Chapter 1 Creativity
Transcription
Chapter 1 Creativity
Chapter 1 Creativity Creativity is a phenomenon whereby something new and in some way valuable is created (such as an idea, a joke, an artistic or literary work, a painting or musical composition, a solution, an invention etc). The range of scholarly interest in creativity includes a multitude of definitions and approaches involving several disciplines; psychology, cognitive science, education, philosophy (particularly philosophy of science), technology, theology, sociology, linguistics, business studies, songwriting and economics, taking in the relationship between creativity and general intelligence, mental and neurological processes associated with creativity, the relationships between personality type and creative ability and between creativity and mental health, the potential for fostering creativity through education and training, especially as augmented by technology, and the application of creative resources to improve the effectiveness of learning and teaching processes. cess is shown in cognitive approaches that try to describe thought mechanisms and techniques for creative thinking. Theories invoking divergent rather than convergent thinking (such as Guilford), or those describing the staging of the creative process (such as Wallas) are primarily theories of creative process. A focus on creative product usually appears in attempts to measure creativity (psychometrics, see below) and in creative ideas framed as successful memes.[5] The psychometric approach to creativity reveals that it also involves the ability to produce more.[6] A focus on the nature of the creative person considers more general intellectual habits, such as openness, levels of ideation, autonomy, expertise, exploratory behavior and so on. A focus on place considers the circumstances in which creativity flourishes, such as degrees of autonomy, access to resources and the nature of gatekeepers. Creative lifestyles are characterized by nonconforming attitudes and behaviors as well as flexibility.[6] 1.1 Definition 1.3 Etymology In a summary of scientific research into creativity, Michael Mumford suggested: “Over the course of the last decade, however, we seem to have reached a general agreement that creativity involves the production of novel, useful products” (Mumford, 2003, p. 110).[1] Creativity can also be defined “as the process of producing something that is both original and worthwhile” or “characterized by originality and expressiveness and imaginative”.[2] What is produced can come in many forms and is not specifically singled out in a subject or area. Authors have diverged dramatically in their precise definitions beyond these general commonalities: Peter Meusburger reckons that over a hundred different analyses can be found in the literature.[3] The lexeme in the English word creativity comes from the Latin term creō “to create, make": its derivational suffixes also come from Latin. The word “create” appeared in English as early as the 14th century, notably in Chaucer, to indicate divine creation[7] (in The Parson’s Tale[8] ). However, its modern meaning as an act of human creation did not emerge until after the Enlightenment.[7] 1.4 History of the concept Main article: History of the concept of creativity 1.2 Aspects 1.4.1 Ancient views Theories of creativity (particularly investigation of why some people are more creative than others) have focused on a variety of aspects. The dominant factors are usually identified as “the four Ps” — process, product, person and place (according to Mel Rhodes).[4] A focus on pro- Most ancient cultures, including thinkers of Ancient Greece,[9] Ancient China, and Ancient India,[10] lacked the concept of creativity, seeing art as a form of discovery and not creation. The ancient Greeks had no terms corresponding to “to create” or “creator” except for the 2 1.4. HISTORY OF THE CONCEPT 3 would dominate the West probably until the Renaissance and even later.[13] The development of the modern concept of creativity begins in the Renaissance, when creation began to be perceived as having originated from the abilities of the individual, and not God. However, this shift was gradual and would not become immediately apparent until the Enlightenment.[15] By the 18th century and the Age of Enlightenment, mention of creativity (notably in art theory), linked with the concept of imagination, became more frequent.[16] In the writing of Thomas Hobbes, imagination became a key element of human cognition;[7] William Duff was one of the first to identify imagination as a quality of genius, typifying the separation being made between talent (productive, but breaking no new ground) and genius.[14] Greek philosophers like Plato rejected the concept of creativity, preferring to see art as a form of discovery. Asked in The Republic, “Will we say, of a painter, that he makes something?", Plato answers, “Certainly not, he merely imitates.”[9] expression "poiein" (“to make”), which only applied to poiesis (poetry) and to the poietes (poet, or “maker”) who made it. Plato did not believe in art as a form of creation. Asked in The Republic,[11] “Will we say, of a painter, that he makes something?", he answers, “Certainly not, he merely imitates.”[9] It is commonly argued that the notion of “creativity” originated in Western culture through Christianity, as a matter of divine inspiration.[7] According to the historian Daniel J. Boorstin, “the early Western conception of creativity was the Biblical story of creation given in the Genesis.”[12] However, this is not creativity in the modern sense, which did not arise until the Renaissance. In the Judaeo-Christian tradition, creativity was the sole province of God; humans were not considered to have the ability to create something new except as an expression of God’s work.[13] A concept similar to that of Christianity existed in Greek culture, for instance, Muses were seen as mediating inspiration from the Gods.[14] Romans and Greeks invoked the concept of an external creative "daemon" (Greek) or "genius" (Latin), linked to the sacred or the divine. However, none of these views are similar to the modern concept of creativity, and the individual was not seen as the cause of creation until the Renaissance.[15] It was during the Renaissance that creativity was first seen, not as a conduit for the divine, but from the abilities of "great men".[15] 1.4.2 The Enlightenment and after The rejection of creativity in favor of discovery and the belief that individual creation was a conduit of the divine As a direct and independent topic of study, creativity effectively received no attention until the 19th century.[14] Runco and Albert argue that creativity as the subject of proper study began seriously to emerge in the late 19th century with the increased interest in individual differences inspired by the arrival of Darwinism. In particular they refer to the work of Francis Galton, who through his eugenicist outlook took a keen interest in the heritability of intelligence, with creativity taken as an aspect of genius.[7] In the late 19th and early 20th centuries, leading mathematicians and scientists such as Hermann von Helmholtz (1896) and Henri Poincaré (1908) began to reflect on and publicly discuss their creative processes. 1.4.3 Twentieth century to the present day The insights of Poincaré and von Helmholtz were built on in early accounts of the creative process by pioneering theorists such as Graham Wallas[17] and Max Wertheimer. In his work Art of Thought, published in 1926, Wallas presented one of the first models of the creative process. In the Wallas stage model, creative insights and illuminations may be explained by a process consisting of 5 stages: (i) preparation (preparatory work on a problem that focuses the individual’s mind on the problem and explores the problem’s dimensions), (ii) incubation (where the problem is internalized into the unconscious mind and nothing appears externally to be happening), (iii) intimation (the creative person gets a “feeling” that a solution is on its way), (iv) illumination or insight (where the creative idea bursts forth from its preconscious processing into conscious awareness); (v) verification (where the idea is consciously verified, elaborated, and then applied). 4 CHAPTER 1. CREATIVITY Wallas’ model is often treated as four stages, with “inti- Robinson[26] and Anna Craft[27] have focused on creativmation” seen as a sub-stage. ity in a general population, particularly with respect to eddistinction between “high” Wallas considered creativity to be a legacy of the ucation. Craft makes a similar [27] and cites Ken Robinson as and “little c” creativity. evolutionary process, which allowed humans to quickly referring to “high” and “democratic” creativity. Mihály [18] adapt to rapidly changing environments. Simonton [28] Csíkszentmihályi has defined creativity in terms of provides an updated perspective on this view in his book, those individuals judged to have made significant creOrigins of genius: Darwinian perspectives on creativity. ative, perhaps domain-changing contributions. Simonton In 1927, Alfred North Whitehead gave the Gifford Lec- has analysed the career trajectories of eminent creative tures at the University of Edinburgh, later published as people in order to map patterns and predictors of creative Process and Reality.[19] He is credited with having coined productivity.[29] the term “creativity” to serve as the ultimate category of his metaphysical scheme: “Whitehead actually coined the term – our term, still the preferred currency of exchange among literature, science, and the arts. . . a term that quickly became so popular, so omnipresent, that 1.5 Theories of creative processes its invention within living memory, and by Alfred North Whitehead of all people, quickly became occluded”.[20] There has been much empirical study in psychology and The formal psychometric measurement of creativity, cognitive science of the processes through which creativfrom the standpoint of orthodox psychological literature, ity occurs. Interpretation of the results of these studies is usually considered to have begun with J. P. Guilford's has led to several possible explanations of the sources and 1950 address to the American Psychological Association, methods of creativity. which helped popularize the topic[21] and focus attention on a scientific approach to conceptualizing creativity. (It should be noted that the London School of Psychology had instigated psychometric studies of creativity as early as 1927 with the work of H. L. Hargreaves into the Faculty of Imagination,[22] but it did not have the same impact.) Statistical analysis led to the recognition of creativity (as measured) as a separate aspect of human cognition to IQ-type intelligence, into which it had previously been subsumed. Guilford’s work suggested that above a threshold level of IQ, the relationship between creativity and classically measured intelligence broke down.[23] 1.5.1 Incubation Incubation is a temporary break from creative problem solving that can result in insight.[30] There has been some empirical research looking at whether, as the concept of “incubation” in Wallas’ model implies, a period of interruption or rest from a problem may aid creative problemsolving. Ward[31] lists various hypotheses that have been advanced to explain why incubation may aid creative problem-solving, and notes how some empirical evidence is consistent with the hypothesis that incubation aids creative problem-solving in that it enables “forgetting” of 1.4.4 “Four C” model misleading clues. Absence of incubation may lead the problem solver to become fixated on inappropriate strateJames C. Kaufman and Beghetto introduced a “four C” gies of solving the problem.[32] This work disputes the model of creativity; mini-c (“transformative learning” in- earlier hypothesis that creative solutions to problems arise volving “personally meaningful interpretations of expe- mysteriously from the unconscious mind while the conriences, actions and insights”), little-c (everyday prob- scious mind is occupied on other tasks.[33] lem solving and creative expression), Pro-C (exhibited by people who are professionally or vocationally creative though not necessarily eminent) and Big-C (creativity considered great in the given field). This model was 1.5.2 Convergent and divergent thinking intended to help accommodate models and theories of creativity that stressed competence as an essential com- J. P. Guilford[34] drew a distinction between convergent ponent and the historical transformation of a creative do- and divergent production (commonly renamed convermain as the highest mark of creativity. It also, the authors gent and divergent thinking). Convergent thinking inargued, made a useful framework for analyzing creative volves aiming for a single, correct solution to a problem, processes in individuals.[24] whereas divergent thinking involves creative generation The contrast of terms “Big C” and “Little c” has been widely used. Kozbelt, Beghetto and Runco use a littlec/Big-C model to review major theories of creativity [23] Margaret Boden distinguishes between h-creativity (historical) and p-creativity (personal).[25] of multiple answers to a set problem. Divergent thinking is sometimes used as a synonym for creativity in psychology literature. Other researchers have occasionally used the terms flexible thinking or fluid intelligence, which are roughly similar to (but not synonymous with) creativity. 1.5. THEORIES OF CREATIVE PROCESSES 1.5.3 Creative cognition approach In 1992, Finke et al. proposed the “Geneplore” model, in which creativity takes place in two phases: a generative phase, where an individual constructs mental representations called preinventive structures, and an exploratory phase where those structures are used to come up with creative ideas. Some evidence shows that when people use their imagination to develop new ideas, those ideas are heavily structured in predictable ways by the properties of existing categories and concepts.[35] Weisberg[36] argued, by contrast, that creativity only involves ordinary cognitive processes yielding extraordinary results. 1.5.4 The Explicit–Implicit Interaction (EII) theory Helie and Sun[37] recently proposed a unified framework for understanding creativity in problem solving, namely the Explicit–Implicit Interaction (EII) theory of creativity. This new theory constitutes an attempt at providing a more unified explanation of relevant phenomena (in part by reinterpreting/integrating various fragmentary existing theories of incubation and insight). The EII theory relies mainly on five basic principles, namely 1) The coexistence of and the difference between explicit and implicit knowledge; 2) The simultaneous involvement of implicit and explicit processes in most tasks; 3) The redundant representation of explicit and implicit knowledge; 4) The integration of the results of explicit and implicit processing; and 5) The iterative (and possibly bidirectional) processing. A computational implementation of the theory was developed based on the CLARION cognitive architecture and used to simulate relevant human data. This work represents an initial step in the development of process-based theories of creativity encompassing incubation, insight, and various other related phenomena. 1.5.5 Conceptual blending Main article: Conceptual blending In The Act of Creation, Arthur Koestler introduced the concept of bisociation—that creativity arises as a result of the intersection of two quite different frames of reference.[38] This idea was later developed into conceptual blending. In the '90s, various approaches in cognitive science that dealt with metaphor, analogy and structure mapping have been converging, and a new integrative approach to the study of creativity in science, art and humor has emerged under the label conceptual blending. 5 1.5.6 Honing theory Honing theory posits that creativity arises due to the selforganizing, self-mending nature of a worldview, and that it is by way of the creative process the individual hones (and re-hones) an integrated worldview. Honing theory places equal emphasis on the externally visible creative outcome and the internal cognitive restructuring brought about by the creative process. Indeed one factor that distinguishes it from other theories of creativity is that it focuses on not just restructuring as it pertains to the conception of the task, but as it pertains to the worldview as a whole. When faced with a creatively demanding task, there is an interaction between the conception of the task and the worldview. The conception of the task changes through interaction with the worldview, and the worldview changes through interaction with the task. This interaction is reiterated until the task is complete, at which point not only is the task conceived of differently, but the worldview is subtly or drastically transformed. Thus another distinguishing feature of honing theory is that the creative process reflects the natural tendency of a worldview to attempt to resolve dissonance and seek internal consistency amongst its components, whether they be ideas, attitudes, or bits of knowledge; it mends itself as does a body when it has been injured. Yet another central, distinguishing feature of honing theory is the notion of a potentiality state.[39] Honing theory posits that creative thought proceeds not by searching through and randomly ‘mutating’ predefined possibilities, but by drawing upon associations that exist due to overlap in the distributed neural cell assemblies that participate in the encoding of experiences in memory. Midway through the creative process one may have made associations between the current task and previous experiences, but not yet disambiguated which aspects of those previous experiences are relevant to the current task. Thus the creative idea may feel ‘half-baked’. It is at that point that it can be said to be in a potentiality state, because how it will actualize depends on the different internally or externally generated contexts it interacts with. Honing theory can account for many phenomena that are not readily explained by other theories of creativity. For example, creativity was commonly thought to be fostered by a supportive, nurturing, trustworthy environment conducive to self-actualization. However, research shows that creativity is actually associated with childhood adversity, which would stimulate honing. Honing theory also makes several predictions that differ from what would be predicted by other theories. For example, empirical support has been obtained using analogy problem solving experiments for the proposal that midway through the creative process one’s mind is in a potentiality state. Other experiments show that different works by the same creator exhibit a recognizable style or 'voice', and that this same recognizable quality even comes through in different creative outlets. This is not predicted by theories of 6 CHAPTER 1. CREATIVITY creativity that emphasize chance processes or the accumulation of expertise, but it is predicted by honing theory, according to which personal style reflects the creator’s uniquely structured worldview. This theory has been developed by Liane Gabora. 1.5.7 Everyday imaginative thought In everyday thought, people often spontaneously imagine alternatives to reality when they think “if only...”.[40] Their counterfactual thinking is viewed as an example of everyday creative processes.[41] It has been proposed that the creation of counterfactual alternatives to reality depends on similar cognitive processes to rational thought.[42] 1.6 Measuring 1.6.1 Creativity quotient • Unusual Uses is finding unusual uses for common everyday objects such as bricks. • Remote Associations, where participants are asked to find a word between two given words (e.g. Hand _____ Call) • Remote Consequences, where participants are asked to generate a list of consequences of unexpected events (e.g. loss of gravity) Building on Guilford’s work, Torrance[45] developed the Torrance Tests of Creative Thinking in 1966.[46] They involved simple tests of divergent thinking and other problem-solving skills, which were scored on: • Fluency – The total number of interpretable, meaningful and relevant ideas generated in response to the stimulus. • Originality – The statistical rarity of the responses among the test subjects. • Elaboration – The amount of detail in the responses. Several attempts have been made to develop a creativity quotient of an individual similar to the intelligence quo- The Creativity Achievement Questionnaire, a self-report tient (IQ), however these have been unsuccessful.[43] test that measures creative achievement across 10 doIn Malcolm Gladwell's 2008 book Outliers: The Story mains, was described in 2005 and shown to be reliable of Success,[44] there is mentioning of a “divergence test”. and valid when compared to other measures of creativity As opposed to “convergence tests”, where a test taker is and to independent evaluation of creative output.[47] asked to sort through a list of possibilities and converge Such tests, sometimes called Divergent Thinking (DT) on the right answer, a divergence test requires one to use tests have been both supported[48] and criticized.[49] imagination and take one’s mind in as many different directions as possible. “With a divergence test, obviously there isn't a single right answer. What the test giver is 1.6.3 Social-personality approach looking for are the number and uniqueness of your responses. And what the test is measuring isn't analytical Some researchers have taken a social-personality apintelligence but something profoundly different -- some- proach to the measurement of creativity. In these studthing much closer to creativity. Divergence tests are ev- ies, personality traits such as independence of judgeery bit as challenging as convergence tests.” ment, self-confidence, attraction to complexity, aesthetic orientation and risk-taking are used as measures of the creativity of individuals.[21] A meta-analysis by Gregory 1.6.2 Psychometric approach Feist showed that creative people tend to be “more open to new experiences, less conventional and less conscienJ. P. Guilford's group,[34] which pioneered the modern tious, more self-confident, self-accepting, driven, ambipsychometric study of creativity, constructed several tests tious, dominant, hostile,and impulsive.” Openness, conto measure creativity in 1967: scientiousness, self-acceptance, hostility and impulsivity had the strongest effects of the traits listed.[50] Within the of personality some • Plot Titles, where participants are given the plot of framework of the Big Five model [51] consistent traits have emerged. Openness to experia story and asked to write original titles. ence has been shown to be consistently related to a whole [52] Among • Quick Responses is a word-association test scored host of different assessments of creativity. the other Big Five traits, research has demonstrated subfor uncommonness. tle differences between different domains of creativity. • Figure Concepts, where participants were given sim- Compared to non-artists, artists tend to have higher levels ple drawings of objects and individuals and asked to of openness to experience and lower levels of conscienfind qualities or features that are common by two or tiousness, while scientists are more open to experience, more drawings; these were scored for uncommon- conscientious, and higher in the confidence-dominance facets of extraversion compared to non-scientists.[50] ness. 1.9. NEUROBIOLOGY 1.7 Declining U.S. creativity? Creativity as measured by the Torrance Tests of Creative Thinking increased until 1990 in the United States, an effect similar to the Flynn effect. Thereafter scores have been declining. Possible causes include increased time spent watching TV, increased time spent playing computer games, or lacking nurturing of creativity in schools. There may also be a mistaken assumption that encouraging creativity in schools necessarily involve the arts when it also can be encouraged in other subjects.[53] A growing global educational reform movement commonly known as 21st Century Learning aims to promote creativity across the curriculum. In general, it advocates teaching lifelong skills such as critical thinking, problem solving, collaboration and communication for core academic subjects including Science, Technology, Engineering and Math (STEM), as well as the arts. Insofar as the movement promotes a new focus on teaching/learning creativity and innovation skills through activities that promote higher-order thinking skills, it also requires the development of additional metrics to score originality and innovation, as well as technical correctness. Odyssey of the Mind is a non-profit educational program that provides challenging divergent problems to foster original thinking across the curriculum, and has effectively promoted creativity education worldwide since the 1970s.[54] Odyssey of the Mind World Finals[55] is the pinnacle international team-based creative problem-solving competition, and an annual festival to celebrate creativity education. Odyssey of the Mind helps educators easily implement 21st Century Learning Skills[56] at every learning level, and has been sponsored by NASA to encourage creativity education in the United States.