise through a dialog a novel narrative about the Aztec's mythology.

Research paper thumbnail of Solving the Team Composition Problem in a Classroom

Fundamenta Informaticae

Given a classroom containing a fixed number of students and a fixed number of tables that can be ... more Given a classroom containing a fixed number of students and a fixed number of tables that can be of different sizes, as well as a list of preferred classmates to sit with for each student, the team composition problem in a classroom (TCPC) is the problem of finding an assignment of students to tables in such a way that the preferences of students are maximally-satisfied. In this paper, we first formally define the TCPC, prove that it is NP-hard and define two different MaxSAT models of the problem, called maximizing and minimizing encoding. Then, we report on the results of an empirical investigation that show that solving the TCPC with MaxSAT solvers is a promising approach and provide evidence that the minimizing encoding outperforms the maximizing encoding. Finally, we illustrate how the proposed MaxSAT-based modeling approach is also well-suited for modeling other more complex team formation problems.

Research paper thumbnail of Guiding proof search in logical frameworks with rippling

We present a new approach to search guidance for logics presented within a Logical Framework. Thi... more We present a new approach to search guidance for logics presented within a Logical Framework. This approach is based on the idea of rippling, as used in 4] to guide the search for inductive proofs and, more recently, in some non-inductive domains as well. We present our ideas with respect to the Edinburgh Logical Framework (LF) style of representation of logics but conjecture that our approach could be extended to other Logical Frameworks. We discuss some experiments we have carried out in LF and indicate some possible future research.

Research paper thumbnail of Ubiquitous Memory: A field study on ubiquitous technology systems and interaction design for the symbolic appropriation of spaces through collective memory

Media Architecture Biennale 20

Research paper thumbnail of Creativity, coevolution, and computerized coproduction: reframing creativity from a nonanthropocentric approach

Adaptive behavior, 2018

This article proposes a philosophical foundation for a new understanding of natural and artificia... more This article proposes a philosophical foundation for a new understanding of natural and artificial creativity based on a notion of relational creativity that encompasses both human and nonhuman creativity. We combine the inspiration from computational creativity with proposals from philosophy of technology and philosophy of organisms and discuss the ideas presented through an imaginary scenario based on the interaction between a creative machine and a locked-in syndrome patient. By doing so, we attempt to discuss why it is valuable to incorporate Gilbert Simondon's notions of autonomy, integration, and amplification, as creativity features that can be candidates to substitute categories as hard to assess as novelty, surprise, and value.