Cited by 3Innovative Human-Technology InteractionSocial Robot Interaction and HRIMusic Technology and Sound Studies

Meeting at Crossroads: An exploration of playful listening through a co-creative AI game

Open access
Lee, Cassandra, Dimitrakopoulou, Dimitra, Roy, Deb·2025·Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems

Abstract

CHI EA ’25, Yokohama, Japan

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Crossref · 10.1145/3706599.3719767

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53 of 54 references verified0 citation errors · 0 not checkable

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  • Several participants noted that they would set parameters or input prompts and then step back to see what the AI produced, engaging in what can be described as "playing" with the tool.

    “Several participants noted that they would set parameters or input prompts and then step back to see what the AI produced, engaging in what can be described as “playing” with the tool (Chien et al. 2024; Lee et al. 2025; Matthews et al. 2024).”

    From Generative AI in Game Design: Enhancing Creativity or Constraining Innovation? (2025) · cites this paper as Lee et al. 2025

    Section 3.1 describes players submitting words that are combined into an AI image, and section 5.1 reports their surprise and enjoyment when the image appeared. The paper does not report several participants saying they set parameters and then stepped back; players contributed descriptions and discussed the resulting images together. No page numbers are available in our copy. (LLM, conf=0.84)

    Experimental — accuracy not yet measured

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Cites

Flagged first, then by citations

Research works printed but not linked: 5

  1. Alexandra Anghelescu and Mihaela Sîrbu. 2023. Exercises to Develop Active Lis- tening and Meaningful Conversations. In Teaching Science Students to Communi- cate: A Practical Guide, Susan Rowland and Louise Kuchel (Eds.). Springer Interna- tional Publishing, Cham, 443-450. https://doi.org/10.1007/978-3-030-91628-2_56 · DOI
  2. Eric Gordon, Jason Haas, and Becky Michelson. 2017. Civic Creativity: Role- Playing Games in Deliberative Process. International Journal of Communication 11 (2017), 19.
  3. Kathryn Robertson. 2005. Active listening: more than just paying attention. Australian Family Physician 34, 12 (2005), 1053-1055.
  4. Catherine Ford Sori, Lorna L. Hecker, and Molli E. Bachenberg. 2016. The thera- pist's notebook for children and adolescents: Homework, handouts, and activities for use in psychotherapy, 2nd ed. Routledge/Taylor & Francis Group, New York, NY, US.
  5. Rob Strong and Bill Gaver. 1996. Feather, Scent, and Shaker: Supporting Simple Intimacy. CSCW (1996).

Cited by

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Authors
Lee, C., Dimitrakopoulou, D., & Roy, D.
Affiliations
Massachusetts Institute of Technology (US)
Venue
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems
Publisher
ACM
Published
2025-04-25
Pages
1-11
OpenAlex
W4409719867
Cited by
3
References
53
Citations by year
2026: 2 · 2025: 1
FWCI
3.07
Type
conference paper
Language
en
Open access
Locations
  • CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) (publishedVersion)
  • DSpace@MIT (Massachusetts Institute of Technology) (submittedVersion, cc-by-nc)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Music Technology and Sound Studies
Keywords
human-AI interaction, listening, co-creation, game design

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