[57] 1.8 Intelligence There has been debate in the psychological literature about whether intelligence (as measured by IQ) and creativity are part of the same process (the conjoint hypothesis) or represent distinct mental processes (the disjoint hypothesis). Evidence from attempts to look at correlations between intelligence and creativity from the 1950s onwards, by authors such as Barron, Guilford or Wallach and Kogan, regularly suggested that correlations between these concepts were low enough to justify treating them as distinct concepts.[51] Some researchers believe that creativity is the outcome of the same cognitive processes as intelligence, and is only judged as creativity in terms of its consequences, i.e. when the outcome of cognitive processes happens to produce something novel, a view which Perkins has termed the “nothing special” hypothesis.[58] An often cited model is what has come to be known as “the threshold hypothesis,” proposed by Ellis Paul Tor- 7 rance, which holds that a high degree of intelligence appears to be a necessary but not sufficient condition for high creativity.[34] That is, while there is a positive correlation between creativity and intelligence, this correlation disappears for IQs above a threshold of around 120. Such a model has found acceptance by many researchers, although it has not gone unchallenged.[59] A study in 1962 by Getzels and Jackson among high school students concluded that high IQ and high creativity tend to be mutually exclusive with a majority of the highest scoring students being either highly creative or highly intelligent, but not both. While this explains the threshold, the exact interaction between creativity and IQ remains unexplained.[60] A 2005 meta-Analysis found only small correlations between IQ and creativity tests and did not support the threshold theory.[61] An alternative perspective, Renzulli’s three-rings hypothesis, sees giftedness as based on both intelligence and creativity. Many experts have suggested a relationship between associative memory and creativity.[62][63][64] 1.9 Neurobiology The neurobiology of creativity has been addressed[65] in the article “Creative Innovation: Possible Brain Mechanisms.” The authors write that “creative innovation might require coactivation and communication between regions of the brain that ordinarily are not strongly connected.” Highly creative people who excel at creative innovation tend to differ from others in three ways: • they have a high level of specialized knowledge, • they are capable of divergent thinking mediated by the frontal lobe. • and they are able to modulate neurotransmitters such as norepinephrine in their frontal lobe. Thus, the frontal lobe appears to be the part of the cortex that is most important for creativity. This article also explored the links between creativity and sleep, mood and addiction disorders, and depression. In 2005, Alice Flaherty presented a three-factor model of the creative drive. Drawing from evidence in brain imaging, drug studies and lesion analysis, she described the creative drive as resulting from an interaction of the frontal lobes, the temporal lobes, and dopamine from the limbic system. The frontal lobes can be seen as responsible for idea generation, and the temporal lobes for idea editing and evaluation. Abnormalities in the frontal lobe (such as depression or anxiety) generally decrease creativity, while abnormalities in the temporal lobe often increase creativity. High activity in the temporal lobe typically inhibits activity in the frontal lobe, and vice versa. 8 CHAPTER 1. CREATIVITY High dopamine levels increase general arousal and goal itself. Further, Vandervert and Vandervert-Weathers bedirected behaviors and reduce latent inhibition, and all lieve that this repetitive “mental prototyping” or mental three effects increase the drive to generate ideas.[66] rehearsal involving the cerebellum and the cerebral cortex explains the success of the self-driven, individualized patterning of repetitions initiated by the teaching meth1.9.1 Working memory and the cerebellum ods of the Khan Academy. The model proposed by Vandervert has however received incisive critique from sevVandervert[67] described how the brain’s frontal lobes eral authors.[79][80] and the cognitive functions of the cerebellum collaborate to produce creativity and innovation. Vandervert’s explanation rests on considerable evidence that all pro- 1.9.2 REM sleep cesses of working memory (responsible for processing all thought[68] ) are adaptively modeled for increased efCreativity involves the forming of associative elements ficiency by the cerebellum.[69] The cerebellum (consistinto new combinations that are useful or meet some reing of 100 billion neurons, which is more than the enquirement. Sleep aids this process.[81] REM rather than tirety of the rest of the brain[70] ) is also widely known to NREM sleep appears to be responsible.[82][83] This has adaptively model all bodily movement for efficiency. The been suggested to be due to changes in cholinergic and cerebellum’s adaptive models of working memory pronoradrenergic neuromodulation that occurs during REM cessing are then fed back to especially frontal lobe work[82] sleep. During this period of sleep, high levels of acetyling memory control processes[71] where creative and incholine in the hippocampus suppress feedback from the novative thoughts arise.[72] (Apparently, creative insight hippocampus to the neocortex, and lower levels of acetylor the “aha” experience is then triggered in the temporal choline and norepinephrine in the neocortex encourage lobe.[73] ) the spread of associational activity within neocortical arAccording to Vandervert, the details of creative adapta- eas without control from the hippocampus.[84] This is in tion begin in “forward” cerebellar models which are antic- contrast to waking consciousness, where higher levels of ipatory/exploratory controls for movement and thought. norepinephrine and acetylcholine inhibit recurrent conThese cerebellar processing and control architectures nections in the neocortex. It is proposed that REM sleep have been termed Hierarchical Modular Selection and adds creativity by allowing “neocortical structures to reorIdentification for Control (HMOSAIC).[74] New, hierar- ganize associative hierarchies, in which information from chically arranged levels of the cerebellar control architec- the hippocampus would be reinterpreted in relation to ture (HMOSAIC) develop as mental mulling in working previous semantic representations or nodes.”[82] memory is extended over time. These new levels of the control architecture are fed forward to the frontal lobes. Since the cerebellum adaptively models all movement and 1.10 Affect all levels of thought and emotion,[75] Vandervert’s approach helps explain creativity and innovation in sports, art, music, the design of video games, technology, math- Some theories suggest that creativity may be particularly susceptible to affective influence. As noted in voting beematics, the child prodigy, and thought in general. havior the term “affect” in this context can refer to liking Essentially, Vandervert has argued that when a person is or disliking key aspects of the subject in question. This confronted with a challenging new situation, visual-spatial work largely follows from findings in psychology regardworking memory and speech-related working memory ing the ways in which affective states are involved in huare decomposed and re-composed (fractionated) by the man judgment and decision-making.[85] cerebellum and then blended in the cerebral cortex in an attempt to deal with the new situation. With repeated attempts to deal with challenging situations, the cerebro1.10.1 Positive affect relations cerebellar blending process continues to optimize the efficiency of how working memory deals with the situation or problem.[76] Most recently, he has argued that this According to Alice Isen, positive affect has three primary is the same process (only involving visual-spatial work- effects on cognitive activity: ing memory and pre-language vocalization) that led to the evolution of language in humans.[77] Vandervert and 1. Positive affect makes additional cognitive material Vandervert-Weathers have pointed out that this blendavailable for processing, increasing the number of ing process, because it continuously optimizes efficiencognitive elements available for association; cies, constantly improves prototyping attempts toward 2. Positive affect leads to defocused attention and the invention or innovation of new ideas, music, art, or a more complex cognitive context, increasing the technology.[78] Prototyping, they argue, not only produces new products, it trains the cerebro-cerebellar pathbreadth of those elements that are treated as releways involved to become more efficient at prototyping vant to the problem; 1.11. FORMAL THEORY 3. Positive affect increases cognitive flexibility, increasing the probability that diverse cognitive elements will in fact become associated. Together, these processes lead positive affect to have a positive influence on creativity. 9 In general, affective events provoke immediate and relatively fleeting emotional reactions. Thus, if creative performance at work is an affective event for the individual doing the creative work, such an effect would likely be evident only in same-day data. Another longitudinal research found several insights regarding the relations between creativity and emotion at work. Firstly, evidence shows a positive correlation between positive affect and creativity. The more positive a person’s affect on a given day, the more creative thinking they evidenced that day and the next day—even conAccording to these researchers, positive emotions introlling for that next day’s mood. There was even some crease the number of cognitive elements available for asevidence of an effect two days later. sociation (attention scope) and the number of elements In addition, the researchers found no evidence that people that are relevant to the problem (cognitive scope). were more creative when they experienced both positive Various meta-analyses, such as Baas et al. (2008) of 66 and negative affect on the same day. The weight of evistudies about creativity and affect support the link bedence supports a purely linear form of the affect-creativity tween creativity and positive affect[86][87] relationship, at least over the range of affect and creativity covered in our study: the more positive a person’s affect, the higher their creativity in a work setting. Barbara Fredrickson in her broaden-and-build model suggests that positive emotions such as joy and love broaden a person’s available repertoire of cognitions and actions, thus enhancing creativity. 1.10.2 Negative affect relations On the other hand, some theorists have suggested that negative affect leads to greater creativity. A cornerstone of this perspective is empirical evidence of a relationship between affective illness and creativity. In a study of 1,005 prominent 20th century individuals from over 45 different professions, the University of Kentucky’s Arnold Ludwig found a slight but significant correlation between depression and level of creative achievement. In addition, several systematic studies of highly creative individuals and their relatives have uncovered a higher incidence of affective disorders (primarily bipolar disorder and depression) than that found in the general population. 1.10.3 Affect at work Three patterns may exist between affect and creativity at work: positive (or negative) mood, or change in mood, predictably precedes creativity; creativity predictably precedes mood; and whether affect and creativity occur simultaneously. It was found that not only might affect precede creativity, but creative outcomes might provoke affect as well. At its simplest level, the experience of creativity is itself a work event, and like other events in the organizational context, it could evoke emotion. Qualitative research and anecdotal accounts of creative achievement in the arts and sciences suggest that creative insight is often followed by feelings of elation. For example, Albert Einstein called his 1907 general theory of relativity “the happiest thought of my life.” Empirical evidence on this matter is still very tentative. In contrast to the possible incubation effects of affective state on subsequent creativity, the affective consequences of creativity are likely to be more direct and immediate. Finally, they found four patterns of affect and creativity: affect can operate as an antecedent to creativity; as a direct consequence of creativity; as an indirect consequence of creativity; and affect can occur simultaneously with creative activity. Thus, it appears that people’s feelings and creative cognitions are interwoven in several distinct ways within the complex fabric of their daily work lives. 1.11 Formal theory Jürgen Schmidhuber's formal theory of creativity[88][89] postulates that creativity, curiosity and interestingness are by-products of a simple computational principle for measuring and optimizing learning progress. Consider an agent able to manipulate its environment and thus its own sensory inputs. The agent can use a black box optimization method such as reinforcement learning to learn (through informed trial and error) sequences of actions that maximize the expected sum of its future reward signals. There are extrinsic reward signals for achieving externally given goals, such as finding food when hungry. But Schmidhuber’s objective function to be maximized also includes an additional, intrinsic term to model “woweffects.” This non-standard term motivates purely creative behavior of the agent even when there are no external goals. A wow-effect is formally defined as follows. As the agent is creating and predicting and encoding the continually growing history of actions and sensory inputs, it keeps improving the predictor or encoder, which can be implemented as an artificial neural network or some other machine learning device that can exploit regularities in the data to improve its performance over time. The improvements can be measured precisely, by computing the difference in computational costs (storage size, number of required synapses, errors, time) needed to encode 10 new observations before and after learning. This difference depends on the encoder’s present subjective knowledge, which changes over time, but the theory formally takes this into account. The cost difference measures the strength of the present “wow-effect” due to sudden improvements in data compression or computational speed. It becomes an intrinsic reward signal for the action selector. The objective function thus motivates the action optimizer to create action sequences causing more woweffects. Irregular, random data (or noise) do not permit any wow-effects or learning progress, and thus are “boring” by nature (providing no reward). Already known and predictable regularities also are boring. Temporarily interesting are only the initially unknown, novel, regular patterns in both actions and observations. This motivates the agent to perform continual, open-ended, active, creative exploration. According to Schmidhuber, his objective function explains the activities of scientists, artists and comedians.[90][91] For example, physicists are motivated to create experiments leading to observations obeying previously unpublished physical laws permitting better data compression. Likewise, composers receive intrinsic reward for creating non-arbitrary melodies with unexpected but regular harmonies that permit wow-effects through data compression improvements. Similarly, a comedian gets intrinsic reward for “inventing a novel joke with an unexpected punch line, related to the beginning of the story in an initially unexpected but quickly learnable way that also allows for better compression of the perceived data.”[92] Schmidhuber argues that that ongoing computer hardware advances will greatly scale up rudimentary artificial scientists and artists based on simple implementations of the basic principle since 1990.[93] He used the theory to create low-complexity art[94] and an attractive human face.[95] 1.12 Mental health Main article: Creativity and mental illness A study by psychologist J. Philippe Rushton found creativity to correlate with intelligence and psychoticism.[96] Another study found creativity to be greater in schizotypal than in either normal or schizophrenic individuals. While divergent thinking was associated with bilateral activation of the prefrontal cortex, schizotypal individuals were found to have much greater activation of their right prefrontal cortex.[97] This study hypothesizes that such individuals are better at accessing both hemispheres, allowing them to make novel associations at a faster rate. In agreement with this hypothesis, ambidexterity is also associated with schizotypal and schizophrenic individuals. Three recent studies by Mark Batey and Adrian Furnham have demonstrated the relationships between schizotypal[98][99] and hypomanic CHAPTER 1. CREATIVITY personality creativity. [100] and several different measures of Particularly strong links have been identified between creativity and mood disorders, particularly manic-depressive disorder (a.k.a. bipolar disorder) and depressive disorder (a.k.a. unipolar disorder). In Touched with Fire: ManicDepressive Illness and the Artistic Temperament, Kay Redfield Jamison summarizes studies of mood-disorder rates in writers, poets and artists. She also explores research that identifies mood disorders in such famous writers and artists as Ernest Hemingway (who shot himself after electroconvulsive treatment), Virginia Woolf (who drowned herself when she felt a depressive episode coming on), composer Robert Schumann (who died in a mental institution), and even the famed visual artist Michelangelo. A study looking at 300,000 persons with schizophrenia, bipolar disorder or unipolar depression, and their relatives, found overrepresentation in creative professions for those with bipolar disorder as well as for undiagnosed siblings of those with schizophrenia or bipolar disorder. There was no overall overrepresenation, but overrepresentation for artistic occupations, among those diagnosed with schizophrenia. There was no association for those with unipolar depression or their relatives. [101] Another study involving more than one million people, conducted by Swedish researchers at the Karolinska Institute, reported a number of correlations between creative occupations and mental illnesses. Writers had a higher risk of anxiety and bipolar disorders, schizophrenia, unipolar depression, and substance abuse, and were almost twice as likely as the general population to kill themselves. Dancers and photographers were also more likely to have bipolar disorder.[102] However, as a group, those in the creative professions were no more likely to suffer from psychiatric disorders than other people, although they were more likely to have a close relative with a disorder, including anorexia and, to some extent, autism, the Journal of Psychiatric Research reports.[102] According to psychologist Robert Epstein, PhD, creativity can be obstructed through stress.[103] 1.13 Some types of creativity according to R.J. Sternberg An article by R. J. Sternberg in the Creativity Research Journal reviewed the “investment” theory of creativity as well as the “propulsion” theory of creative contribution, suggesting that there are eight types of creative contribution; replication — confirming that the given field is in the correct place — redefinition — the attempt to redefine where the field is and how it is viewed — forward incrementation — a creative contribution that moves the 1.14. IN VARIOUS CONTEXTS 11 field forward in the direction in which it is already mov- four primary creativity traits with narrow facets within ing — advance forward movement — which advances the each field past the point where others are ready for it to go — redirection — which moves the field in a new, different (i) “Idea Generation” (Fluency, Originality, Indirection — redirection from a point in the past — which cubation and Illumination) moves the field back to a previous point to advance in a (ii) “Personality” (Curiosity and Tolerance for different direction — starting over/ re-initiation — movAmbiguity) ing the field to a different starting point — and integration (iii) “Motivation” (Intrinsic, Extrinsic and — combining two or more diverse ways of thinking about Achievement) the field into a single way of thinking.[104] (iv) “Confidence” (Producing, Sharing and Implementing) 1.14 In various contexts This model was developed in a sample of 1000 working adults using the statistical techniques of Exploratory Factor Analysis followed by Confirmatory Factor Analysis by Structural Equation Modelling.[106] An important aspect of the creativity profiling approach is to account for the tension between predicting the creative profile of an individual, as characterised by the psychometric approach, and the evidence that team creativity is founded on diversity and difference.[107] One characteristic of creative people, as measured by some psychologists, is what is called divergent production. divergent production is the ability of a person to generate a diverse assortment, yet an appropriate amount [108] One way of meaAn electric wire reel reused as a center table in a Rio de Janeiro of responses to a given situation. decoration fair. The creativity of this designer in reusing this suring divergent production is by administering the Torrance Tests of Creative Thinking.[109] The Torrance Tests waste was used with good effects to the environment. of Creative Thinking assesses the diversity, quantity, and Creativity has been studied from a variety of perspectives appropriateness of participants responses to a variety of and is important in numerous contexts. Most of these open-ended questions. approaches are undisciplinary, and it is therefore difficult Other researchers of creativity see the difference in creto form a coherent overall view.[21] The following sections ative people as a cognitive process of dedication to probexamine some of the areas in which creativity is seen as lem solving and developing expertise in the field of their being important. creative expression. Hard working people study the work of people before them and within their current area, become experts in their fields, and then have the ability to 1.14.1 Creativity profiles add to and build upon previous information in innovative and creative ways. In a study of projects by design stuCreativity can be expresses in a number of different dents, students who had more knowledge on their subject forms, depending on the unique people and environments on average had greater creativity within their projects.[110] it exists. A number of different theorists have suggested models of the creative person. One model suggests that The aspect of motivation within a person’s personality there are kinds to produce growth, innovation, speed, etc. may predict creativity levels in the person. Motivation These are referred to as the four “Creativity Profiles” that stems from two different sources, intrinsic and extrinsic motivation. Intrinsic motivation is an internal drive can help achieve such goals.[105] within a person to participate or invest as a result of personal interest, desires, hopes, goals, etc. Extrinsic mo(i) Incubate (Long-term Development) tivation is a drive from outside of a person and might (ii) Imagine (Breakthrough Ideas) take the form of payment, rewards, fame, approval from (iii) Improve (Incremental Adjustments) others, etc. Although extrinsic motivation and intrinsic motivation can both increase creativity in certain cases, (iv) Invest (Short-term Goals) strictly extrinsic motivation often impedes creativity in [111] Research by Dr Mark Batey of the Psychometrics at people. Work Research Group at Manchester Business School has From a personality-traits perspective, there are a number suggested that the creative profile can be explained by of traits that are associated with creativity in people.[112] 12 Creative people tend to be more open to new experiences, are more self-confident, are more ambitious, selfaccepting, impulsive, driven, dominant, and hostile, compared to people with less creativity. From an evolutionary perspective, creativity may be a result of the outcome of years of generating ideas. As ideas are continuously generated, the need to evolve produces a need for new ideas and developments. As a result, people have been creating and developing new, innovative, and creative ideas to build our progress as a society.[113] CHAPTER 1. CREATIVITY that the lack of an equivalent word for 'creativity' may affect the views of creativity among speakers of such languages. However, more research would be needed to establish this, and there is certainly no suggestion that this linguistic difference makes people any less (or more) creative; Africa has a rich heritage of creative pursuits such as music, art, and storytelling. Nevertheless, it is true that there has been very little research on creativity in Africa,[119] and there has also been very little research on creativity in Latin America.