VLDB 2026 Research / reviewers in the wild / expert
Oliver Bown
dblp:46/5375 · also Oliver Roland Bown
· DBLP profile ↗
29ranked-venue papers
9as first author
8since 2021 · last 2025
0000-0001-9520-0192ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging computing · 16 · 6 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 11 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Beyond chat: towards greater user involvement and agency in human-AI co-creativity through shared collaborative spaces
Rodolfo Ocampo, Oliver Bown, Kazjon Grace |
ICCC | 2 |
| 2024 | Integrating Generative AI into Creative Workflows: Three Challenges Identified in a Magazine Production Case Study
Rodolfo Ocampo, Oliver Bown |
ICCC | 2 |
| 2023 | Spatially Distributed Robot Sound: A Case StudyabstractThe potential of spatial sound to immerse, guide, and affect humans is well-known, but has so far received little attention in the field of human-robot interaction. In this paper, we therefore explore how a robot emitting spatial sound affects a human’s impressions and behavior. Following a Research-through-Design (RtD) approach, we created two immersive robot sound designs which are emitted across the robot’s body and through speakers in the environment. In an evaluation study, participants interacted with the robot and shared their impressions through semi-structured interviews. Reactions showed that spatial robot sound had a notable effect on participant behavior and impressions, influencing, among others, how much attention they paid to the physical robot and how much animacy and agency they attributed to it. We report on our insights into how spatial sound may provide social robots with new ways to inform and engage the humans around them. Frederic Anthony Robinson, Oliver Bown, Mari Velonaki |
Conference on Designing Interactive Systems | 2 |
| 2023 | A Study of Creative Development with an IoT-based Audiovisual System: Creative Strategies and Impacts for System DesignabstractIn this paper we describe a qualitative study investigating how artists work with a scalable and distributed audio-visual installation system that utilises IoT technology. With no prior experience of the system invited artists incorporated the new technology according to a creative brief for a public performance. We examined how they (i) built an understanding of the technology’s affordances, (ii) refined their creative goals, and (iii) deployed collaborative strategies to achieve creative outcomes. We examine how the artists worked from the examples we provided to integrate our audio-visual system and develop their creative work. We identify three distinct creative strategies and use these to suggest ways that the design of examples, presets and readymade configurations can be successfully integrated into interfaces for new creative technologies. Kurt Mikolajczyk, Oliver Bown, Samuel Ferguson |
Creativity & Cognition | 2 |
| 2023 | Introduction to the Special Issue on Sound in Human-Robot InteractionabstractINTRODUCTION: Sound is an important interaction modality and a large part of human interaction happens in the aural domain. While research in Human-Robot Interaction (HRI) has long explored spoken language for interacting with humans, sound as a broader-and, to a significant degree, nonlexical (i.e., without words)-medium has been given comparably less attention. Yet, the range of sounds that robots can produce is vast, encompassing, among others, mechanical noise, music, and utterances that mimic human and animal vocalizations with varying degrees of realism. The sound of a robot's machinery can shape our perceptions and expectations [11, 17], music serves as a medium for robots to engage and communicate [18], and shared musical experiences can strengthen the bond between humans and robots [5]. Sonifications may enhance the legibility of movement and gestures [4, 7, 15] and beep sounds may be used to communicate emotions [2, 14]. Getting closer to themargins of language, robotsmay take inspiration from non-lexical fillers such as "uh" [13, 16] and backchannels such as "mhmm" [8, 12]. More generally, pitch, intensity, and other human prosodic variations may be drawn on in robot sound design [3, 10]. The information that can be extracted from sound in a robot's environment is equally rich. Beyond the recognition of semantic content, robots use, for example, sound source localization to gain a better understanding of their environment [9], or analyze a human's voice timbre and tone to distinguish speakers [6] and detect emotion [1]. Frederic Anthony Robinson, Hannah R. M. Pelikan, Katsumi Watanabe, Luisa Damiano, Oliver Bown, Mari Velonaki |
ACM Trans. Hum. Robot Interact. | 5 |
| 2022 | Mechanising Conceptual Spaces using Variational Autoencoders
Max Peeperkorn, Rob Saunders, Oliver Bown, Anna Jordanous |
ICCC | 3 |
| 2021 | Smooth Operator: Tuning Robot Perception Through Artificial Movement SoundabstractCan we influence how a robot is perceived by designing the sound of its movement? Drawing from practices in film sound, we overlaid a video depicting a robot's movement routine with three types of artificial movement sound. In a between-subject study design, participants saw either one of the three designs or a quiet control condition and rated the robot's movement quality, safety, capability, and attractiveness. We found that, compared to our control, the sound designs both increased and decreased perceived movement quality. Coupling the same robotic movement with different sounds lead to the motions being rated as more or less precise, elegant, jerky, or uncontrolled, among others. We further found that the sound conditions decreased perceived safety, and did not affect perceived capability and attractiveness. More unrealistic sound conditions led to larger differences in ratings, while the subtle addition of harmonic material was not rated differently to the control condition in any of the measures. Based on these findings, we discuss the challenges and opportunities regarding the use of artificial movement sound as an implicit channel of communication that may eventually be able to selectively target specific characteristics, helping designers in creating more refined and nuanced human-robot interactions. Frederic Anthony Robinson, Mari Velonaki, Oliver Bown |
