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OBJECTIVE To compare the growth and pubertal development of very low-birth-weight (VLBW) children (birth weight <1500 g) and normal-birth-weight (NBW) children (birth weight >2499 g) to adolescence to determine if, and at what age, VLBW children "catch up." DESIGN Inception cohort study to age 14 years. SETTING Royal Women's Hospital, Melbourne,(More)
The aims of this study were to determine the motor outcome of extremely-low-birthweight (ELBW; <1000g) or very preterm (<28wks) children compared with normal birthweight (NBW) children, to establish the perinatal associations of developmental coordination disorder (DCD) and its cognitive and behavioural consequences. Participants were consecutive surviving(More)
Conceptual blending has been proposed as a creative cognitive process, but most theories focus on the analysis of existing blends rather than mechanisms for the efficient construction of novel blends. While conceptual blending is a powerful model for creativity, there are many challenges related to the computational application of blending. Inspired by(More)
This paper proposes a new model of perception called Perceptual Logic and applies it to the domain of art to understand artistic style. We describe style in terms of affordances, or ways in which an artist can interact with and contribute to an artwork. Different types of Perceptual Logic are found to influence the perceived affordances of an artwork. We(More)
The aim of the study was to determine audiological function at 14 years of age of very-low-birthweight (VLBW < or = 1500 g) children compared with a cohort of normal birthweight (NBW > 2499 g) children. Participants were consecutive surviving preterm children of birthweight < 1000 g born between 1977 and 1982 (n=86) and of birthweight 1000 to 1500 g born(More)
This paper reports on the theory, design, and implementation of an artistic computer colleague that improvises and collaborates with human users in real-time. Our system, Drawing Apprentice, is based on existing theories of art, creative cognition, and collaboration synthesized into an enactive model of creativity. The implementation details of the Drawing(More)
This paper reports on an empirical study that uses a Grounded Theory approach to investigate the creative practices of Machinima filmmakers. Machinima is a new digital film production technique that uses the 3D graphics and real time rendering capability of video game engines to create films. In contrast to practices used in traditional film production,(More)
Machinima is a new form of creative digital filmmaking that leverages the real time graphics rendering of computer game engines. Because of the low barrier to entry, machinima has become a popular creative medium for hobbyists and novices while still retaining borrowed conventions from professional filmmaking. Can novice machinima creators benefit from(More)
We present the beginnings of a Cognitive Theory of Creativity Support aimed specifically at understanding novices and their needs. Our theory identifies unique difficulties novices face and reasons that may keep them from engaging in creative endeavors, such as fear of failure, time commitment, and lack of skill. To test our theory, we use it to analyze(More)