[120] Creativity has been more thoroughly researched in the northern hemisphere, but here again there are cultural differences, even between countries or groups of countries in close proximity. For example, in Scandinavian countries, creativity is seen as an individual attitude which helps in coping with life’s challenges,[121] while in Germany, creativity is seen more as a process that can be applied to help solve problems.[122] In studying exceptionally creative people in history, some common traits in lifestyle and environment are often found. Creative people in history usually had supportive parents, but rigid and non-nurturing. Most had an interest in their field at an early age, and most had a highly supportive and skilled mentor in their field of interest. Often the field they chose was relatively uncharted, allowing for their creativity to be expressed more in a field with less previous information. Most exceptionally creative people devoted almost all of their time and energy into 1.14.3 their craft, and after about a decade had a creative breakthrough of fame. Their lives were marked with extreme dedication and a cycle of hard-work and breakthroughs as a result of their determination [114] Another theory of creative people is the investment theory of creativity. This approach suggest that there are many individual and environmental factors that must exist in precise ways for extremelly high levels of creativity opposed to average levels of creativity. In the investment sense, a person with their particular characteristics in their particular environment may see an opportunity to devote their time and energy into something that has been overlooked by others. The creative person develops an undervalued or underrecognized idea to the point that it is established as a new and creative idea. Just like in the financial world, some investments are worth the buy in, while others are less productive and do not build to the extent that the investor expected. This investment theory of creativity views creativity in a unique perspective compared to others, by asserting that creativity might rely to some extent on the right investment of effort being added to a field at the right time in the right way.[115] In art and literature Henry Moore's Reclining Figure Most people associate creativity with the fields of art and literature. In these fields, originality is considered to be a sufficient condition for creativity, unlike other fields where both originality and appropriateness are necessary.[123] Within the different modes of artistic expression, one can postulate a continuum extending from "interpretation" to “innovation”. Established artistic movements and genres pull practitioners to the “interpretation” end of the scale, whereas original thinkers strive towards the “innovation” pole. Note that we conventionally expect some “creative” 1.14.2 In diverse cultures people (dancers, actors, orchestral members, etc.) to perform (interpret) while allowing others (writers, painters, [116] Creativity is viewed differently in different countries. For example, cross-cultural research centred on Hong composers, etc.) more freedom to express the new and Kong found that Westerners view creativity more in terms the different. of the individual attributes of a creative person, such as Contrast alternative theories, for example: their aesthetic taste, while Chinese people view creativity more in terms of the social influence of creative peo• artistic inspiration, which provides the transmission ple e.g. what they can contribute to society.[117] Mpofu of visions from divine sources such as the Muses; a et al. surveyed 28 African languages and found that 27 taste of the Divine.[124] Compare with invention. had no word which directly translated to 'creativity' (the • artistic evolution, which stresses obeying established exception being Arabic).[118] The principle of linguistic relativity, i.e. that language can affect thought, suggests (“classical”) rules and imitating or appropriating to 1.14. IN VARIOUS CONTEXTS 13 produce subtly different but unshockingly under- ... manifest themselves only through their ability to orgastandable work. Compare with crafts. nize images and ideas, and this is always an unconscious process which cannot be detected until afterwards.”[134] • artistic conversation, as in Surrealism, which stresses the depth of communication when the cre1.14.5 Creative industries and services ative product is the language. In the art practice and theory of Davor Dzalto, human creativity is taken as a basic feature of both the personal existence of human being and art production. For this thinker, creativity is a basic cultural and anthropological category, since it enables human manifestation in the world as a “real presence” in contrast to the progressive “virtualization” of the world. 1.14.4 Today, creativity forms the core activity of a growing section of the global economy—the so-called "creative industries"—capitalistically generating (generally nontangible) wealth through the creation and exploitation of intellectual property or through the provision of creative services. The Creative Industries Mapping Document 2001 provides an overview of the creative industries in the UK. The creative professional workforce is becoming a more integral part of industrialized nations’ economies. Psychological examples from sci- Creative professions include writing, art, design, theater, television, radio, motion pictures, related crafts, as well ence and mathematics Jacques Hadamard, in his book Psychology of Invention in the Mathematical Field, uses introspection to describe mathematical thought processes. In contrast to authors who identify language and cognition, he describes his own mathematical thinking as largely wordless, often accompanied by mental images that represent the entire solution to a problem. He surveyed 100 of the leading physicists of his day (ca. 1900), asking them how they did their work. Many of the responses mirrored his own. as marketing, strategy, some aspects of scientific research and development, product development, some types of teaching and curriculum design, and more. Since many creative professionals (actors and writers, for example) are also employed in secondary professions, estimates of creative professionals are often inaccurate. By some estimates, approximately 10 million US workers are creative professionals; depending upon the depth and breadth of the definition, this estimate may be double. Hadamard described the experiences of the 1.14.6 mathematicians/theoretical physicists Carl Friedrich Gauss, Hermann von Helmholtz, Henri Poincaré and others as viewing entire solutions with “sudden spontaneity.”[125] In other professions The same has been reported in literature by many others, such as Denis Brian,[126] G. H. Hardy,[127] Walter Heitler,[128] B. L. van der Waerden,[129] and Harold Ruegg.[130] To elaborate on one example, Einstein, after years of fruitless calculations, suddenly had the solution to the general theory of relativity revealed in a dream “like a giant die making an indelible impress, a huge map of the universe outlined itself in one clear vision.”[126] Hadamard described the process as having steps (i) preparation, (ii) incubation, (iv) illumination, and (v) verification of the five-step Graham Wallas creative-process model, leaving out (iii) intimation, with the first three cited by Hadamard as also having been put forth by Helmholtz:[131] Marie-Louise von Franz, a colleague of the eminent psychiatrist Carl Jung, noted that in these unconscious scientific discoveries the “always recurring and important factor ... is the simultaneity with which the complete solution is intuitively perceived and which can be checked later by discursive reasoning.” She attributes the solution presented “as an archetypal pattern or image.”[132] As cited by von Franz,[133] according to Jung, “Archetypes Isaac Newton's law of gravity is popularly attributed to a creative leap he experienced when observing a falling apple. Creativity is also seen as being increasingly important in a variety of other professions. Architecture and industrial design are the fields most often associated with creativity, and more generally the fields of design and design research. These fields explicitly value creativity, and journals such as Design Studies have published many studies on creativity and creative problem solving.[135] Fields such as science and engineering have, by contrast, experienced a less explicit (but arguably no less important) relation to creativity. Simonton[18] shows how some of the major scientific advances of the 20th century can 14 CHAPTER 1. CREATIVITY be attributed to the creativity of individuals. This ability • and Motivation (especially intrinsic motivation). will also be seen as increasingly important for engineers in years to come.[136] There are two types of motivation: Accounting has also been associated with creativity with • extrinsic motivation – external factors, for example the popular euphemism creative accounting. Although threats of being fired or money as a reward, this term often implies unethical practices, Amabile[123] has suggested that even this profession can benefit from • intrinsic motivation – comes from inside an individthe (ethical) application of creative thinking. ual, satisfaction, enjoyment of work etc. In a recent global survey of approximately 1600 CEO’s, the leadership trait that was considered to be most cruSix managerial practices to encourage motivation are: cial for success was creativity.[137] This suggests that the world of business is beginning to accept that creativity • Challenge – matching people with the right assignis of value in a diversity of industries, rather than bements; ing simply the preserve of the creative industries. For instance, the civil service (opularly derided as wholly op• Freedom – giving people autonomy choosing means posite to the creative), has benefitted from employing creto achieve goals; ative writers, from John Milton, to Anthony Trollope, to • Resources – such as time, money, space etc. There 'Flann O'Brien', who are capable of analysing the workmust be balance fit among resources and people; ings of their own institutions.[138] 1.14.7 In organizations • Work group features – diverse, supportive teams, where members share the excitement, willingness to help and recognize each other’s talents; • Supervisory encouragement – recognitions, cheering, praising; • Organizational support – value emphasis, information sharing, collaboration. Nonaka, who examined several successful Japanese companies, similarly saw creativity and knowledge creation as being important to the success of organizations.[139] In particular, he emphasized the role that tacit knowledge has to play in the creative process. In business, originality is not enough. The idea must also be appropriate—useful and actionable.[140][141] Creative Training meeting in an eco-design stainless steel company in Brazil. The leaders among other things wish to cheer and encour- competitive intelligence is a new solution to solve this problem. According to Reijo Siltala it links creativity age the workers in order to achieve a higher level of creativity. to innovation process and competitive intelligence to creIt has been the topic of various research studies to es- ative workers. tablish that organizational effectiveness depends on the Creativity can be encouraged in people and professionals creativity of the workforce to a large extent. For any and in the workplace. It is essential for innovation, and given organization, measures of effectiveness vary, de- is a factor affecting economic growth and businesses. In pending upon its mission, environmental context, nature 2013 the sociologist Silvia Leal Martín, using the Innova of work, the product or service it produces, and customer 3DX method, suggested measuring the various paramedemands. Thus, the first step in evaluating organizational ters that encourage creativity and innovation: corporate effectiveness is to understand the organization itself — culture, work environment, leadership and management, how it functions, how it is structured, and what it empha- creativity, self-esteem and optimism, locus of control and sizes. learning orientation, motivation and fear.[142] Amabile[123] argued that to enhance creativity in business, three components were needed: 1.14.8 Economic views of creativity • Expertise (technical, procedural and intellectual Economic approaches to creativity have focussed on three knowledge), aspects — the impact of creativity on economic growth, • Creative thinking skills (how flexibly and imagina- methods of modelling markets for creativity, and the tively people approach problems), maximisation of economic creativity (innovation). 1.15. FOSTERING CREATIVITY In the early 20th century, Joseph Schumpeter introduced the economic theory of creative destruction, to describe the way in which old ways of doing things are endogenously destroyed and replaced by the new. Some economists (such as Paul Romer) view creativity as an important element in the recombination of elements to produce new technologies and products and, consequently, economic growth. Creativity leads to capital, and creative products are protected by intellectual property laws. Mark A. Runco and Daniel Rubenson have tried to describe a "psychoeconomic" model of creativity.[143] In such a model, creativity is the product of endowments and active investments in creativity; the costs and benefits of bringing creative activity to market determine the supply of creativity. Such an approach has been criticised for its view of creativity consumption as always having positive utility, and for the way it analyses the value of future innovations.[144] The creative class is seen by some to be an important driver of modern economies. In his 2002 book, The Rise of the Creative Class, economist Richard Florida popularized the notion that regions with “3 T’s of economic development: Technology, Talent and Tolerance” also have high concentrations of creative professionals and tend to have a higher level of economic development. The creative industries in Europe — including the audiovisual sector — make a significant contribution to the EU economy, creating about 3% of EU GDP — corresponding to an annual market value of €500 billion — and employing about 6 million people. In addition, the sector plays a crucial role in fostering innovation, in particular for devices and networks.[145] The EU records the second highest TV viewing figures globally, producing more films than any other region in the world. In that respect, the newly proposed 'Creative Europe' programme will help preserve cultural heritage while increasing the circulation of creative works inside and outside the EU.[146] The programme will play a consequential role in stimulating cross border co-operation, promoting peer learning and making these sectors more professional. The Commission will then propose a financial instrument run by the European Investment Bank to provide debt and equity finance for cultural and creative industries. The role of the non-state actors within the governance regarding Medias will not be neglected anymore due to a holistic approach. 1.14.9 Social network view of creativity Creativity research has long been polarized between the ‘romantic’ view that major creative achievements are sparked by imaginative and uniquely gifted individuals at the margin of an intellectual field. Although this remains the dominant approach when examining individual creativity, an increasingly large number of studies have stressed the importance of also looking at social factors. Following this line of thought and drawing more ex- 15 plicitly from research by sociologists and sociopsychologists, organizational scholars have increasingly recognized the importance of the network side of individual creativity.[147] The key idea of this perspective is that a deeper understanding of how creative outputs are generated and become accepted can be achieved only by placing the individual within a network of interpersonal relationships. The influence of the social context in which individuals are embedded determines the range of information and opportunities available to them during the creative process. Several studies have begun to expose the network mechanisms that underlie the genesis and legitimacy of creative work.[148] 1.15 Fostering creativity Main article: Creativity techniques Daniel Pink, in his 2005 book A Whole New Mind, repeating arguments posed throughout the 20th century, argues that we are entering a new age where creativity is becoming increasingly important. In this conceptual age, we will need to foster and encourage right-directed thinking (representing creativity and emotion) over left-directed thinking (representing logical, analytical thought). However, this simplification of 'right' versus 'left' brain thinking is not supported by the research data.[149] Nickerson[150] provides a summary of the various creativity techniques that have been proposed. These include approaches that have been developed by both academia and industry: 1. Establishing purpose and intention 2. Building basic skills 3. Encouraging acquisitions of domain-specific knowledge 4. Stimulating and rewarding curiosity and exploration 5. Building motivation, especially internal motivation 6. Encouraging confidence and a willingness to take risks 7. Focusing on mastery and self-competition 8. Promoting supportable beliefs about creativity 9. Providing opportunities for choice and discovery 10. Developing self-management (metacognitive skills) 11. Teaching techniques and strategies for facilitating creative performance 12. Providing balance 16 Some see the conventional system of schooling as “stifling” of creativity and attempt (particularly in the preschool/kindergarten and early school years) to provide a creativity-friendly, rich, imagination-fostering environment for young children.[150][151][152] Researchers have seen this as important because technology is advancing our society at an unprecedented rate and creative problem solving will be needed to cope with these challenges as they arise.[152] In addition to helping with problem solving, creativity also helps students identify problems where others have failed to do so.[150][151][153] See the Waldorf School as an example of an education program that promotes creative thought. Promoting intrinsic motivation and problem solving are two areas where educators can foster creativity in students. Students are more creative when they see a task as intrinsically motivating, valued for its own sake.[151][152][154][155] To promote creative thinking educators need to identify what motivates their students and structure teaching around it. Providing students with a choice of activities to complete allows them to become more intrinsically motivated and therefore creative in completing the tasks.[150][156] CHAPTER 1. CREATIVITY ity rather than the prevailing individual one. Creativity Research on Global Virtual Teams is showing that the creative process is affected by the national identities, cognitive and conative profiles, anonymous interactions at times and many other factors affecting the teams members, depending on the early or later stages of the cooperative creative process. They are also showing how NGO’s cross-cultural virtual team’s innovation in Africa would also benefit from the pooling of best global practices online. Such tools enhancing cooperative creativity may have a great impact on society and as such should be tested while they are built following the Motto: “Build the Camera while shooting the film”. Some European FP7 scientific programs like Paradiso are answering a need for advanced experimentally driven research including largescale experimentation test-beds to discover the technical, societal and economic implications of such groupware and collaborative tools to the Internet. On the other hand, creativity research may one day be pooled with a computable metalanguage like IEML from the University of Ottawa Collective Intelligence Chair, Pierre Levy. It might be a good tool to provide an interdisciplinary definition and a rather unified theory of creativity. The creative processes being highly fuzzy, the programming of cooperative tools for creativity and innovation should be adaptive and flexible. Empirical Modelling seems to be a good choice for Humanities Computing. Teaching students to solve problems that do not have well defined answers is another way to foster their creativity. This is accomplished by allowing students to explore problems and redefine them, possibly drawing on knowledge that at first may seem unrelated to the problem in order to solve it.[150][151][152][154] If all the activity of the universe could be traced with apSeveral different researchers have proposed methods of propriate captors, it is likely that one could see the creincreasing the creativity of an individual. Such ideas ative nature of the universe to which humans are active range from the psychological-cognitive, such as Osborn- contributors. After the web of documents, the Web of Parnes Creative Problem Solving Process, Synectics, Things might shed some light on such a universal creative Science-based creative thinking, Purdue Creative Think- phenomenon which should not be restricted to humans. In ing Program, and Edward de Bono's lateral thinking; order to trace and enhance cooperative and collective creto the highly structured, such as TRIZ (the Theory of ativity, Metis Reflexive Global Virtual Team has worked Inventive Problem-Solving) and its variant Algorithm for the last few years on the development of a Trace Comof Inventive Problem Solving (developed by the Rus- poser at the intersection of personal experience and social sian scientist Genrich Altshuller), and Computer-Aided knowledge. Morphological analysis. 1.16 Understanding and enhancing the creative process with new technologies A simple but accurate review on this new HumanComputer Interactions (HCI) angle for promoting creativity has been written by Todd Lubart, an invitation full of creative ideas to develop further this new field. Metis Reflexive Team has also identified a paradigm for the study of creativity to bridge European theory of “useless” and non-instrumentalized creativity, North American more pragmatic creativity and Chinese culture stressing more creativity as a holistic process of continuity rather than radical change and originality. This paradigm is mostly based on the work of the German philosopher Hans Joas, one that emphasizes the creative character of human action. This model allows also for a more comprehensive theory of action. Joas elaborates some implications of his model for theories of social movements and social change. The connection between concepts like creation, innovation, production and expression is facilitated by the creativity of action as a metaphore but also as a scientific concept. Groupware and other Computer Supported Collaborative Work (CSCW) platforms are now the stage of Network Creativity on the web or on other private networks. These The Creativity and Cognition conference series, spontools have made more obvious the existence of a more sored by the ACM and running since 1993, has been an connective, cooperative and collective nature of creativ- 1.19. NOTES important venue for publishing research on the intersection between technology and creativity. The conference now runs biennially, next taking place in 2011. 17 • Multiple discovery • Music therapy • Musical improvisation 1.17 Social attitudes Although the benefits of creativity to society as a whole have been noted,[157] social attitudes about this topic remain divided. The wealth of literature regarding the development of creativity[158] and the profusion of creativity techniques indicate wide acceptance, at least among academics, that creativity is desirable. There is, however, a dark side to creativity, in that it represents a “quest for a radical autonomy apart from the constraints of social responsibility”.[159] In other words, by encouraging creativity we are encouraging a departure from society’s existing norms and values. Expectation of conformity runs contrary to the spirit of creativity. Ken Robinson argues that the current education system is “educating people out of their creativity”. [160][161] Nevertheless, employers are increasingly valuing creative skills. A report by the Business Council of Australia, for example, has called for a higher level of creativity in graduates.[162] The ability to "think outside the box" is highly sought after. However, the above-mentioned paradox may well imply that firms pay lip service to thinking outside the box while maintaining traditional, hierarchical organization structures in which individual creativity is condemned. 