HRI | 3 |
| 2021 | Preface: Second Workshop on the Future of Co-Creative Systems
Anna Kantosalo, Prashanth Thattai, Oliver Bown, Kazjon Grace, Tapio Takala, Mary Lou Maher |
ICCC | 3 |
| 2020 | A Speculative Exploration of the Role of Dialogue in Human-ComputerCo-creation
Oliver Bown, Kazjon Grace, Liam Bray, Dan Ventura |
ICCC | 1 |
| 2020 | Creative Coding and Interaction Design for Media Multiplicities: Challenges, Paradigms and FrameworksabstractMedia multiplicities are media artworks that employ multiple networked digital devices to create holistic aesthetic effects. Examples include the networked light artworks of Squidsoup, the Spaxels drone-mounted light performances, DrawBots, Siftables and many others. In multiplicitous media artworks, each individual device is a programmable node connected to other nodes via a network connection, and may combine any number of sensors and actuators. A number of development technologies support artists and designers to configure and create media multiplicities, but this domain offers new challenges for creative practitioners. This workshop aims to bring together experts in creative coding and interaction design to discuss and conceptualise frameworks for the practice of media multiplicities. Open challenges include: speed of setup; ease of hardware configuration; speed of code deployment; ability to model and simulate works in VR; network connectivity and stability; and understanding network, computation and power constraints. Oliver Bown, Angelo Fraietta, Lian Loke, Sam Ferguson |
TEI | 1 |
| 2020 | 'The Ghosts of Roller Disco', a Choreographed, Interactive Performance for Robotic Roller SkatesabstractThe project investigates how interactions with complex (biologically inspired swarming) behaviors of multiple robots are understood by human participants within a performative and dramaturgical system. Nonanthropomorphic robots in the form of roller skates are used in innovative ways by creating social formations from their movements, for example a leader and followers in a conga line. Synchronized audio signals and speech-like sonic structures are used in innovative ways by influencing and engaging the participant's interactions with the robots. Localization data of the robots in space is mapped to control the surround sound and lighting within the space. This is used to enhance audience immersion and engagement within the interactive performance work. Wade Marynowsky, Sam Ferguson, Angelo Fraietta, Oliver Bown |
TEI | 4 |
| 2017 | Creative Coding for the Raspberry Pi using the HappyBrackets PlatformabstractThis workshop will introduce creative coding audio for the Raspberry Pi, using the 'beads' platform for audio programming, and the 'HappyBrackets' platform for inter-device communication and sensor data acquisition. We will demonstrate methods to allow each self-contained battery-powered device to acquire sensor data about its surroundings and the way it is being interacted with, as well as methods for designing systems where groups of these devices wirelessly communicate their state, allowing new interaction possibilities and approaches. Sam Ferguson, Oliver Bown |
Creativity & Cognition | 2 |
| 2017 | Networked Pixels: Strategies for Building Visual and Auditory Images with Distributed Independent DevicesabstractThis paper describes the development of the hardware and software for Bloom, a light installation installed at Kew Gardens, London in December of 2016. The system is made up of a set of nearly 1000 distributed pixel devices each with LEDs, GPS sensor, and sound hardware, networked together with WiFi to form a display system. Media design for this system required consideration of the distributed nature of the devices. We outline the software and hardware designed for this system, and describe two approaches to the software and media design, one whereby we employ the distributed devices themselves for computation purposes (the approach we ultimately selected), and another whereby the devices are controlled from a central server that is performing most of the computation necessary. We then review these approaches and outline possibilities for future research. Sam Ferguson, Anthony Rowe 0003, Oliver Bown, Liam Birtles, Chris Bennewith |
Creativity & Cognition | 3 |
| 2017 | How Can We Deal With The Design Principle Of Visibility In Highly Encapsulated Computationally Creative Systems ?
Liam Bray, Oliver Bown, Benjamin Carey |
ICCC | 2 |
| 2017 | Distributed Musical Decision-making in an Ensemble of Musebots : Dramatic Changes and Endings A Brief History of Musebot Ensembles
Arne Eigenfeldt, Oliver Bown, Andrew R. Brown, Toby Gifford |
ICCC | 2 |
| 2016 | Applying Core Interaction Design Principles to Computational Creativity
Oliver Bown, Liam Bray |
ICCC | 1 |
| 2016 | Flexible Generation of Musical Form: Beyond Mere Generation
Arne Eigenfeldt, Oliver Bown, Andrew R. Brown, Toby Gifford |
ICCC | 2 |
| 2016 | Investigating the Musical Affordances of Continuous Time Recurrent Neural Networks
Steffan Ianigro, Oliver Bown |
ICCC | 2 |
| 2015 | Attributing Creative Agency: Are we doing it right?