1.18 See also • Adaptive performance • Brainstorming • Computational creativity • Confabulation (neural networks) • Why Man Creates (film) 1.19 Notes [1] Mumford, M. D. (2003). Where have we been, where are we going? Taking stock in creativity research. Creativity Research Journal, 15, 107–120. [2] (Csikszentmihalyi, 1999, 2000; Lubart & Mouchiroud, 2003; Runco, 1997, 2000; Sternberg & Lubart, 1996) [3] Meusburger, Peter (2009). “Milieus of Creativity: The Role of Places, Environments and Spatial Contexts”. In Meusburger, P., Funke, J. and Wunder, E. Milieus of Creativity: An Interdisciplinary Approach to Spatiality of Creativity. Springer. ISBN 978-1-4020-9876-5. [4] Mel Rhodes: An Analysis of Creativity. in Phi Delta Kappan 1961, Vol. 42, No. 7, p. 306–307 [5] Gabora, Liane (1997). “The Origin and Evolution of Culture and Creativity”. Journal of Memetics - Evolutionary Models of Information Transmission 1. [6] Sternberg, Robert J. (2009). Jaime A. Perkins, Dan Moneypenny, Wilson Co, ed. Cognitive Psychology. CENGAGE Learning. p. 468. ISBN 978-0-495-50629-4. [7] Runco, Mark A.; Albert, Robert S. (2010). “Creativity Research”. In James C. Kaufman and Robert J. Sternberg. The Cambridge Handbook of Creativity. Cambridge University Press. ISBN 978-0-521-73025-9. [8] “And eke Job saith, that in hell is no order of rule. And albeit that God hath created all things in right order, and nothing without order, but all things be ordered and numbered, yet nevertheless they that be damned be not in order, nor hold no order.” [9] Władysław Tatarkiewicz, A History of Six Ideas: an Essay • E-scape, a technology and approach that looks in Aesthetics, p. 244. specifically at the assessment of creativity and collaboration. [10] Albert, R. S.; Runco, M. A. (1999). ":A History of Re• Greatness • Heroic theory of invention and scientific development • Innovation • Invention (such as “artistic invention” in the Visual Arts) • Lateral thinking • Learned industriousness • Malevolent creativity search on Creativity”. In Sternberg, R. J. Handbook of Creativity. Cambridge University Press. [11] Plato, The Republic, Book X - wikisource:The Republic/Book X [12] Albert, R. S.; Runco, M. A. (1999). ":A History of Research on Creativity”. In Sternberg, R. J. Handbook of Creativity. Cambridge University Press. p. 5. 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Annual Review of Psychology 55: 657–687. doi:10.1146/annurev.psych.55.090902.141502. PMID 14744230. • Sullivan, Ceri and Graeme Harper, ed., The Creative Environment: Authors at Work (Cambridge: English Association/Boydell and Brewer, 2009) • Sabaneev, Leonid. The Psychology of the MusicoCreative Process // Psyche. - Vol. 9 (July 1928). pp. 37–54. • Vandervert, L. (2003a). How working memory and cognitive modeling functions of the cerebellum contribute to discoveries in mathematics. New Ideas in Psychology, 21, 159-175. • Smith, S. M. & Blakenship, S.E. (1 April 1991). “Incubation and the persistence of fixation in problem solving”. American Journal of Psychology 104 (1): 61–87. doi:10.2307/1422851. ISSN 00029556. JSTOR 1422851. PMID 2058758. • Taylor, C. W. (1988). “Various approaches to and definitions of creativity”. In ed. Sternberg, R. J. The nature of creativity: Contemporary psychological perspectives. Cambridge University Press. • Torrance, E. P. (1974). Torrance Tests of Creative Thinking. Personnel Press. • von Franz, Marie-Louise, Psyche and Matter (Shambhala, 1992) ISBN 0-87773-902-1 • Andersen B., Korbo L., Pakkenberg B. (1992). “A quantitative study of the human cerebellum with unbiased stereological techniques”. The Journal of Comparative Neurology 326 (4): 549–560. doi:10.1002/cne.903260405. PMID 1484123. • Imamizu H., Kuroda T., Miyauchi S., Yoshioka T., Kawato M. (2003). “Modular organization of internal models of tools in the cerebellum”. Proceedings of the National Academy of Sciences 100 (9): 5461– 5466. doi:10.1073/pnas.0835746100. • Jung-Beeman, M., Bowden, E., Haberman, J., Frymiare, J., Arambel-Liu, S., Greenblatt, R., Reber, P., & Kounios, J. (2004). Neural activity when people solve verbal problems with insight. PLOS Biology, 2, 500-510. • Vandervert, L. (2003b). The neurophysiological basis of innovation. In L. V. Shavinina (Ed.) The international handbook on innovation (pp. 17–30). Oxford, England: Elsevier Science. • Vandervert, L. (2011). The evolution of language: The cerebro-cerebellar blending of visual-spatial working memory with vocalizations. The Journal of Mind and Behavior, 32, 317-334. • Vandervert, L. (in press). How the blending of cerebellar internal models can explain the evolution of thought and language. Cerebellum. • Vandervert, L., Schimpf, P., & Liu, H. (2007). How working memory and the cerebellum collaborate to produce creativity and innovation [Special Issue]. Creativity Research Journal, 19(1), 1-19. • Vandervert, L., & Vandervert-Weathers, K. (in press). New brain-imaging studies indicate how prototyping is related to entrepreneurial giftedness and innovation education in children. In L. Shavinina (Ed.), The International Handbook of Innovation Education. London: Routlage. • DeGraff, J.; Lawrence, K. (2002). Creativity at Work. Jossey-Bass. ISBN 0-7879-5725-9. • Gielen, P. (2013). Creativity and other Fundamentalisms. Mondriaan: Amsterdam. 24 CHAPTER 1. CREATIVITY 1.21 Further reading • Chung-yuan, Chang (1970). Creativity and Taoism, A Study of Chinese Philosophy, Art, and Poetry. New York: Harper Torchbooks. ISBN 0-06-131968-6. • Cropley, David H.; Cropley, Arthur J.; Kaufman, James C. et al., eds. (2010). The Dark Side of Creativity. Cambridge: Cambridge University Press. ISBN 978-0-521-13960-1. Lay summary (24 November 2010). • Robinson, Andrew (2010). Sudden Genius?: The Gradual Path to Creative Breakthroughs. Oxford: Oxford University Press. ISBN 978-0-19-9569953. Lay summary (24 November 2010). • The Roots of Human Genius Are Deeper Than Expected March 10, 2013 Scientific American 1.22 External links Videos • John Cleese: 2012.03.23 On How to Foster Creativity, • Raphael DiLuzio: 7 Steps of Creative Thinking, 2012.06.28 Articles • Isaac Asimov: On How to Cultivate Creativity, 2014.10.20 Chapter 2 Computational creativity Computational creativity (also known as artificial creativity, mechanical creativity or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts. of the system or that of the system’s programmer or designer? • How do we evaluate computational creativity? What counts as creativity in a computational system? Are natural language generation systems creative? Are machine translation systems creative? What distinguishes research in computational creativity from research in artificial intelligence generally? The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends: • If eminent creativity is about rule-breaking or the disavowal of convention, how is it possible for an algorithmic system to be creative? In essence, this is a variant of the Ada Lovelace's objection to machine intelligence, as recapitulated by modern theorists such as Teresa Amabile:[1] If a machine can do only what it was programmed to do, how can its behavior ever be called creative? • To construct a program or computer capable of human-level creativity. • To better understand human creativity and to formulate an algorithmic perspective on creative behavior in humans. • To design programs that can enhance human creativity without necessarily being creative themselves. Indeed, not all computer theorists would agree with the The field of computational creativity concerns itself with premise that computers can only do what they are protheoretical and practical issues in the study of creativ- grammed to do[2] —a key point in favor of computational ity. Theoretical work on the nature and proper definition creativity. of creativity is performed in parallel with practical work on the implementation of systems that exhibit creativity, with one strand of work informing the other. 2.2 Defining creativity in computa- tional terms 2.1 Theoretical issues As measured by the amount of activity in the field (e.g., publications, conferences and workshops), computational creativity is a growing area of research. But the field is still hampered by a number of fundamental problems. Creativity is very difficult, perhaps even impossible, to define in objective terms. Is it a state of mind, a talent or ability, or a process? Creativity takes many forms in human activity, some eminent (sometimes referred to as “Creativity” with a capital C) and some mundane. Since no single perspective or definition seems to offer a complete picture of creativity, the AI researchers Newell, Shaw and Simon[3] developed the combination of novelty and usefulness into the cornerstone of a multi-pronged view of creativity, one that uses the following four criteria to categorize a given answer or solution as creative: These are problems that complicate the study of creativity in general, but certain problems attach themselves specifically to computational creativity: • Can creativity be hard-wired? In existing systems to which creativity is attributed, is the creativity that 25 1. The answer is novel and useful (either for the individual or for society) 2. The answer demands that we reject ideas we had previously accepted 3. The answer results from intense motivation and persistence 4. The answer comes from clarifying a problem that was originally vague 26 Whereas the above reflects a “top-down” approach to computational creativity, an alternative thread has developed among “bottom-up” computational psychologists involved in artificial neural network research. During the late 1980s and early 1990s, for example, such generative neural systems were driven by genetic algorithms.[4] Experiments involving recurrent nets[5] were successful in hybridizing simple musical melodies and predicting listener expectations. CHAPTER 2. COMPUTATIONAL CREATIVITY 2.4.1 Important categories of creativity Margaret Boden[15][16] refers to creativity that is novel merely to the agent that produces it as “P-creativity” (or “psychological creativity”), and refers to creativity that is recognized as novel by society at large as “H-creativity” (or “historical creativity”). Stephen Thaler has suggested a new category he calls “V-" or “Visceral creativity” wherein significance is invented to raw sensory inputs to a Creativity Machine architecture, with the “gateway” nets perturbed to produce alternative interpretations, and downstream nets shifting such interpretations to fit the overarching context. An important variety of such V-creativity is consciousness itself, wherein meaning is reflexively invented to activation turnover within the brain[17] Concurrent with such research, a number of computational psychologists took the perspective, popularized by Stephen Wolfram, that system behaviors perceived as complex, including the mind’s creative output, could arise from what would be considered simple algorithms. As neuro-philosophical thinking matured, it also became evident that language actually presented an obstacle to producing a scientific model of cognition, creative or not, since it carried with it so many unscientific aggrandizements that were more uplifting than accurate. Thus ques- 2.4.2 Exploratory and transformational creativity tions naturally arose as to how “rich,” “complex,” and “wonderful” creative cognition actually was.[6] Boden also distinguishes between the creativity that arises from an exploration within an established conceptual space, and the creativity that arises from a deliberate transformation or transcendence of this space. She labels the former as exploratory creativity and the latter as 2.3 Artificial Neural Networks transformational creativity, seeing the latter as a form of creativity far more radical, challenging, and rarer than the Before 1989, artificial neural networks have been used former. Following the criteria from Newell and Simon to model certain aspects of creativity. Peter Todd elaborated above, we can see that both forms of creativity (1989) first trained a neural network to reproduce musi- should produce results that are appreciably novel and usecal melodies from a training set of musical pieces. Then ful (criterion 1), but exploratory creativity is more likely he used a change algorithm to modify the network’s in- to arise from a thorough and persistent search of a wellput parameters. The network was able to randomly gen- understood space (criterion 3) -- while transformational erate new music in a highly uncontrolled manner.[7][8][9] creativity should involve the rejection of some of the conIn 1992, Todd[10] extended this work, using the so- straints that define this space (criterion 2) or some of the called distal teacher approach that had been developed by assumptions that define the problem itself (criterion 4). Paul Munro,[11] Paul Werbos,[12] D. Nguyen and Bernard Boden’s insights have guided work in computational creWidrow,[13] Michael I. Jordan and David Rumelhart.[14] ativity at a very general level, providing more an inspiraIn the new approach there are two neural networks, one tional touchstone for development work than a technical of which is supplying training patterns to another. In framework of algorithmic substance. However, Boden’s later efforts by Todd, a composer would select a set of insights are more recently also the subject of formalizamelodies that define the melody space, position them on a tion, most notably in the work by Geraint Wiggins.[18] 2-d plane with a mouse-based graphic interface, and train a connectionist network to produce those melodies, and listen to the new “interpolated” melodies that the network 2.4.3 Generation and evaluation generates corresponding to intermediate points in the 2-d plane. The criterion that creative products should be novel and useful means that creative computational systems are typically structured into two phases, generation and evaluation. In the first phase, novel (to the system itself, thus P-Creative) constructs are generated; unoriginal con2.4 Key concepts from the litera- structs that are already known to the system are filtered at this stage. This body of potentially creative constructs ture are then evaluated, to determine which are meaningful and useful and which are not. This two-phase structure Some high-level and philosophical themes recur through- conforms to the Geneplore model of Finke, Ward and out the field of computational creativity. Smith,[19] which is a psychological model of creative gen- 2.5. LINGUISTIC CREATIVITY 27 eration based on empirical observation of human creativ- into mental spaces and conceptual metaphors. Their basic ity. model defines an integration network as four connected spaces: 2.4.4 Combinatorial creativity A great deal, perhaps all, of human creativity can be understood as a novel combination of pre-existing ideas or objects. Common strategies for combinatorial creativity include: • Placing a familiar object in an unfamiliar setting (e.g., Marcel Duchamp's Fountain) or an unfamiliar object in a familiar setting (e.g., a fish-out-of-water story such as The Beverly Hillbillies) • Blending two superficially different objects or genres (e.g., a sci-fi story set in the Wild West, with robot cowboys, as in Westworld, or the reverse, as in Firefly; Japanese haiku poems, etc.) • A first input space (contains one conceptual structure or mental space) • A second input space (to be blended with the first input) • A generic space of stock conventions and imageschemas that allow the input spaces to be understood from an integrated perspective • A blend space in which a selected projection of elements from both input spaces are combined; inferences arising from this combination also reside here, sometimes leading to emergent structures that conflict with the inputs. • Comparing a familiar object to a superficially unrelated and semantically distant concept (e.g., Fauconnier and Turner describe a collection of optimal“Makeup is the Western burka"; “A zoo is a gallery ity principles that are claimed to guide the construction of a well-formed integration network. In essence, they see with living exhibits”) blending as a compression mechanism in which two or • Adding a new and unexpected feature to an exist- more input structures are compressed into a single blend ing concept (e.g., adding a scalpel to a Swiss Army structure. This compression operates on the level of conknife; adding a camera to a mobile phone) ceptual relations. For example, a series of similarity relations between the input spaces can be compressed into • Compressing two incongruous scenarios into the a single identity relationship in the blend. same narrative to get a joke (e.g., the Emo Philips joke “Women are always using me to advance their Some computational success has been achieved with the blending model by extending pre-existing compucareers. Damned anthropologists!”) tational models of analogical mapping that are com• Using an iconic image from one domain in a domain patible by virtue of their emphasis on connected sefor an unrelated or incongruous idea or product (e.g., mantic structures.[24] More recently, Francisco Câmara using the Marlboro Man image to sell cars, or to ad- Pereira[25] presented an implementation of blending thevertise the dangers of smoking-related impotence). ory that employs ideas both from GOFAI and genetic algorithms to realize some aspects of blending theory in The combinatorial perspective allows us to model cre- a practical form; his example domains range from the ativity as a search process through the space of possible linguistic to the visual, and the latter most notably incombinations. The combinations can arise from com- cludes the creation of mythical monsters by combining position or concatenation of different representations, or 3-D graphical models. through a rule-based or stochastic transformation of initial and intermediate representations. Genetic algorithms and neural networks can be used to generate blended or crossover representations that capture a combination of 2.5 Linguistic creativity different inputs. Language provides continuous opportunity for creativity, evident in the generation of novel sentences, phrasConceptual blending ings, puns, neologisms, rhymes, allusions, sarcasm, irony, similes, metaphors, analogies, witticisms, and jokes. NaMain article: Conceptual blending tive speakers of morphologically rich languages (including all Slavic languages) frequently create new wordMark Turner and Gilles Fauconnier[20][21] propose a forms that are easily understood, although they will never model called Conceptual Integration Networks that elab- find their way to the dictionary. The area of natural lanorates upon Arthur Koestler's ideas about creativity[22] guage generation has been well studied, but these creative as well as more recent work by Lakoff and Johnson,[23] aspects of everyday language have yet to be incorporated by synthesizing ideas from Cognitive Linguistic research with any robustness or scale. 28 2.5.1 CHAPTER 2. COMPUTATIONAL CREATIVITY Story generation being key to the generation of novel analogies. The dominant school of research, as advanced by Dedre Gentner, views analogy as a structure-preserving process; this view has been implemented in the structure mapping engine or SME,[34] the MAC/FAC retrieval engine (Many Are Called, Few Are Chosen), ACME (Analogical Constraint Mapping Engine) and ARCS (Analogical Retrieval Constraint System). Other mapping-based approaches include Sapper,[24] which situates the mapping process in a semantic-network model of memory. Analogy is a very active sub-area of creative computation and creative cognition; active figures in this sub-area include Douglas Hofstadter, Paul Thagard, and Keith Holyoak. Also worthy of note here is Peter Turney and Michael Littman’s machine learning approach to the solving of SAT-style analogy problems; their approach achieves a score that compares well with average scores achieved by humans on these tests. Substantial work has been conducted in this area of linguistic creation since the 1970s, with the development of James Meehan’s TALE-SPIN [26] system. TALE-SPIN viewed stories as narrative descriptions of a problemsolving effort, and created stories by first establishing a goal for the story’s characters so that their search for a solution could be tracked and recorded. The MINSTREL[27] system represents a complex elaboration of this basis approach, distinguishing a range of character-level goals in the story from a range of authorlevel goals for the story. Systems like Bringsjord’s BRUTUS[28] elaborate these ideas further to create stories with complex inter-personal themes like betrayal. Nonetheless, MINSTREL explicitly models the creative process with a set of Transform Recall Adapt Methods (TRAMs) to create novel scenes from old. The MEXICA[29] model of Rafael Pérez y Pérez and Mike Sharples is more explicitly interested in the creative process of storytelling, and implements a version of the 2.5.4 Joke generation engagement-reflection cognitive model of creative writing. Main article: Computational humor The company Narrative Science makes computer generated news and reports commercially available, including summarizing team sporting events based on statistical data from the game. It also creates financial reports and real estate analyses.[30] 2.5.2 Metaphor and simile Example of a metaphor: “She was an ape.” Example of a simile: “Felt like a tiger-fur blanket." The computational study of these phenomena has mainly focused on interpretation as a knowledge-based process. Computationalists such as Yorick Wilks, James Martin,[31] Dan Fass, John Barnden,[32] and Mark Lee have developed knowledge-based approaches to the processing of metaphors, either at a linguistic level or a logical level. Tony Veale and Yanfen Hao have developed a system, called Sardonicus, that acquires a comprehensive database of explicit similes from the web; these similes are then tagged as bona-fide (e.g., “as hard as steel”) or ironic (e.g., “as hairy as a bowling ball", “as pleasant as a root canal"); similes of either type can be retrieved on demand for any given adjective. They use these similes as the basis of an on-line metaphor generation system called Aristotle[33] that can suggest lexical metaphors for a given descriptive goal (e.g., to describe a supermodel as skinny, the source terms “pencil”, “whip”, “whippet”, “rope”, “stick-insect” and “snake” are suggested). Humour is an especially knowledge-hungry process, and the most successful joke-generation systems to date have focussed on pun-generation, as exemplified by the work of Kim Binsted and Graeme Ritchie.[35] This work includes the JAPE system, which can generate a wide range of puns that are consistently evaluated as novel and humorous by young children. An improved version of JAPE has been developed in the guise of the STANDUP system, which has been experimentally deployed as a means of enhancing linguistic interaction with children with communication disabilities. Some limited progress has been made in generating humour that involves other aspects of natural language, such as the deliberate misunderstanding of pronominal reference (in the work of Hans Wim Tinholt and Anton Nijholt), as well as in the generation of humorous acronyms in the HAHAcronym system[36] of Oliviero Stock and Carlo Strapparava. 2.5.5 Neologisms The blending of multiple word forms is a dominant force for new word creation in language; these new words are commonly called “blends” or "portmanteau words" (after Lewis Carroll). Tony Veale has developed a system called ZeitGeist[37] that harvests neological headwords from Wikipedia and interprets them relative to their local context in Wikipedia and relative to specific word senses in WordNet. ZeitGeist has been extended to generate neologisms of its own; the approach combines elements from an inventory of word parts that are harvested from 2.5.3 Analogy WordNet, and simultaneously determines likely glosses The process of analogical reasoning has been studied for these new words (e.g., “food traveller” for “gastrofrom both a mapping and a retrieval perspective, the latter naut” and “time traveller” for "chrononaut"). It then uses 2.7. VISUAL AND ARTISTIC CREATIVITY Web search to determine which glosses are meaningful and which neologisms have not been used before; this search identifies the subset of generated words that are both novel (“H-creative”) and useful. Neurolinguistic inspirations have been used to analyze the process of novel word creation in the brain,[38] understand neurocognitive processes responsible for intuition, insight, imagination and creativity[39] and to create a server that invents novel names for products, based on their description.[40] Further, the system Nehovah[41] blends two source words into a neologism that blends the meanings of the two source words. Nehovah searches WordNet [42] for synonyms and TheTopTens.com to search for pop culture hyponyms. The synonyms and hyponyms are blended together to create a set of candidate neologisms. The neologisms are then scored based on their word structure, how unique the word is, how apparent the concepts are conveyed, and if the neologism has a pop culture reference. Nehovah loosely follows conceptual blending. It can be accessed at http://axon.cs.byu.edu/~{}nehovah. 2.5.6 Poetry 29 is capable of analyzing and generalizing from existing music by a human composer to generate novel musical compositions in the same style. EMI’s output is convincing enough to persuade human listeners that its music is human-generated to a high level of competence.[46] In the field of contemporary classical music, Iamus is the first computer that composes from scratch, and produces final scores that professional interpreters can play. The London Symphony Orchestra played a piece for full orchestra, included in Iamus’ debut CD,[47] which New Scientist described as “The first major work composed by a computer and performed by a full orchestra.”.[48] Melomics, the technology behind Iamus, is able to generate pieces in different styles of music with a similar level of quality. Creativity research in jazz has focused on the process of improvisation and the cognitive demands that this places on a musical agent: reasoning about time, remembering and conceptualizing what has already been played, and planning ahead for what might be played next. The robot Shimon, developed by Gil Weinberg of Georgia Tech, has demonstrated jazz improvisation.[49] In 1994, a Creativity Machine architecture (see above) was able to generate 11,000 musical hooks by training a synaptically perturbed neural net on 100 melodies that had appeared on the top ten list over the last 30 years. In 1996, a self-bootstrapping Creativity Machine observed audience facial expressions through an advanced machine Is Half Constructed vision system and perfected its musical talents to generate [50] Like jokes, poems involve a complex interaction of dif- an album entitled “Song of the Neurons” ferent constraints, and no general-purpose poem gener- In the field of musical composition, the patented works[51] ator adequately combines the meaning, phrasing, struc- by René-Louis Baron allowed to make a robot that can ture and rhyme aspects of poetry. Nonetheless, Pablo create and play a multitude of orchestrated melodies soGervás[43] has developed a noteworthy system called AS- called “coherent” in any musical style. All outdoor physPERA that employs a case-based reasoning (CBR) ap- ical parameter associated with one or more specific muproach to generating poetic formulations of a given input sical parameters, can influence and develop each of these text via a composition of poetic fragments that are re- songs (in real time while listening to the song). The trieved from a case-base of existing poems. Each poem patented invention Medal-Composer raises problems of fragment in the ASPERA case-base is annotated with a copyright. prose string that expresses the meaning of the fragment, and this prose string is used as the retrieval key for each fragment. Metrical rules are then used to combine these 2.7 Visual and artistic creativity fragments into a well-formed poetic structure. Racter is an example of such a software project. Computational creativity in the generation of visual art has had some notable successes in the creation of both abstract art and representational art. The most famous program in this domain is Harold Cohen's 2.6 Musical creativity AARON,[52] which has been continuously developed and Computational creativity in the music domain has fo- augmented since 1973. Though formulaic, Aaron excused both on the generation of musical scores for use hibits a range of outputs, generating black-and-white by human musicians, and on the generation of music for drawings or colour paintings that incorporate human figperformance by computers. The domain of generation ures (such as dancers), potted plants, rocks, and other elhas included classical music (with software that generates ements of background imagery. These images are of a music in the style of Mozart and Bach) and jazz. Most no- sufficiently high quality to be displayed in reputable galtably, David Cope[44] has written a software system called leries. More than iron, more than lead, more than gold I need electricity. I need it more than I need lamb or pork or lettuce or cucumber. I need it for my dreams. Racter, from The Policeman’s Beard “Experiments in Musical Intelligence” (or “EMI”)[45] that Other software artists of note include the NEvAr system 30 (for “Neuro-Evolutionary Art”) of Penousal Machado.[53] NEvAr uses a genetic algorithm to derive a mathematical function that is then used to generate a coloured threedimensional surface. A human user is allowed to select the best pictures after each phase of the genetic algorithm, and these preferences are used to guide successive phases, thereby pushing NEvAr’s search into pockets of the search space that are considered most appealing to the user. The Painting Fool, developed by Simon Colton originated as a system for overpainting digital images of a given scene in a choice of different painting styles, colour palettes and brush types. Given its dependence on an input source image to work with, the earliest iterations of the Painting Fool raised questions about the extent of, or lack of, creativity in a computational art system. Nonetheless, in more recent work, The Painting Fool has been extended to create novel images, much as AARON does, from its own limited imagination. Images in this vein include cityscapes and forests, which are generated by a process of constraint satisfaction from some basic scenarios provided by the user (e.g., these scenarios allow the system to infer that objects closer to the viewing plane should be larger and more color-saturated, while those further away should be less saturated and appear smaller). Artistically, the images now created by the Painting Fool appear on a par with those created by Aaron, though the extensible mechanisms employed by the former (constraint satisfaction, etc.) may well allow it to develop into a more elaborate and sophisticated painter. CHAPTER 2. COMPUTATIONAL CREATIVITY 2.8 Creativity in problem solving Creativity is also useful in allowing for unusual solutions in problem solving. In psychology and cognitive science, this research area is called creative problem solving. The Explicit-Implicit Interaction (EII) theory of creativity has recently been implemented using a CLARIONbased computational model that allows for the simulation of incubation and insight in problem solving.[57] The emphasis of this computational creativity project is not on performance per se (as in artificial intelligence projects) but rather on the explanation of the psychological processes leading to human creativity and the reproduction of data collected in psychology experiments. So far, this project has been successful in providing an explanation for incubation effects in simple memory experiments, insight in problem solving, and reproducing the overshadowing effect in problem solving. 2.9 Debate about “general” theories of creativity Some researchers feel that creativity is a complex phenomenon whose study is further complicated by the plasticity of the language we use to describe it. We can describe not just the agent of creativity as “creative” but also the product and the method. Consequently, it could be claimed that it is unrealistic to speak of a general theThe artist Krasimira Dimtchevska and the software devel- ory of creativity given the amorphousness of the concept, oper Svillen Ranev have created a computational system the plasticity of the language, and the tendency of our combining a rule-based generator of English sentences cultural perspectives on the concept to evolve over time. and a visual composition builder that converts sentences Nonetheless, some generative principles are more gengenerated by the system into abstract art.[54] The software eral than others, leading some advocates to claim that generates automatically indefinite number of different certain computational approaches are “general theories”. images using different color, shape and size palettes. The Stephen Thaler, for instance, proposes that certain modalsoftware also allows the user to select the subject of the ities of neural networks are generative enough, and gengenerated sentences or/and the one or more of the palettes eral enough, to manifest a high degree of creative capabilused by the visual composition builder. ities. Likewise, the Formal Theory of Creativity[58][59] is An emerging area of computational creativity is that of video games. ANGELINA is a system for creatively developing video games in Java by Michael Cook. One important aspect is Mechanic Miner, a system which can generate short segments of code which act as simple game mechanics.[55] ANGELINA can evaluate these mechanics for usefulness by playing simple unsolvable game levels and testing to see if the new mechanic makes the level solvable. Sometimes Mechanic Miner discovers bugs in the code and exploits these to make new mechanics for the player to solve problems with.[56] based on a simple computational principle published by Jürgen Schmidhuber in 1991.[60] The theory postulates that creativity and curiosity and selective attention in general are by-products of a simple algorithmic principle for measuring and optimizing learning progress. Popular wisdom claims that creativity is a rich and complex phenomenon, made richer and more complex by the fact that we can talk about it in so many ways, technologically, culturally, socially and historically. Accordingly, most think it makes little sense to claim any computational theory to be a general theory of creativity. They would say, with great confidence, that a single generative mechanism, and a related mechanism for evaluating and filtering the outputs of generation, does not a general theory make, no matter how rich the outputs. They may cede that such theories could be a valuable contribution to the field, but likewise contend that computationalists 2.10. EVENTS 31 must strive to synthesize the many different aspects of based upon the success or failure of self-conceived concreativity, the many different modes of generation and cepts and strategies seeded upon such internal network evaluation, to arrive at a framework that will one day be damage.[78] considered general. Of course others in the field do not hold these opinions, claiming that what was once perceived as amorphous has now crystallized into a comprehensive theory. 2.9.1 Stephen L. Thaler’s work on a unified model of creativity A unifying model of creativity[61] was proposed by S. L. Thaler through a series of international patents in computational creativity, beginning in 1997 with the issuance of U.S. Patent 5,659,666.[62] Based upon theoretical studies of traumatized neural networks and inspired by studies of damage-induced vibrational modes in simulated crystal lattices,[63] this extensive intellectual property suite taught the application of a broad range of noise, damage, and disordering effects to a trained neural network so as to drive the formation of novel or confabulatory patterns[64][65][66][67] that could potentially qualify as ideas and/or plans of action. Thaler’s scientific and philosophical papers both preceding and following the issuance of these patents described: 1. The aspects of creativity accompanying a broad gamut of cognitive functions (e.g., waking to dreaming to near-death trauma),[68][69][70] 2.10 Events The International Conference on Computational Creativity occurs annually. The most recent conference was June 12–14, 2013 in Sydney, Australia. Previous conferences have been in Dublin, Ireland (2012), Mexico City, Mexico (2011) and Lisbon, Portugal (2010). Previously, the community of computational creativity has held a dedicated workshop, the International Joint Workshop on Computational Creativity, every year since 1999. Previous events in this series include: • IJWCC 2003, Acapulco, Mexico, as part of IJCAI'2003 • IJWCC 2004, Madrid, Spain, as part of ECCBR'2004 • IJWCC 2005, Edinburgh, UK, as part of IJCAI'2005 • IJWCC 2006, Riva del Garda, Italy, as part of ECAI'2006 • IJWCC 2007, London, UK, a stand-alone event • IJWCC 2008, Madrid, Spain, a stand-alone event 2. A shorthand notation for describing creative neural architectures and their function,[71] The steering committee for these events comprises the following researchers: 3. Quantitative modeling of the rhythm with which creative cognition occurs,[61][72] and, • Oliver Bown, University of Sydney, Australia 4. A prescription for critical perturbation regimes lead• Amílcar Cardoso, University of Coimbra, Portugal ing to the most efficient generation of useful information by a creative neural system.[72][73] • Simon Colton, Goldsmiths, University of London, UK Thaler has also recruited his generative neural architectures into a theory of consciousness that closely models • Pablo Gervás, Universidad Complutense de Madrid, the temporal evolution of thought, creative or not, while Spain also accounting for the subjective feel associated with this • Kyle Jennings, University of California, Berkeley, hotly debated mental phenomenon.[61][72][74][75][76][77] USA In 1989, in one of the most controversial reductions to practice of this general theory of creativity,[61] one neu• Mary Lou Maher, University of North Carolina, ral net termed the “grim reaper,” governed the synaptic USA damage (i.e., rule-changes) applied to another net that • Nick Montfort, Massachusetts Institute of Technolhad learned a series of traditional Christmas carol lyrics. ogy, USA The former net, on the lookout for both novel and grammatical lyrics, seized upon the chilling sentence, “In the • Alison Pease, University of Dundee, UK end all men go to good earth in one eternal silent night,” thereafter ceasing the synaptic degradation process. In • Rafael Pérez y Pérez, Autonomous Metropolitan subsequent projects, these systems produced more useUniversity, México ful results across many fields of human endeavor, of• Graeme Ritchie, University of Aberdeen, UK tentimes bootstrapping their learning from a blank slate 32 CHAPTER 2. COMPUTATIONAL CREATIVITY • Rob Saunders, University of Sydney, Australia • Applications of artificial intelligence • Dan Ventura, Brigham Young University, USA • Artificial Architecture • Tony Veale, University College, Dublin, Ireland • Computer art • Geraint A. Wiggins, Queen Mary, University of London, UK • Computer-generated music 2.11 Publications and Forums A number of recent books provide either a good introduction or a good overview of the field of Computational Creativity. These include: • Creativity • Digital morphogenesis • Digital poetry • Generative systems • Musikalisches Würfelspiel (Musical dice game) • Procedural generation • Pereira, F. C. (2007). “Creativity and Artificial Intelligence: A Conceptual Blending Approach”. Ap- Lists plications of Cognitive Linguistics series, Mouton • List of emerging technologies de Gruyter. • Veale, T. (2012). “Exploding the Creativity Myth: The Computational Foundations of Linguistic Creativity”. Bloomsbury Academic, London. • McCormack, J. and d'Inverno, M. (eds.) (2012). “Computers and Creativity”. Springer, Berlin. • Veale, T., Feyaerts, K. and Forceville, C. (2013, forthcoming). “Creativity and the Agile Mind: A Multidisciplinary study of a Multifaceted phenomenon”. Mouton de Gruyter. • Outline of artificial intelligence 2.13 References [1] Amabile, Teresa (1983), The social psychology of creativity, New York, NY: Springer-Verlag [2] Minsky, Marvin (1967), “Why programming is a good medium for expressing poorly understood and sloppily formulated ideas”, Design and Planning II-Computers in Design and Communication, pp. 120–125 In addition to the proceedings of conferences and workshops, the computational creativity community has thus far produced three special journal issues dedicated to the topic: [3] Newell, Allen, Shaw, J. G., and Simon, Herbert A. (1963), The process of creative thinking, H. E. Gruber, G. Terrell and M. Wertheimer (Eds.), Contemporary Approaches to Creative Thinking, pp 63 – 119. New York: Atherton • New Generation Computing, volume 24, issue 3, 2006 [4] Gibson, P. M. (1991) NEUROGEN, musical composition using genetic algorithms and cooperating neural networks, Second International Conference on Artificial Neural Networks: 309-313. • Journal of Knowledge-Based Systems, volume 19, issue 7, November 2006 • AI Magazine, volume 30, number 3, Fall 2009 [5] Todd, P.M. (1989) A connectionist approach to algorithmic composition. Computer Music Journal, 13(4), 27-43. • Minds and Machines, volume 20, number 4, November 2010 [6] Thaler, S. L. (1998). “The emerging intelligence and its critical look at us,” Journal of Near-Death Studies, 17(1): 21-29. • Cognitive Computation, volume 4, issue 3, September 2012 [7] Todd, P.M. (1989). A connectionist approach to algorithmic composition. Computer Music Journal, 13(4), 27-43. • AIEDAM, volume 27, number 4, Fall 2013 (forthcoming) [8] Bharucha, J.J., and Todd, P.M. (1989). Modeling the perception of tonal structure with neural nets. Computer Music Journal, 13(4), 44-53. 2.12 See also • Algorithmic art • Algorithmic composition [9] Todd, P.M., and Loy, D.G. (Eds.) (1991). Music and connectionism. Cambridge, MA: MIT Press. [10] Todd, P.M. (1992). A connectionist system for exploring melody space. In Proceedings of the 1992 International Computer Music Conference (pp. 65-68). San Francisco: International Computer Music Association. 2.13. REFERENCES [11] A dual backpropagation scheme for scalar-reward learning. P Munro - Ninth Annual Conference of the Cognitive Science, 1987 [12] Neural networks for control and system identification. PJ Werbos - Decision and Control, 1989. [13] The truck backer-upper: An example of self-learning in neural networks. D Nguyen, B Widrow - IJCNN'89, 1989. [14] Forward models: Supervised learning with a distal teacher. MI Jordan, DE Rumelhart - Cognitive Science, 1992. [15] Boden, Margaret (1990), The Creative Mind: Myths and Mechanisms, London: Weidenfeld and Nicholson [16] Boden, Margaret (1999), Computational models of creativity., Handbook of Creativity, pp 351–373 [17] Thaler, S. L. (2011, " The Creativity Machine Paradigm: Withstanding the Argument from Consciousness,” http://www.apaonline.org/APAOnline/Publication_ Info/Newsletters/APAOnline/Publications/Newsletters/ HTML_Newsletters/Vol11N2Spring2012/Computers. aspx#Thaler [18] Wiggins, Geraint (2006), A Preliminary Framework for Description, Analysis and Comparison of Creative Systems, Journal of Knowledge Based Systems 19(7), pp. 449-458 [19] Finke, R., Ward, T., and Smith, S. (1992), Creative cognition: Theory, research and applications, Cambridge: MIT press. [20] Fauconnier, Gilles, Turner, Mark (2007), The Way We Think, Basic Books [21] Fauconnier, Gilles, Turner, Mark (2007), Conceptual Integration Networks, Cognitive Science, 22(2) pp 133–187 [22] Koestler, Arthur (1964), {The act of creation}, London: Hutchinson, and New York: Macmillan [23] Lakoff, George; Johnson, Mark (2008), Metaphors we live by, University of Chicago press [24] Veale, Tony, O’Donoghue, Diarmuid (2007), Computation and Blending, Cognitive Linguistics, 11(3-4), special issue on Conceptual Blending [25] Pereira, Francisco Câmara (2006), Creativity and Artificial Intelligence: A Conceptual Blending Approach, Applications of Cognitive Linguistics. Amsterdam: Mouton de Gruyter [26] Meehan, James (1981), TALE-SPIN, Shank, R. C. and Riesbeck, C. K., (eds.), Inside Computer Understanding: Five Programs plus Miniatures. Hillsdale, NJ: Lawrence Erlbaum Associates [27] Turner, S.R. (1994), The Creative Process: A Computer Model of Storytelling, Hillsdale, NJ: Lawrence Erlbaum Associates [28] Bringsjord, S., Ferrucci, D. A. (2000), Artificial Intelligence and Literary Creativity. Inside the Mind of BRUTUS, a Storytelling Machine., Hillsdale NJ: Lawrence Erlbaum Associates 33 [29] Pérez y Pérez, Rafael, Sharples, Mike (2001), MEXICA: A computer model of a cognitive account of creative writing, Journal of Experimental and Theoretical Artificial Intelligence, 13, pp 119-139 [30] http://www.narrativescience.com/solutions.html [31] Martin, James (1990), A Computational Model of Metaphor Interpretation, Academic Press [32] Barnden, John (1992), Belief in Metaphor: Taking Commonsense Psychology Seriously, Computational Intelligence 8, pp 520-552 [33] Veale, Tony, Hao, Yanfen (2007), Comprehending and Generating Apt Metaphors: A Web-driven, Case-based Approach to Figurative Language, Proceedings of AAAI 2007, the 22nd AAAI Conference on Artificial Intelligence. Vancouver, Canada [34] Falkenhainer, Brian, Forbus, Ken and Gentner, Dedre (1989), The structure-mapping engine: Algorithm and examples, Artificial Intelligence, 20(41) pp 1–63 [35] Binsted, K., Pain, H., and Ritchie, G. (1997), Children’s evaluation of computer-generated punning riddles, Pragmatics and Cognition, 5(2), pp 309–358 [36] Stock, Oliviero, Strapparava, Carlo (2003), HAHAcronym: Humorous agents for humorous acronyms, Humor: International Journal of Humor Research, 16(3) pp 297–314 [37] Veale, Tony (2006), Tracking the Lexical Zeitgeist with Wikipedia and WordNet, Proceedings of ECAI’2006, the 17th European Conference on Artificial Intelligence [38] Duch, Wlodzislaw (2007), Creativity and the Brain, In: A Handbook of Creativity for Teachers. Ed. Ai-Girl Tan, World Scientific Publishing, Singapore, pp 507–530 [39] Duch, Wlodzislaw (2007), Intuition, Insight, Imagination and Creativity, IEEE Computational Intelligence Magazine, 2(3) pp 40–52 [40] Pilichowski Maciej, Duch Wlodzislaw (2007), Experiments with computational creativity, Neural Information Processing – Letters and Reviews, 11(4-6) pp 123-133 [41] Smith, M. R., Hintze, R. S., and Ventura, D. (2014), Nehovah: A Neologism Creator Nomen Ipsum, Proceedings of the International Conference on Computational Creativity (ICCC 2014), pp 173-181 [42] WordNet, Princeton University., 2010 |first1= missing |last1= in Authors list (help) [43] Gervás, Pablo (2001), An expert system for the composition of formal Spanish poetry, Journal of Knowledge-Based Systems 14(3-4) pp 181–188 [44] Cope, David (2006), Computer Models of Musical Creativity, Cambridge, MA: MIT Press [45] David Cope (1987), “Experiments in Music Intelligence.” In Proceedings of the International Computer Music Conference, San Francisco: Computer Music Assn. [46] Triumph of the Cyborg Composer 34 [47] Iamus’ debut CD, Melomics Records, 2012 [48] “Computer composer honours Turing’s centenary”. News Scientist. 5 July 2012. [49] http://www.npr.org/templates/story/story.php?storyId= 121763193 [50] http://www.emusic.com/listen/#/album/ machine-intelligence/song-of-the-neurons/11039062/ [51] (French) Article de presse : « Génération automatique d'œuvres numériques », article sur l'invention Medal de Béatrice Perret du Cray », Science et Vie Micro [52] McCorduck, Pamela (1991), Aaron’s Code., W.H. Freeman & Co., Ltd. [53] Romero, Juan, Machado, Penousal (eds.) (2008), The Art of Artificial Evolution: A Handbook on Evolutionary Art and Music, Natural Computing Series. Berlin: Springer Verlag [54] “Methods, systems and software for generating sentences, and visual and audio compositions representing said sentences” Canadian Patent 2704163 [55] http://www.gamesbyangelina.org/2012/11/ introducing-mechanic-miner/ [56] http://www.gamesbyangelina.org/2012/11/ why-i-think-mechanic-miner-is-exciting/ [57] Helie, S., & Sun, R. (2010). Incubation, insight, and creative problem solving: A unified theory and a connectionist model. Psychological Review, 117, 994-1024. [58] Schmidhuber, Jürgen (2010), Formal Theory of Creativity, Fun, and Intrinsic Motivation (1990-2010). IEEE Transactions on Autonomous Mental Development, 2(3):230-247 [59] Schmidhuber, Jürgen (2006), Developmental Robotics, Optimal Artificial Curiosity, Creativity, Music, and the Fine Arts. Connection Science, 18(2): 173-187 [60] Schmidhuber, J. (1991), Curious model-building control systems. In Proc. ICANN, Singapore, volume 2, pp 14581463. IEEE. [61] Thaler, S. L. (2013)The Creativity Machine Paradigm, Encyclopedia of Creativity, Invention, Innovation, and Entrepreneurship, (ed.) E.G. Carayannis, Springer Science+Business Media, available http://www.springerreference.com/docs/html/ at chapterdbid/358097.html [62] Thaler, S.L., “Device for the autonomous generation of useful information,” http://patft.uspto.gov/netacgi/ nph-Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u= %2Fnetahtml%2FPTO%2Fsearch-bool.html&r=1& f=G&l=50&co1=AND&d=PTXT&s1=5659666.PN. &OS=PN/5659666&RS=PN/5659666 [63] Thaler, S. L. (1982) “The Raman Spectrum of Neutron Irradiated Silicon,” Ph.D. Thesis, University of Missouri, 1982 CHAPTER 2. COMPUTATIONAL CREATIVITY [64] Thaler, S. L. (1997). “Device for the Autonomous Generation of Useful Information*: A Completely Connectionist Approach to Cognition, Creativity, and Machine Consciousness,” International Conference on Vision, Recognition, Action, Neural Models of Mind and Machine, Boston University, May 28–31, 1997. [65] Confabulation (neural networks) [66] N. Marupaka, L. Lyer, A. Minai (2012). Connectivity and thought: The influence of semantic network structure in a neurodynamical model of thinking, Neural Networks (2012), doi:10.1016/j.neunet.2012. 