Oliver Bown |
ICCC | 1 |
| 2015 | Player Responses to a Live Algorithm: Conceptualising computational creativity without recourse to human comparisons?
Oliver Bown |
ICCC | 1 |
| 2015 | Collaborative Composition with Creative Systems: Reflections on the First Musebot Ensemble
Arne Eigenfeldt, Oliver Bown, Benjamin Carey |
ICCC | 2 |
| 2015 | Computational Social CreativityabstractThis article reviews the development of computational models of creativity where social interactions are central. We refer to this area as computational social creativity. Its context is described, including the broader study of creativity, the computational modeling of other social phenomena, and computational models of individual creativity. Computational modeling has been applied to a number of areas of social creativity and has the potential to contribute to our understanding of creativity. A number of requirements for computational models of social creativity are common in artificial life and computational social science simulations. Three key themes are identified: (1) computational social creativity research has a critical role to play in understanding creativity as a social phenomenon and advancing computational creativity by making clear epistemological contributions in ways that would be challenging for other approaches; (2) the methodologies developed in artificial life and computational social science carry over directly to computational social creativity; and (3) the combination of computational social creativity with individual models of creativity presents significant opportunities and poses interesting challenges for the development of integrated models of creativity that have yet to be realized. Rob Saunders, Oliver Bown |
Artif. Life | 2 |
| 2014 | Using embodied audio-visual interaction to promote social encounters around large media façadesabstractIn this paper we describe the design of a large-scale interactive light and music intervention on a corporate high rise building and its surrounding urban area. Designing for interaction with media façades has traditionally posed challenges regarding proxemics, scale of the augmented architecture and placement of interactive spaces. With the increasing availability and affordability of interactive technologies, factors such as playability and tangibility are assumed not only to be present but also to enable richer collective experiences. We propose a new approach for interaction with large media façades employing embodied audio-visual interaction at the floor level. That way, the floor level serves as proxy for interacting with the media façade whilst facilitating social encounters. We discuss aspects considered during different phases of the project development and derive principles for connecting zones of proxemics, promoting encounters by distributing the performance, designing for urban activation and isolating implementation concerns. Luke Hespanhol, Martin Tomitsch, Oliver Bown, Miriama Young |
Conference on Designing Interactive Systems | 3 |
| 2014 | Empirically Grounding the Evaluation of Creative Systems: Incorporating Interaction Design
Oliver Bown |
ICCC | 1 |
| 2014 | A Model of Runaway Evolution of Creative Domains
Oliver Bown |
ICCC | 1 |
| 2013 | Backgammon: process-based musical explorations using the agent designerabstractThe Agent Designer is software for designing virtual musical software agents that are capable of remotely controlling a musical composition, making decisions that are derived from previous human performances and additional creative input in the structuring of this example data. This composition, Backgammon, is a collaboration between the Agent Designer's creator Aengus Martin and musician Ollie Bown. In this performance, musical agents created with the Agent Designer control part of a dynamic composition in such a way that an improvising partner (Ollie Bown on live electronics) has partial control over what the system can do. In this way the boundary between the active and passive possibilities of software objects becomes the subject of a compositional process. The title refers to the game-like dynamics that arise, involving chance, choices and the ability to dramatically interrupt the other's course of action. Oliver Bown, Aengus Martin |
Creativity & Cognition | 1 |
| 2013 | The agent designer toolkitabstractThe Agent Designer Toolkit is the result of a study of methods for designing the behaviour of musical agents (i.e. autonomous systems) intended to perform high-level musical decision-making. It uses machine learning methods informed by a musician's knowledge and insights, to discover the salient musical patterns demonstrated in a set of example performances. Based on these patterns, it can produce agents with a variety of behaviours, corresponding to differing degrees of similarity to the demonstrated performance style. The agents can perform in real-time and respond to other musicians or external factors. Aengus Martin, Oliver Bown |
Creativity & Cognition | 2 |
| 2011 | Ecosystemic methods for creative domains: Niche construction and boundary formationabstractThis paper examines how models from ecology and evolutionary multi-agent systems can be used for creative applications. We outline a minimal, general specification for an ecosystem to be applied to the production of creative artefacts, based on spaces, materials, features and actions. Using this specification, we consider how basic evolutionary principles based on niche construction can be used to establish the emergence of heterogeneous structures in the simplest imaginable cases to which our framework applies. We investigate the minimal conditions for the formation and maintenance of boundaries, and then apply the results of our initial models to the design of a creative artwork, contrasting differences between niche-constructing and neutral evolutionary models. Oliver Bown, Jon McCormack, Taras Kowaliw |
ALIFE | 1 |
| 2010 | Clap-along: A Negotiation Strategy for Creative Musical Interaction with Computational Systems
Oliver Bown |
ICCC | 2 |