02.004, available at http://www.ece.uc.edu/~{}aminai/ papers/marupaka_creativity_NN12.pdf [67] S. Thaler, Lessons from connectionism in differentiating knowledge, „e-mentor” 2014, nr 3 (55), s. 81-86, http: //dx.doi.org/10.15219/em55.1112. [68] Thaler, S. L. (1993). “4-2-4 Encoder Death,” World Congress on Neural Networks, WCNN'93 [69] Thaler, S. L. (1995). Death of a gedanken creature, Journal of Near-Death Studies, 13(3), Spring 1995 [70] Thaler, S. L. (1996) “The death dream and near-death darwinism,” Journal of Near-Death Studies, 15(1). [71] Thaler, S. L. (1996). “A Proposed Symbolism for Network-Implemented Discovery Processes,” In Proceedings of the World Congress on Neural Networks, (WCNN’96), Lawrence Erlbaum, Mawah, NJ. [72] Thaler, S. L. (1997) “A Quantitative Model of Seminal Cognition: The Creativity Machine Paradigm,” Mind II Conference, Dublin Ireland. [73] Ricciardiello, L. and Fornaro, P., “Beyond the cliff of creativity, a novel key to Bipolar Disorder and creativity,” Medical Hypotheses 80(2013) 534-543. [74] Thaler, S. L. (1996) “Network 'cavitation' in the modeling of consciousness,” Toward a Science of Consciousness, Tucson, AZ, March, 1996. [75] Thaler, S. L. (1996) “Is Neuronal Chaos the Source of Stream of Consciousness?", World Congress on Neural Networks, San Diego, 1996. [76] Thaler, S. L. (2010) “Thalamocortical Algorithms in Space! The Building of Conscious Machines and the Lessons Thereof,” Proceedings of the World Future Society, 2010 [77] Thaler, S. L. (2011), “The Creativity Machine: Withstanding the Argument from Consciousness,” APA Newsletter on Philosophy and Computers [78] for example, US Patent 7,454,388 2.14 External links Further reading Documentaries Chapter 3 Ideation (idea generation) Ideation is the creative process of generating, develop- Philosophical idea The philosophical idea lives in the ing, and communicating new ideas, where an idea is unmind of the creator and can never be proven. This derstood as a basic element of thought that can be eitype of idea however can still have vast residual efther visual, concrete, or abstract.[1] Ideation comprises fects. For example, the idea of eternal recurrence. all stages of a thought cycle, from innovation, to development, to actualization.[2] As such, it is an essential part Computer-assisted discovery This uses a computer in order to widen possibilities of research and numeric of the design process, both in education and practice.[3] possibilities. 3.1 Methods of innovation In Ideation: The Birth and Death of Ideas, Douglas Graham and Thomas T. Bachmann propose that methods of innovation include: Problem solution This is the most simple method of progress, where someone has found a problem and as a result, solves it. Derivative idea This involves taking something that already exists and changing it. Symbiotic idea A symbiotic method of idea creation is when multiple ideas are combined, using different elements of each to make a whole. Revolutionary idea A revolutionary idea breaks away from traditional thought and creates a brand new perspective. For example, Marxism (an evolutionary form of Hegelianism), or the writings of Copernicus (a development of classical Greek thought). Serendipitous discovery Serendipitous solutions are ideas which have been coincidentally developed without the intention of the inventor. For example, the discovery of penicillin. This list of methods is by no means comprehensive or necessarily accurate. Graham and Bachmann’s examples of revolutionary ideas might better be described as evolutionary; both Marx and Copernicus having built upon pre-existing concepts within new or different contexts. Similarly, the description provided for artistic innovation represents one perspective. More nuanced understandings, such as that expressed by Stephen Nachmanovitch in Free Play: Improvisation in Life and Art, recognize the generative force technical and perceptual limitations provide within specific arts practices. In painting, for example, technical limitations such as the frame, the surface and the palette, along with perceptual constraints like figure/ground relationships and perspective, provide creative frameworks for the painter. Similarly in music, harmonic scales, meter and time signatures work in tandem with choices of instrumentation and expression to both produce specific results and improvise novel outcomes. The T.O.T.E. model, an iterative problem solving strategy based on feedback loops, provides an alternative approach to considering the process of ideation. Ideation may also be considered as a facet of other generative systems, such as Emergence. 3.2 See also Targeted innovation Creating a targeted innovation deals with a direct path of discovery. This is often accompanied by intensive research in order to have a distinct and almost expected resolution. For example, linear programming. Artistic innovation Artistic innovation disregards the necessity for practicality and holds no constraints. 35 • Brainstorming • Brainstorming software • Creativity • Creativity techniques • Enterprise social software 36 • Decision tree • Originality 3.3 Notes [1] Jonson, 2005, page 613 [2] Graham and Bachmann, 2004, pg 54 [3] Broadbent, in Fowles, 1979, page 15 3.4 References • Gänshirt, C.: Tools for Ideas. An Introduction to Architectural Design. Basel, Boston, Berlin: Birkhäuser, 2007 • Jonson, B (2005) Design Ideation: the conceptual sketch in the digital age. Design Studies Vol 26 No 6 pp 613–624. • Graham, D and Bachmann, T., (2004) Ideation: The Birth and Death of Ideas. John Wiley and Sons Inc. • Nachmanovitch, S (1990) Free Play: Improvisation in Life and Art. Tarcher/Putnam. • Fowles, R A (1979) Design Methods in UK Schools of Architecture. Design Studies Vol 1 No 1 pp 15– 16 • T.O.T.E. • Emergence CHAPTER 3. IDEATION (IDEA GENERATION) Chapter 4 Design Design is the creation of a plan or convention for the construction of an object or a system (as in architectural blueprints, engineering drawings, business processes, circuit diagrams and sewing patterns).[1] Design has different connotations in different fields (see design disciplines below). In some cases the direct construction of an object (as in pottery, engineering, management, cowboy coding and graphic design) is also considered to be design. both the design object and design process. It may involve considerable research, thought, modeling, interactive adjustment, and re-design. Meanwhile, diverse kinds of objects may be designed, including clothing, graphical user interfaces, skyscrapers, corporate identities, business processes and even methods of designing.[8] 4.1 Design as a process More formally design has been defined as follows. Substantial disagreement exists concerning how designers in many fields, whether amateur or professional, alone or in teams, produce designs. Dorst and Dijkhuis argued that “there are many ways of describing design processes” and discussed “two basic and fundamentally different ways”,[9] both of which have several names. The prevailing view has been called “The Ra(verb, transitive) to create a design, in an tional Model”,[10] “Technical Problem Solving”[11] and [2] environment (where the designer operates) “The Reason-Centric Perspective”.[12] The alternative view has been called “Reflection-in-Action”,[11] “EvoluAnother definition for design is a roadmap or a strategic tionary Design”,[7] “co-evolution”[13] and “The Actionapproach for someone to achieve a unique expectation. It Centric Perspective”.[12] defines the specifications, plans, parameters, costs, activities, processes and how and what to do within legal, political, social, environmental, safety and economic constraints 4.1.1 The Rational Model in achieving that objective.[3] Here, a “specification” can be manifested as either a plan The Rational Model was independently developed by [14] [15] or a finished product, and “primitives” are the elements Simon and Pahl and Beitz. It posits that: from which the design object is composed. 1. designers attempt to optimize a design candidate for With such a broad denotation, there is no universal lanknown constraints and objectives, guage or unifying institution for designers of all dis(noun) a specification of an object, manifested by an agent, intended to accomplish goals, in a particular environment, using a set of primitive components, satisfying a set of requirements, subject to constraints; ciplines. This allows for many differing philosophies and approaches toward the subject (see Philosophies and studies of design, below). The person designing is called a designer, which is also a term used for people who work professionally in one of the various design areas, usually also specifying which area is being dealt with (such as a fashion designer, concept designer or web designer). A designer’s sequence of activities is called a design process. The scientific study of design is called design science.[4][5][6][7] 2. the design process is plan-driven, 3. the design process is understood in terms of a discrete sequence of stages. The Rational Model is based on a rationalist philosophy[10] and underlies the Waterfall Model,[16] Systems Development Life Cycle[17] and much of the engineering design literature.[18] According to the rationalist philosophy, design is informed by research and knowledge in a Designing often necessitates considering the aesthetic, predictable and controlled manner. Technical rationality functional, economic and sociopolitical dimensions of is at the center of the process. 37 38 CHAPTER 4. DESIGN Example sequence of stages 4.1.2 The Action-Centric Model Typical stages consistent with The Rational Model in- The Action-Centric Perspective is a label given to a collection of interrelated concepts, which are antithetical to clude the following. The Rational Model.[12] It posits that: • Pre-production design • Design brief or Parti pris – an early (often the beginning) statement of design goals • Analysis – analysis of current design goals • Research – investigating similar design solutions in the field or related topics 1. designers use creativity and emotion to generate design candidates, 2. the design process is improvised, 3. no universal sequence of stages is apparent – analysis, design and implementation are contemporary and inextricably linked[12] • Specification – specifying requirements of a The Action-Centric Perspective is based on an empiricist design solution for a product (product design philosophy and broadly consistent with the Agile apspecification)[19] or service. proach[23] and amethodical development.[24] Substantial • Problem solving – conceptualizing and empirical evidence supports the veracity of this perspective in describing the actions of real designers.[21] Like documenting design solutions the Rational Model, the Action-Centric model sees design • Presentation – presenting design solutions as informed by research and knowledge. However, research and knowledge are brought into the design process • Design during production through the judgment and common sense of designers – by designers “thinking on their feet” – more than through • Development – continuation and improvement the predictable and controlled process stipulated by the Rational Model. Designers’ context-dependent experiof a designed solution ence and professional judgment take center stage more • Testing – in situ testing a designed solution than technical rationality. • Post-production design feedback for future designs Descriptions of design activities • Implementation – introducing the designed solution into the environment At least two views of design activity are consistent with the Action-Centric Perspective. Both involve three basic • Evaluation and conclusion – summary of pro- activities. cess and results, including constructive criticism and suggestions for future improvements In the Reflection-in-Action paradigm, designers alternate between “framing,” “making moves,” and “evaluate • Redesign – any or all stages in the design process moves.” “Framing” refers to conceptualizing the problem, repeated (with corrections made) at any time before, i.e., defining goals and objectives. A “move” is a tentative design decision. The evaluation process may lead to during, or after production. further moves in the design.[11] In the Sensemaking-Coevolution-Implementation Framework, designers alternate between its three titular activities. Sensemaking includes both framing and evaluating moves. Implementation is the process of Criticism of the Rational Model constructing the design object. Coevolution is “the process where the design agent simultaneously refines its The Rational Model has been widely criticized on two mental picture of the design object based on its mental primary grounds picture of the context, and vice versa.”[25] Each stage has many associated best practices.[20] The concept of the Design Cycle describes the reflective 1. Designers do not work this way – extensive empirical and repetitive structure of design processes, assuming evidence has demonstrated that designers do not act that this structure is underlaying all such processes.[26] as the rational model suggests.[21] The Design Cycle is understood as a circular time structure,[27] which may start with the thinking of an idea, 2. Unrealistic assumptions – goals are often unknown then expressing it by the use of visual and/or verbal means when a design project begins, and the requirements of communication (design tools), the sharing and perceivand constraints continue to change.[22] ing of the expressed idea, and finally starting a new cycle 4.3. PHILOSOPHIES AND STUDIES OF DESIGN with the critical rethinking of the perceived idea. Anderson points out that this concept emphasizes the importance of the means of expression, which at the same time are means of perception of any design ideas.[28] Criticism of the Action-Centric Perspective 39 • Sound design • Systems architecture • Systems design • Systems modeling • Transition Design As this perspective is relatively new, it has not yet encountered much criticism. One possible criticism is that it is less intuitive than The Rational Model. 4.2 Design disciplines • Urban design • User experience design • Visual design • Web design • Applied arts • Architecture • Automotive design • Benchmarking design • Communication design • Configuration design • Engineering design • Environmental Graphic Design • Experiential Graphic Design • Fashion design • Game design • Graphic design • Information Architecture • Industrial design • Instructional design • Interaction design • Interior design • Landscape architecture • Lighting design • Military Design Methodology[29] • Modular design • Motion graphic design • Product design • Process design • Service design • Software design 4.3 Philosophies and studies of design There are countless philosophies for guiding design as the design values and its accompanying aspects within modern design vary, both between different schools of thought and among practicing designers.[30] Design philosophies are usually for determining design goals. A design goal may range from solving the least significant individual problem of the smallest element, to the most holistic influential utopian goals. Design goals are usually for guiding design. However, conflicts over immediate and minor goals may lead to questioning the purpose of design, perhaps to set better long term or ultimate goals. 4.3.1 Philosophies for guiding design Design philosophies are fundamental guiding principles that dictate how a designer approaches his/her practice. Reflections on material culture and environmental concerns (Sustainable design) can guide a design philosophy. One example is the First Things First manifesto which was launched within the graphic design community and states “We propose a reversal of priorities in favor of more useful, lasting and democratic forms of communication – a mindshift away from product marketing and toward the exploration and production of a new kind of meaning. The scope of debate is shrinking; it must expand. Consumerism is running uncontested; it must be challenged by other perspectives expressed, in part, through the visual languages and resources of design.”[31] In The Sciences of the Artificial by polymath Herbert A. Simon the author asserts design to be a meta-discipline of all professions. “Engineers are not the only professional designers. Everyone designs who devises courses of action aimed at changing existing situations into preferred ones. The intellectual activity that produces material artifacts is no different fundamentally from the one that prescribes remedies for a sick patient or the one that devises a new sales plan for a company or a social welfare policy 40 CHAPTER 4. DESIGN for a state. Design, so construed, is the core of all professional training; it is the principal mark that distinguishes the professions from the sciences. Schools of engineering, as well as schools of architecture, business, education, law, and medicine, are all centrally concerned with the process of design.”[32] 4.3.2 Approaches to design A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don't conflict. Some popular approaches include: • KISS principle, (Keep it Simple Stupid), which strives to eliminate unnecessary complications. • Exploring possibilities and constraints by focusing critical thinking skills to research and define problem spaces for existing products or services—or the creation of new categories; (see also Brainstorming) • Redefining the specifications of design solutions which can lead to better guidelines for traditional design activities (graphic, industrial, architectural, etc.); • Managing the process of exploring, defining, creating artifacts continually over time • Prototyping possible scenarios, or solutions that incrementally or significantly improve the inherited situation • Trendspotting; understanding the trend process. 4.4 Terminology • There is more than one way to do it (TIMTOWTDI), a philosophy to allow multiple methods of doing the The word “design” is often considered ambiguous, as it is same thing. applied differently in a varying contexts. • Use-centered design, which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user. • User-centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact. • Critical design uses designed artifacts as an embodied critique or commentary on existing values, morals, and practices in a culture. • Service design designing or organizing the experience around a product, the service associated with a product’s use. • Transgenerational design, the practice of making products and environments compatible with those physical and sensory impairments associated with human aging and which limit major activities of daily living. • Speculative design, the speculative design process doesn’t necessarily define a specific problem to solve, but establishes a provocative starting point from which a design process emerges. The result is an evolution of fluctuating iteration and reflection using designed objects to provoke questions and stimulate discussion in academic and research settings. The new terminal at Barajas airport in Madrid, Spain 4.3.3 Methods of designing Main article: Design methods Design Methods is a broad area that focuses on: 4.4.1 Design and art Today the term design is widely associated with the Applied arts as initiated by Raymond Loewy and teach- 4.4. TERMINOLOGY 41 ings at the Bauhaus and Ulm School of Design (HfG Ulm) of term “engineering - engineer” from Latin “in genio” in Germany during the 20th Century. in meaning of a “genius” what assumes existence of a The boundaries between art and design are blurred, “mind” not of an “atom”). largely due to a range of applications both for the term 'art' and the term 'design'. Applied arts has been used as an umbrella term to define fields of industrial design, graphic design, fashion design, etc. The term 'decorative arts' is a traditional term used in historical discourses to describe craft objects, and also sits within the umbrella of Applied arts. In graphic arts (2D image making that ranges from photography to illustration) the distinction is often made between fine art and commercial art, based on the context within which the work is produced and how it is traded. To a degree, some methods for creating work, such as employing intuition, are shared across the disciplines within the Applied arts and Fine art. Mark Getlein suggests the principles of design are “almost instinctive”, “built-in”, “natural”, and part of “our sense of 'rightness’.”[33] However, the intended application and context of the resulting Jonathan Ive has received several awards for his design of Apple Inc. products like this MacBook. In some design fields, personal works will vary greatly. computers are also used for both design and production 4.4.3 Design and production The relationship between design and production is one of planning and executing. In theory, the plan should anticipate and compensate for potential problems in the execution process. Design involves problem-solving and A drawing for a booster engine for steam locomotives. Engineering is applied to design, with emphasis on function and the creativity. In contrast, production involves a routine or pre-planned process. A design may also be a mere plan utilization of mathematics and science. that does not include a production or engineering processes although a working knowledge of such processes is usually expected of designers. In some cases, it may be 4.4.2 Design and engineering unnecessary and/or impractical to expect a designer with a broad multidisciplinary knowledge required for such deIn engineering, design is a component of the engineer- signs to also have a detailed specialized knowledge of how ing process. Many overlapping methods and processes to produce the product. can be seen when comparing Product design, Industrial design and Engineering. The American Heritage Dic- Design and production are intertwined in many creative tionary defines design as: “To conceive or fashion in the professional careers, meaning problem-solving is part of mind; invent,” and “To formulate a plan”, and defines en- execution and the reverse. As the cost of rearrangegineering as: “The application of scientific and mathemat- ment increases, the need for separating design from proical principles to practical ends such as the design, manu- duction increases as well. For example, a high-budget facture, and operation of efficient and economical struc- project, such as a skyscraper, requires separating (design) tures, machines, processes, and systems.”.[34][35] Both are architecture from (production) construction. A Lowforms of problem-solving with a defined distinction be- budget project, such as a locally printed office party inviing the application of “scientific and mathematical prin- tation flyer, can be rearranged and printed dozens of times ciples”. The increasingly scientific focus of engineering at the low cost of a few sheets of paper, a few drops of in practice, however, has raised the importance of new ink, and less than one hour’s pay of a desktop publisher. more “human-centered” fields of design.[36] How much This is not to say that production never involves problemscience is applied in a design is a question of what is solving or creativity, nor that design always involves creconsidered "science". Along with the question of what is ativity. Designs are rarely perfect and are sometimes considered science, there is social science versus natural repetitive. The imperfection of a design may task a science. Scientists at Xerox PARC made the distinction production position (e.g. production artist, construction of design versus engineering at “moving minds” versus worker) with utilizing creativity or problem-solving skills “moving atoms” (probably in cotradiction to the origin to compensate for what was overlooked in the design 42 CHAPTER 4. DESIGN process. Likewise, a design may be a simple repetition (copy) of a known preexisting solution, requiring minimal, if any, creativity or problem-solving skills from the designer. [7] Braha, D. and Maimon, O. (1998) A Mathematical Theory of Design, Springer. [8] Brinkkemper, S. (1996). “Method engineering: engineering of information systems development methods and tools”. Information and Software Technology 38 (4): 275– 280. doi:10.1016/0950-5849(95)01059-9. [9] Dorst and Dijkhuis 1995, p. 261 [10] Brooks 2010 [11] Schön 1983 [12] Ralph 2010 [13] Dorst and Cross 2001 An example of a business workflow process using Business Process Modeling Notation. [14] Newell and Simon 1972; Simon 1969 [15] Pahl and Beitz 1996 4.4.4 Process design “Process design” (in contrast to “design process” mentioned above) refers to the planning of routine steps of a process aside from the expected result. Processes (in general) are treated as a product of design, not the method of design. The term originated with the industrial designing of chemical processes. With the increasing complexities of the information age, consultants and executives have found the term useful to describe the design of business processes as well as manufacturing processes. [16] Royce 1970 [17] Bourque and Dupuis 2004 [18] Pahl et al. 2007 [19] Cross, N., 2006. T211 Design and Designing: Block 2, p. 99. Milton Keynes: The Open University. [20] Ullman, David G. (2009) The Mechanical Design Process, Mc Graw Hill, 4th edition ISBN 0-07-297574-1 [21] Cross et al. 1992; Ralph 2010; Schön 1983 [22] Brooks 2010; McCracken and Jackson 1982 4.5 See also • Design elements and principles [23] Beck et al. 2001 [24] Truex et al. 2000 [25] Ralph 2010, p. 67 4.6 Footnotes [1] Dictionary meanings in the Cambridge Dictionary of American English, at Dictionary.com (esp. meanings 1–5 and 7–8) and at AskOxford (esp. verbs). [2] Ralph, P. and Wand, Y. (2009). A proposal for a formal definition of the design concept. In Lyytinen, K., Loucopoulos, P., Mylopoulos, J., and (Robinson, W.,) editors, Design Requirements Workshop (LNBIP 14), pp. 103–136. Springer-Verlag, p. 109 doi:10.1007/978-3540-92966-6_6. [3] Don Kumaragamage, Y. (2011). Design Manual Vol 1 [4] Simon (1996) [26] Gänshirt, Christian: Tools for Ideas. An Introduction to Architectural Design. Basel, Boston, Berlin: Birkhäuser, 2007, ISBN 978-3-7643-7577-5, pp. 78-80 [27] Thomas Fischer: Design Enigma. A typographical metaphor for enigmatic processes, including designing, in: T. Fischer, K. De Biswas, J.J. Ham, R. Naka, W.X. Huang, Beyond Codes and Pixels: Proceedings of the 17th International Conference on Computer-Aided Architectural Design Research in Asia, p. 686 [28] Jane Anderson: Architectural Design, Basics Architecture 03, Lausanne, AVA academia, 2011, ISBN 978-2940411-26-9, p. 40 [5] Alexander, C. (1964) Notes on the Synthesis of Form, Harvard University Press. [29] Headquarters, Department of the Army (May 2012). ADRP 5-0: The Operations Process. Washington D.C.: United States Army. pp. 2–4 to 2–11. [6] Eekels, J. (2000). “On the Fundamentals of Engineering Design Science: The Geography of Engineering Design Science, Part 1”. Journal of Engineering Design 11 (4): 377–397. doi:10.1080/09544820010000962. [30] Holm, Ivar (2006). Ideas and Beliefs in Architecture and Industrial design: How attitudes, orientations and underlying assumptions shape the built environment. Oslo School of Architecture and Design. ISBN 82-547-0174-1. 4.7. BIBLIOGRAPHY [31] First Things First 2000 a design manifesto. manifesto published jointly by 33 signatories in: Adbusters, the AIGA journal, Blueprint, Emigre, Eye, Form, Items fall 1999/spring 2000 [32] Simon (1996), p. 111. [33] Mark Getlein, Living With Art, 8th ed. (New York: 2008) 121. [34] American Psychological Association (APA): design. The American Heritage Dictionary of the English Language, Fourth Edition. Retrieved January 10, 2007 [35] American Psychological Association (APA): engineering. The American Heritage Dictionary of the English Language, Fourth Edition. Retrieved January 10, 2007 [36] Faste 2001 4.7 Bibliography • Beck, K., Beedle, M., van Bennekum, A., Cockburn, A., Cunningham, W., Fowler, M., Grenning, J., Highsmith, J., Hunt, A., Jeffries, R., Kern, J., Marick, B., Martin, R.C., Mellor, S., Schwaber, K., Sutherland, J., and Thomas, D. Manifesto for agile software development, 2001. • Bourque, P., and Dupuis, R. (eds.) Guide to the software engineering body of knowledge (SWEBOK). IEEE Computer Society Press, 2004 ISBN 0-76952330-7. • Brooks, F.P. The design of design: Essays from a computer scientist, Addison-Wesley Professional, 2010 ISBN 0-201-36298-8. • Cross, N., Dorst, K., and Roozenburg, N. Research in design thinking, Delft University Press, Delft, 1992 ISBN 90-6275-796-0. • Dorst, K., and Cross, N. (2001). “Creativity in the design process: Co-evolution of problem-solution”. Design Studies 22 (2): 425–437. doi:10.1016/0142694X(94)00012-3. • Dorst, K., and Dijkhuis, J. “Comparing paradigms for describing design activity,” Design Studies (16:2) 1995, pp 261–274. • Faste, R. (2001). “The Human Challenge in Engineering Design”. International Journal of Engineering Education 17 (4–5): 327–331. • Gänshirt, C.: Tools for Ideas. An Introduction to Architectural Design. Basel, Boston, Berlin: Birkhäuser, 2007 • McCracken, D.D., and Jackson, M.A. (1982). “Life cycle concept considered harmful”. SIGSOFT Software Engineering Notes 7 (2): 29–32. doi:10.1145/1005937.1005943. 43 • Newell, A., and Simon, H. Human problem solving, Prentice-Hall, Inc., 1972. • Pahl, G., and Beitz, W. Engineering design: A systematic approach, Springer-Verlag, London, 1996 ISBN 3-540-19917-9. • Pahl, G., Beitz, W., Feldhusen, J., and Grote, K.H. Engineering design: A systematic approach, (3rd ed.), Springer-Verlag, 2007 ISBN 1-84628-318-3. • Pirkl, James J. Transgenerational Design: Products for an Aging Population, Van Nostrand Reinhold, New York, NY, USA, 1994 ISBN 0-442-01065-6. • Ralph, P. “Comparing two software design process theories,” International Conference on Design Science Research in Information Systems and Technology (DESRIST 2010), Springer, St. Gallen, Switzerland, 2010, pp. 139–153. • Royce, W.W. “Managing the development of large software systems: Concepts and techniques,” Proceedings of Wescon, 1970. • Schön, D.A. The reflective practitioner: How professionals think in action, Basic Books, USA, 1983. • Simon, H.A. The sciences of the artificial, MIT Press, Cambridge, MA, USA, 1996 ISBN 0-26269191-4. • Truex, D., Baskerville, R., and Travis, J. (2000). “Amethodical systems development: The deferred meaning of systems development methods”. Accounting, Management and Information Technologies 10 (1): 53–79. doi:10.1016/S09598022(99)00009-0. Chapter 5 Creativity techniques Creativity techniques are methods that encourage creative actions, whether in the arts or sciences. They focus on a variety of aspects of creativity, including techniques for idea generation and divergent thinking, methods of re-framing problems, changes in the affective environment and so on. They can be used as part of problem solving, artistic expression, or therapy. visation, also called extemporization, can lead to the discovery of new ways to act, new patterns of thought and practices, or new structures. Improvisation is used in the creation of music, theater, and other various forms. Many artists also use improvisational techniques to help their creative flow. The following are two significant methods: Some techniques require groups of two or more people while other techniques can be accomplished alone. These methods include word games, written exercises and different types of improvisation, or algorithms for approaching problems. Aleatory techniques exploiting randomness are also common. • Improvisational theater is a form of theater in which actors use improvisational acting techniques to perform spontaneously. Many improvisational (“improv”) techniques are taught in standard drama classes. The basic skills of listening, clarity, confidence, and performing instinctively and spontaneously are considered important skills for actors to develop.[2] 5.1 Aleatory techniques • Free improvisation is real-time composition. Musicians of all kinds improvise (“improv”) music; such improvised music is not limited to a particular genre. Two contemporary musicians that use free improvisation are Anthony Braxton and Cecil Taylor. Through free improvisation, musicians can develop increased spontaneity and fluency.[3] Main article: Aleatoricism Aleatoricism is the incorporation of chance (random elements) into the process of creation, especially the creation of art or media. Aleatoricism is commonly found in music, art, and literature, particularly in poetry. In film, Andy Voda made a movie in 1979 called “Chance Chants”, which he produced by a flip of a coin or roll of a dice. In music, John Cage, an avant-garde musician, composed music by superimposing star maps on blank sheet music, by rolling dice and preparing open ended scores that depended on the spontaneous decisions of the performers. (1) Other ways of practicing randomness include coin tossing, picking something out of a hat, or selecting random words from a dictionary. In short, aleatoricism is a way to introduce new thoughts or ideas into a creative process. Each type of improvisation improves the thinking and acting skills of the actor, and this is done by using no practice. A similar set of techniques is called alienation since one of its many techniques uses actors that haven't rehearsed or even read the play. Improvisation is an acting technique during which actors make up a storyline, start and end on the spot, and try their best to keep in character. 5.3 Problem solving 5.2 Improvisation In problem-solving contexts, the random-word creativity technique is perhaps the simplest method. A person confronted with a problem is presented with a randomly genMain article: improvisation erated word, in the hopes of a solution arising from any associations between the word and the problem. A ranImprovisation is a creative process which can be spoken, dom image, sound, or article can be used instead of a ranwritten, or composed without prior preparation.[1] Impro- dom word as a kind of creativity goad or provocation.[4][5] 44 5.6. EXTERNAL LINKS Tools and methodologies to support creativity.[6] • TRIZ (theory which are derived from tools such as ARIZ or TRIZ contradiction matrix) • Creative Problem Solving Process (CPS) (complex strategy, also known as Osborn-Parnes-process) • Lateral thinking process, of Edward de Bono • Six Thinking Hats, of Edward de Bono • Method Herrmann - right brain / left brain • Brainstorming and Brainwriting • Think outside the box • Business war games, for the resolution of competitive problems • SWOT analysis • The method USIT of convergent creativity • Thought experiment • Five Ws • Coaching 5.4 See also • Association • Problem solving • Creative problem solving • Decision tree • Ideas banks • Imagination • Intuition • Invention • Lateral thinking • Metaphor 5.5 References [1] Improvisation | Define Improvisation at Dictionary.com [2] [3] jazz improvisation : music improvisation : jazz theory [4] More On Idea Generation Tools and Techniques. IdeaFlow: Discussion about innovation and creativity - new products, strategy, open innovation, commercialization of technologies... 45 [5] “Idea Generation, Creativity and Incentives”. sloan.mit.edu. Retrieved 2013-08-25. Mit- [6] See Gänshirt, Christian: Tools for Ideas. An Introduction to Architectural Design. Basel, Boston, Berlin: Birkhäuser, 2007 5.6 External links • Creativity Techniques - an A to Z • Management of creativity (French.) Chapter 6 Emergence For other uses, see Emergence (disambiguation). See also: Emergent (disambiguation), Spontaneous order and Self-organization In philosophy, systems theory, science, and art, emer- A termite “cathedral” mound produced by a termite colony is a classic example of emergence in nature. nomena are often presumed to suffice as the underlying basis of psychological phenomena, whereby economic phenomena are in turn presumed to principally emerge. Snowflakes forming complex symmetrical and fractal patterns is an example of emergence in a physical system. gence is conceived as a process whereby larger entities, patterns, and regularities arise through interactions among smaller or simpler entities that themselves do not exhibit such properties. In philosophy, almost all accounts of emergence include a form of irreducibility (either epistemic or ontological) to the lower levels.[1] Also, emergence is central in theories of integrative levels and of complex systems. For instance, the phenomenon life as studied in biology is commonly perceived as an emergent property of interacting molecules as studied in chemistry, whose phenomena reflect interactions among elementary particles, modeled in particle physics, that at such higher mass—via substantial conglomeration—exhibit motion as modeled in gravitational physics. Neurobiological phe- 6.1 Definitions The idea of emergence has been around since at least the time of Aristotle.[2] John Stuart Mill[3] and Julian Huxley[4] are two of many historical scientists who have written on the concept. The term “emergent” was coined by philosopher G. H. Lewes, who wrote: 46 “Every resultant is either a sum or a difference of the co-operant forces; their sum, when 6.2. STRONG AND WEAK EMERGENCE their directions are the same -- their difference, when their directions are contrary. Further, every resultant is clearly traceable in its components, because these are homogeneous and commensurable. It is otherwise with emergents, when, instead of adding measurable motion to measurable motion, or things of one kind to other individuals of their kind, there is a co-operation of things of unlike kinds. The emergent is unlike its components insofar as these are incommensurable, and it cannot be reduced to their sum or their difference.”[5][6] Economist Jeffrey Goldstein provided a current definition of emergence in the journal Emergence.[7] Goldstein initially defined emergence as: “the arising of novel and coherent structures, patterns and properties during the process of self-organization in complex systems”. 47 Moreover, and this is a key point, the game of chess is also shaped by teleonomic, cybernetic, feedback-driven influences. It is not simply a self-ordered process; it involves an organized, “purposeful” activity.[8] 6.2 Strong and weak emergence Usage of the notion “emergence” may generally be subdivided into two perspectives, that of “weak emergence” and “strong emergence”. In terms of physical systems, weak emergence is a type of emergence in which the emergent property is amenable to computer simulation. This is opposed to the older notion of strong emergence, in which the emergent property cannot be simulated by a computer. Some common points between the two notions are that Goldstein’s definition can be further elaborated to de- emergence concerns new properties produced as the sysscribe the qualities of this definition in more detail: tem grows, which is to say ones which are not shared with its components or prior states. Also, it is assumed that the properties are supervenient rather than metaphysically “The common characteristics are: (1) radiprimitive (Bedau 1997). cal novelty (features not previously observed in systems); (2) coherence or correlation (meanWeak emergence describes new properties arising in sysing integrated wholes that maintain themselves tems as a result of the interactions at an elemental level. over some period of time); (3) A global or However, it is stipulated that the properties can be determacro “level” (i.e. there is some property of mined by observing or simulating the system, and not by “wholeness”); (4) it is the product of a dynamany process of a priori analysis. ical process (it evolves); and (5) it is “ostensive” Bedau notes that weak emergence is not a universal meta(it can be perceived). For good measure, Goldphysical solvent, as weak emergence leads to the conclustein throws in supervenience -- downward cau[8] sion that matter itself contains elements of awareness to it. sation.” However, Bedau concludes that adopting this view would provide a precise notion that emergence is involved in Systems scientist Peter Corning also points out that living consciousness, and second, the notion of weak emergence systems cannot be reduced to underlying laws of physics: is metaphysically benign (Bedau 1997). Rules, or laws, have no causal efficacy; they do not in fact “generate” anything. They serve merely to describe regularities and consistent relationships in nature. These patterns may be very illuminating and important, but the underlying causal agencies must be separately specified (though often they are not). But that aside, the game of chess illustrates ... why any laws or rules of emergence and evolution are insufficient. Even in a chess game, you cannot use the rules to predict “history” — i.e., the course of any given game. Indeed, you cannot even reliably predict the next move in a chess game. Why? Because the “system” involves more than the rules of the game. It also includes the players and their unfolding, moment-bymoment decisions among a very large number of available options at each choice point. The game of chess is inescapably historical, even though it is also constrained and shaped by a set of rules, not to mention the laws of physics. Strong emergence describes the direct causal action of a high-level system upon its components; qualities produced this way are irreducible to the system’s constituent parts (Laughlin 2005). The whole is greater than the sum of its parts. It follows that no simulation of the system can exist, for such a simulation would itself constitute a reduction of the system to its constituent parts (Bedau 1997). However, “the debate about whether or not the whole can be predicted from the properties of the parts misses the point. Wholes produce unique combined effects, but many of these effects may be co-determined by the context and the interactions between the whole and its environment(s)" (Corning 2002). In accordance with his Synergism Hypothesis (Corning 1983 2005), Corning also stated, “It is the synergistic effects produced by wholes that are the very cause of the evolution of complexity in nature.” Novelist Arthur Koestler used the metaphor of Janus (a symbol of the unity underlying complements like open/shut, peace/war) to illustrate how the two perspectives (strong vs. weak or holistic vs. reductionis- 48 CHAPTER 6. EMERGENCE tic) should be treated as non-exclusive, and should work together to address the issues of emergence (Koestler 1969). Further, The ability to reduce everything to simple fundamental laws does not imply the ability to start from those laws and reconstruct the universe. The constructionist hypothesis breaks down when confronted with the twin difficulties of scale and complexity. At each level of complexity entirely new properties appear. Psychology is not applied biology, nor is biology applied chemistry. We can now see that the whole becomes not merely more, but very different from the sum of its parts. (Anderson 1972) The plausibility of strong emergence is questioned by some as contravening our usual understanding of physics. Mark A. Bedau observes: Although strong emergence is logically possible, it is uncomfortably like magic. How does an irreducible but supervenient downward causal power arise, since by definition it cannot be due to the aggregation of the micro-level potentialities? Such causal powers would be quite unlike anything within our scientific ken. This not only indicates how they will discomfort reasonable forms of materialism. Their mysteriousness will only heighten the traditional worry that emergence entails illegitimately getting something from nothing.[9] Meanwhile, others have worked towards developing analytical evidence of strong emergence. In 2009, Gu et al. presented a class of physical systems that exhibits noncomputable macroscopic properties.[10][11] More precisely, if one could compute certain macroscopic properties of these systems from the microscopic description of these systems, they one would be able to solve computational problems known to be undecidable in computer science. They concluded that Although macroscopic concepts are essential for understanding our world, much of fundamental physics has been devoted to the search for a `theory of everything', a set of equations that perfectly describe the behavior of all fundamental particles. The view that this is the goal of science rests in part on the rationale that such a theory would allow us to derive the behavior of all macroscopic concepts, at least in principle. The evidence we have presented suggests that this view may be overly optimistic. A `theory of everything' is one of many components necessary for complete understanding of the universe, but is not necessarily the only one. The development of macroscopic laws from first principles may involve more than just systematic logic, and could require conjectures suggested by experiments, simulations or insight.[10] 6.3 Objective or subjective quality The properties of complexity and organization of any system are considered by Crutchfield to be subjective qualities determined by the observer. “Defining structure and detecting the emergence of complexity in nature are inherently subjective, though essential, scientific activities. Despite the difficulties, these problems can be analysed in terms of how modelbuilding observers infer from measurements the computational capabilities embedded in non-linear processes. An observer’s notion of what is ordered, what is random, and what is complex in its environment depends directly on its computational resources: the amount of raw measurement data, of memory, and of time available for estimation and inference. The discovery of structure in an environment depends more critically and subtly, though, on how those resources are organized. The descriptive power of the observer’s chosen (or implicit) computational model class, for example, can be an overwhelming determinant in finding regularity in data."(Crutchfield 1994) On the other hand, Peter Corning argues “Must the synergies be perceived/observed in order to qualify as emergent effects, as some theorists claim? Most emphatically not. The synergies associated with emergence are real and measurable, even if nobody is there to observe them.” (Corning 2002) 6.4 In philosophy, religion, art and human sciences Main article: Emergentism In philosophy, emergence is often understood to be a much weaker claim about the etiology of a system’s properties. An emergent property of a system, in this context, is one that is not a property of any component of that system, but is still a feature of the system as a whole. Nicolai Hartmann, one of the first modern philosophers 6.5. EMERGENT PROPERTIES AND PROCESSES 49 to write on emergence, termed this categorial novum (new properties result may occur in either the observed or obcategory). serving system, and can commonly be identified by their In religion, emergence grounds expressions of religious patterns of accumulating change, most generally called naturalism in which a sense of the sacred is perceived in 'growth'. Emergent behaviours can occur because of inthe workings of entirely naturalistic processes by which tricate causal relations across different scales and feedmore complex forms arise or evolve from simpler forms. back, known as interconnectivity. The emergent property Examples are detailed in a 2006 essay titled 'The Sa- itself may be either very predictable or unpredictable and cred Emergence of Nature' by Ursula Goodenough and unprecedented, and represent a new level of the system’s evolution. The complex behaviour or properties are not a Terrence Deacon and a 2006 essay titled 'Beyond Reducproperty of any single such entity, nor can they easily be tionism: Reinventing the Sacred' by Stuart Kauffman. predicted or deduced from behaviour in the lower-level In art, emergence is used to explore the origins of nov- entities, and might in fact be irreducible to such behavelty, creativity, and authorship. Some art/literary theo- ior. The shape and behaviour of a flock of birds or school rists (Wheeler, 2006;[12] Alexander, 2011[13] ) have pro- of fish are good examples of emergent properties. posed alternatives to postmodern understandings of “authorship” using the complexity sciences and emergence One reason why emergent behaviour is hard to predict theory. They contend that artistic selfhood and meaning is that the number of interactions between components are emergent, relatively objective phenomena. The con- of a system increases exponentially with the number of cept of emergence has also been applied to the theory components, thus potentially allowing for many new and of literature and art, history, linguistics, cognitive sci- subtle types of behaviour to emerge. ences, etc. by the teachings of Jean-Marie Grassin at On the other hand, merely having a large number of inthe University of Limoges (v. esp.: J. Fontanille, B. teractions is not enough by itself to guarantee emergent Westphal, J. Vion-Dury, éds. L'Émergence—Poétique behaviour; many of the interactions may be negligible or de l'Émergence, en réponse aux travaux de Jean-Marie irrelevant, or may cancel each other out. In some cases, Grassin, Bern, Berlin, etc., 2011; and: the article a large number of interactions can in fact work against "Emergence" in the International Dictionary of Literary the emergence of interesting behaviour, by creating a lot of “noise” to drown out any emerging “signal"; the emerTerms (DITL). In international development, concepts of emergence gent behaviour may need to be temporarily isolated from other interactions before it reaches enough critical mass have been used within a theory of social change termed SEED-SCALE to show how standard principles inter- to be self-supporting. Thus it is not just the sheer numact to bring forward socio-economic development fitted ber of connections between components which encourto cultural values, community economics, and natural ages emergence; it is also how these connections are orenvironment (local solutions emerging from the larger ganised. A hierarchical organisation is one example that socio-econo-biosphere). These principles can be imple- can generate emergent behaviour (a bureaucracy may bemented utilizing a sequence of standardized tasks that have in a way quite different from that of the individual self-assemble in individually specific ways utilizing recur- humans in that bureaucracy); but perhaps more interestingly, emergent behaviour can also arise from more desive evaluative criteria.[14] centralized organisational structures, such as a marketIn postcolonial studies, the term “Emerging Literature” place. In some cases, the system has to reach a combined refers to a contemporary body of texts that is gaining mo- threshold of diversity, organisation, and connectivity bementum in the global literary landscape (v. esp.: J.M. fore emergent behaviour appears. Grassin, ed. Emerging Literatures, Bern, Berlin, etc. : Peter Lang, 1996). By opposition, “emergent literature” Unintended consequences and side effects are closely related to emergent properties. Luc Steels writes: “A comis rather a concept used in the theory of literature. ponent has a particular functionality but this is not recognizable as a subfunction of the global functionality. Instead a component implements a behaviour whose side ef6.5 Emergent properties and pro- fect contributes to the global functionality [...] Each behaviour has a side effect and the sum of the side effects cesses gives the desired functionality” (Steels 1990). In other words, the global or macroscopic functionality of a sysAn emergent behavior or emergent property can ap- tem with “emergent functionality” is the sum of all “side pear when a number of simple entities (agents) oper- effects”, of all emergent properties and functionalities. ate in an environment, forming more complex behaviors as a collective. If emergence happens over disparate size scales, then the reason is usually a causal relation across different scales. In other words there is often a form of top-down feedback in systems with emergent properties.[15] The processes from which emergent Systems with emergent properties or emergent structures may appear to defy entropic principles and the second law of thermodynamics, because they form and increase order despite the lack of command and central control. This is possible because open systems can extract information 50 CHAPTER 6. EMERGENCE and order out of the environment. cannot be reduced in this way. See the discussion in this Emergence helps to explain why the fallacy of division is article of strong and weak emergence. a fallacy. Emergent structures can be found in many natural phenomena, from the physical to the biological domain. For example, the shape of weather phenomena such as are emergent structures. The development 6.6 Emergent structures in nature hurricanes and growth of complex, orderly crystals, as driven by the random motion of water molecules within a conducive Main article: Patterns in nature natural environment, is another example of an emergent Emergent structures are patterns that emerge via col- process, where randomness can give rise to complex and deeply attractive, orderly structures. Ripple patterns in a sand dune created by wind or water is an example of an emergent structure in nature. Water crystals forming on glass demonstrate an emergent, fractal natural process occurring under appropriate conditions of temperature and humidity. However, crystalline structure and hurricanes are said to have a self-organizing phase. Giant’s Causeway in Northern Ireland is an example of a complex emergent structure created by natural processes. Symphony of the Stones carved by Goght River at Garni Gorge in Armenia is an example of an emergent natural structure. lective actions of many individual entities. To explain such patterns, one might conclude, per Aristotle,[2] that emergent structures are more than the sum of their parts on the assumption that the emergent order will not arise if the various parts simply interact independently of one another. However, there are those who disagree.[16] According to this argument, the interaction of each part with its immediate surroundings causes a complex chain of processes that can lead to order in some form. In fact, some systems in nature are observed to exhibit emergence based upon the interactions of autonomous parts, and some others exhibit emergence that at least at present It is useful to distinguish three forms of emergent structures. A first-order emergent structure occurs as a result of shape interactions (for example, hydrogen bonds in water molecules lead to surface tension). A second-order emergent structure involves shape interactions played out sequentially over time (for example, changing atmospheric conditions as a snowflake falls to the ground build upon and alter its form). Finally, a third-order emergent structure is a consequence of shape, time, and heritable instructions. For example, an organism’s genetic code sets boundary conditions on the interaction of biological systems in space and time. 6.6. EMERGENT STRUCTURES IN NATURE 6.6.1 Non-living, physical systems In physics, emergence is used to describe a property, law, or phenomenon which occurs at macroscopic scales (in space or time) but not at microscopic scales, despite the fact that a macroscopic system can be viewed as a very large ensemble of microscopic systems. An emergent property need not be more complicated than the underlying non-emergent properties which generate it. For instance, the laws of thermodynamics are remarkably simple, even if the laws which govern the interactions between component particles are complex. The term emergence in physics is thus used not to signify complexity, but rather to distinguish which laws and concepts apply to macroscopic scales, and which ones apply to microscopic scales. Some examples include: • Classical mechanics: The laws of classical mechanics can be said to emerge as a limiting case from the rules of quantum mechanics applied to large enough masses. This is particularly strange since quantum mechanics is generally thought of as more complicated than classical mechanics. • Friction: Forces between elementary particles are conservative. However, friction emerges when considering more complex structures of matter, whose surfaces can convert mechanical energy into heat energy when rubbed against each other. Similar considerations apply to other emergent concepts in continuum mechanics such as viscosity, elasticity, tensile strength, etc. • Patterned ground: the distinct, and often symmetrical geometric shapes formed by ground material in periglacial regions. 51 Temperature is sometimes used as an example of an emergent macroscopic behaviour. In classical dynamics, a snapshot of the instantaneous momenta of a large number of particles at equilibrium is sufficient to find the average kinetic energy per degree of freedom which is proportional to the temperature. For a small number of particles the instantaneous momenta at a given time are not statistically sufficient to determine the temperature of the system. However, using the ergodic hypothesis, the temperature can still be obtained to arbitrary precision by further averaging the momenta over a long enough time. Convection in a liquid or gas is another example of emergent macroscopic behaviour that makes sense only when considering differentials of temperature. Convection cells, particularly Bénard cells, are an example of a selforganizing system (more specifically, a dissipative system) whose structure is determined both by the constraints of the system and by random perturbations: the possible realizations of the shape and size of the cells depends on the temperature gradient as well as the nature of the fluid and shape of the container, but which configurations are actually realized is due to random perturbations (thus these systems exhibit a form of symmetry breaking). In some theories of particle physics, even such basic structures as mass, space, and time are viewed as emergent phenomena, arising from more fundamental concepts such as the Higgs boson or strings. In some interpretations of quantum mechanics, the perception of a deterministic reality, in which all objects have a definite position, momentum, and so forth, is actually an emergent phenomenon, with the true state of matter being described instead by a wavefunction which need not have a single position or momentum. Most of the laws of physics themselves as we experience them today appear to have emerged during the course of time making emergence the most fundamental principle in the universe and raising the question of what might be the most fundamental law of physics from which all others emerged. Chemistry can in turn be viewed as an emergent property of the laws of physics. Biology (including biological evolution) can be viewed as an emergent property of the laws of chemistry. Similarly, psychology could be understood as an emergent property of neurobiological laws. Finally, freemarket theories understand economy as an emergent feature of psychology. • Statistical mechanics was initially derived using the concept of a large enough ensemble that fluctuations about the most likely distribution can be all but ignored. However, small clusters do not exhibit sharp first order phase transitions such as melting, and at the boundary it is not possible to completely categorize the cluster as a liquid or solid, since these concepts are (without extra definitions) only applicable to macroscopic systems. Describing a system using statistical mechanics methods is much simpler than In Laughlin’s book, he explains that for many particle sysusing a low-level atomistic approach. tems, nothing can be calculated exactly from the microscopic equations, and that macroscopic systems are char• Electrical networks: The bulk conductive response acterised by broken symmetry: the symmetry present in of binary (RC) electrical networks with random the microscopic equations is not present in the macroarrangements can be seen as emergent properties scopic system, due to phase transitions. As a result, these of such physical systems. Such arrangements can macroscopic systems are described in their own termibe used as simple physical prototypes for deriving nology, and have properties that do not depend on many mathematical formulae for the emergent responses microscopic details. This does not mean that the miof complex systems.[17] croscopic interactions are irrelevant, but simply that you do not see them anymore — you only see a renormal• Weather. 52 CHAPTER 6. EMERGENCE ized effect of them. Laughlin is a pragmatic theoretical physicist: if you cannot, possibly ever, calculate the broken symmetry macroscopic properties from the microscopic equations, then what is the point of talking about reducibility? 6.6.2 Living, biological systems Emergence and evolution See also: Abiogenesis Life is a major source of complexity, and evolution is the major process behind the varying forms of life. In this view, evolution is the process describing the growth of complexity in the natural world and in speaking of the emergence of complex living beings and life-forms, this view refers therefore to processes of sudden changes in evolution. An example to consider in detail is an ant colony. The queen does not give direct orders and does not tell the ants what to do. Instead, each ant reacts to stimuli in the form of chemical scent from larvae, other ants, intruders, food and buildup of waste, and leaves behind a chemical trail, which, in turn, provides a stimulus to other ants. Here each ant is an autonomous unit that reacts depending only on its local environment and the genetically encoded rules for its variety of ant. Despite the lack of centralized decision making, ant colonies exhibit complex behavior and have even been able to demonstrate the ability to solve geometric problems. For example, colonies routinely find the maximum distance from all colony entrances to dispose of dead bodies.[18] Organization of life A broader example of emergent properties in biology is viewed in the biological organisation of life, ranging from the subatomic level to the entire biosphere. For examRegarding causality in evolution Peter Corning observes: ple, individual atoms can be combined to form molecules such as polypeptide chains, which in turn fold and refold to form proteins, which in turn create even more “Synergistic effects of various kinds have complex structures. These proteins, assuming their funcplayed a major causal role in the evolutionary tional status from their spatial conformation, interact toprocess generally and in the evolution of coopgether and with other molecules to achieve higher bioeration and complexity in particular... Natural logical functions and eventually create an organism. Anselection is often portrayed as a “mechanism”, other example is how cascade phenotype reactions, as deor is personified as a causal agency... In realtailed in chaos theory, arise from individual genes mutatity, the differential “selection” of a trait, or an ing respective positioning.[19] At the highest level, all the adaptation, is a consequence of the functional biological communities in the world form the biosphere, effects it produces in relation to the survival where its human participants form societies, and the comand reproductive success of a given organism plex interactions of meta-social systems such as the stock in a given environment. It is these functional market. effects that are ultimately responsible for the trans-generational continuities and changes in nature.” (Corning 2002) 6.7 In humanity Per his definition of emergence, Corning also addresses 6.7.1 emergence and evolution: "[In] evolutionary processes, causation is iterative; effects are also causes. And this is equally true of the synergistic effects produced by emergent systems. In other words, emergence itself... has been the underlying cause of the evolution of emergent phenomena in biological evolution; it is the synergies produced by organized systems that are the key.” (Corning 2002) Spontaneous order See also: Spontaneous order and Self-organization Groups of human beings, left free to each regulate themselves, tend to produce spontaneous order, rather than the meaningless chaos often feared. This has been observed in society at least since Chuang Tzu in ancient China. A classic traffic roundabout is a good example, with cars moving in and out with such effective organization that some modern cities have begun replacing stoplights at problem intersections with traffic circles , and getting betSwarming is a well-known behaviour in many ani- ter results. Open-source software and Wiki projects form mal species from marching locusts to schooling fish to an even more compelling illustration. flocking birds. Emergent structures are a common strat- Emergent processes or behaviours can be seen in many egy found in many animal groups: colonies of ants, other places, such as cities, cabal and market-dominant mounds built by termites, swarms of bees, shoals/schools minority phenomena in economics, organizational phenomena in computer simulations and cellular automata. of fish, flocks of birds, and herds/packs of mammals. 6.7. IN HUMANITY Whenever you have a multitude of individuals interacting with one another, there often comes a moment when disorder gives way to order and something new emerges: a pattern, a decision, a structure, or a change in direction (Miller 2010, 29).[20] Economics The stock market (or any market for that matter) is an example of emergence on a grand scale. As a whole it precisely regulates the relative security prices of companies across the world, yet it has no leader; when no central planning is in place, there is no one entity which controls the workings of the entire market. Agents, or investors, have knowledge of only a limited number of companies within their portfolio, and must follow the regulatory rules of the market and analyse the transactions individually or in large groupings. Trends and patterns emerge which are studied intensively by technical analysts. Money Money, insofar as being a medium of exchange and of deferred payment, is also an example of an emergent phenomenon between market participators. In their strive to possess a commodity with greater marketability than their own commodity, such that the possession of these more marketable commodities (money) facilitate the search for commodities that participators want (e.g. consumables). Austrian School economist Carl Menger wrote in his work Principles of Economics, “As each economizing individual becomes increasingly more aware of his economic interest, he is led by this interest, without any agreement, without legislative compulsion, and even without regard to the public interest, to give his commodities in exchange for other, more saleable, commodities, even if he does not need them for any immediate consumption purpose. With economic progress, therefore, we can everywhere observe the phenomenon of a certain number of goods, especially those that are most easily saleable at a given time and place, becoming, under the powerful influence of custom, acceptable to everyone in trade, and thus capable of being given in exchange for any other commodity.”[21] 53 World Wide Web and the Internet The World Wide Web is a popular example of a decentralized system exhibiting emergent properties. There is no central organization rationing the number of links, yet the number of links pointing to each page follows a power law in which a few pages are linked to many times and most pages are seldom linked to. A related property of the network of links in the World Wide Web is that almost any pair of pages can be connected to each other through a relatively short chain of links. Although relatively well known now, this property was initially unexpected in an unregulated network. It is shared with many other types of networks called small-world networks (Barabasi, Jeong, & Albert 1999, pp. 130–131). Internet traffic can also exhibit some seemingly emergent properties. In the congestion control mechanism, TCP flows can become globally synchronized at bottlenecks, simultaneously increasing and then decreasing throughput in coordination. Congestion, widely regarded as a nuisance, is possibly an emergent property of the spreading of bottlenecks across a network in high traffic flows which can be considered as a phase transition [see review of related research in (Smith 2008, pp. 1–31)]. Another important example of emergence in web-based systems is social bookmarking (also called collaborative tagging). In social bookmarking systems, users assign tags to resources shared with other users, which gives rise to a type of information organisation that emerges from this crowdsourcing process. Recent research which analyzes empirically the complex dynamics of such systems[22] has shown that consensus on stable distributions and a simple form of shared vocabularies does indeed emerge, even in the absence of a central controlled vocabulary. Some believe that this could be because users who contribute tags all use the same language, and they share similar semantic structures underlying the choice of words. The convergence in social tags may therefore be interpreted as the emergence of structures as people who have similar semantic interpretation collaboratively index online information, a process called semantic imitation.[23] [24] Open-source software, or Wiki projects such as Wikipedia and Wikivoyage are other impressive examples of emergence. The “zeroeth law of Wikipedia” is often cited by its editors to highlight its apparently surprising and unpredictable quality: The problem with Wikipedia is that it only works in practice. In theory, it can never work. Architecture and cities Emergent structures appear at many different levels of organization or as spontaneous order. Emergent selforganization appears frequently in cities where no planning or zoning entity predetermines the layout of the 54 CHAPTER 6. EMERGENCE microbes that populate and evolve.[25][26][27] Traffic patterns in cities can be seen as an example of spontaneous order Eric Bonabeau’s attempt to define emergent phenomena is through traffic: “traffic jams are actually very complicated and mysterious. On an individual level, each driver is trying to get somewhere and is following (or breaking) certain rules, some legal (the speed limit) and others societal or personal (slow down to let another driver change into your lane). But a traffic jam is a separate and distinct entity that emerges from those individual behaviors. Gridlock on a highway, for example, can travel backward for no apparent reason, even as the cars are moving forward.” He has also likened emergent phenomena to the analysis of market trends and employee behavior.[28] Computational emergent phenomena have also been utilized in architectural design processes, for example for formal explorations and experiments in digital city. (Krugman 1996, pp. 9–29) The interdisciplinary materiality.[29] study of emergent behaviors is not generally considered a homogeneous field, but divided across its application or 6.7.2 Computer AI problem domains. Architects and Landscape Architects may not design all Some artificially intelligent computer applications utilize the pathways of a complex of buildings. Instead they emergent behavior for animation. One example is Boids, might let usage patterns emerge and then place pavement which mimics the swarming behavior of birds. where pathways have become worn in. The on-course action and vehicle progression of the 2007 Urban Challenge could possibly be regarded as an example of cybernetic emergence. Patterns of road use, indeterministic obstacle clearance times, etc. will work together to form a complex emergent pattern that can not be deterministically planned in advance. The architectural school of Christopher Alexander takes a deeper approach to emergence attempting to rewrite the process of urban growth itself in order to affect form, establishing a new methodology of planning and design tied to traditional practices, an Emergent Urbanism. Urban emergence has also been linked to theories of urban complexity (Batty 2005) and urban evolution (Marshall 2009). Building ecology is a conceptual framework for understanding architecture and the built environment as the interface between the dynamically interdependent elements of buildings, their occupants, and the larger environment. Rather than viewing buildings as inanimate or static objects, building ecologist Hal Levin views them as interfaces or intersecting domains of living and nonliving systems.[25] The microbial ecology of the indoor environment is strongly dependent on the building materials, occupants, contents, environmental context and the indoor and outdoor climate. The strong relationship between atmospheric chemistry and indoor air quality and the chemical reactions occurring indoors. The chemicals may be nutrients, neutral or biocides for the microbial organisms. The microbes produce chemicals that affect the building materials and occupant health and well being. Humans manipulate the temperature and humidity to achieve comfort with the concomitant effects on the 6.7.3 Language It has been argued that the structure and regularity of language--grammar, or at least language change, is an emergence phenomenon (Hopper 1998).While each speaker merely tries to reach his or her own communicative goals, he or she uses language in a particular way. If enough speakers behave in that way, language is changed (Keller 1994). In a wider sense, the norms of a language, i.e. the linguistic conventions of its speech society, can be seen as a system emerging from long-time participation in communicative problem-solving in various social circumstances. (Määttä 2000) 6.7.4 Emergent change processes Within the field of group facilitation and organization development, there have been a number of new group processes that are designed to maximize emergence and selforganization, by offering a minimal set of effective initial conditions. Examples of these processes include SEEDSCALE, Appreciative Inquiry, Future Search, the World Cafe or Knowledge Cafe, Open Space Technology, and others. (Holman, 2010) 6.8 See also • Agent-based model • Anthropic principle 6.9. REFERENCES 55 • Big History • Swarm intelligence • Causality • System of Systems • Chaos theory • Teleology • Complex systems • Synergetics (Fuller) • Connectionism • Synergetics (Haken) • Consilience • Constructal theory • Dynamical system • Determinism • Deus ex machina • Emergenesis • Emergent algorithm • Emergent evolution • Emergent gameplay 6.9 References [1] http://plato.stanford.edu/entries/properties-emergent/ [2] Aristotle, Metaphysics, Book Η 1045a 8–10: "... the totality is not, as it were, a mere heap, but the whole is something besides the parts ...”, i.e., the whole is greater than the sum of the parts. [3] “The chemical combination of two substances produces, as is well known, a third substance with properties different from those of either of the two substances separately, or of both of them taken together” (Mill 1843) • Externality [4] Julian Huxley: “now and again there is a sudden rapid passage to a totally new and more comprehensive type of order or organization, with quite new emergent properties, and involving quite new methods of further evolution” (Huxley & Huxley 1947) • Flocking (behaviour) [5] (Lewes 1875, p. 412) • Fractals [6] (Blitz 1992) • Free will [7] (Goldstein 1999) • Generative sciences • Holism [8] Corning, Peter A. (2002), The Re-Emergence of “Emergence": A Venerable Concept in Search of a Theory, Complexity 7 (6): 18–30, doi:10.1002/cplx.10043 • Innovation butterfly [9] (Bedau 1997) • Emergent organization • Epiphenomenon • Interconnectedness • Irreducible complexity • Langton’s ant • Law of Complexity/Consciousness • Mass action • Neural networks • Organic Wholes of G.E. Moore • Polytely • Reductionism • SEED-SCALE • Society of Mind theory • Structuralism • Supervenience [10] Gu, Mile, et al. "More really is different.” Physica D: Nonlinear Phenomena 238.9 (2009): 835-839. [11] Binder, P-M. “Computation: The edge of reductionism.” Nature 459.7245 (2009): 332-334. [12] Wheeler, Wendy (2006). The Whole Creature: Complexity, Biosemiotics and the Evolution of Culture. London: Lawrence & Wishart. p. 192. ISBN 1-905007-30-2. [13] Alexander, Victoria N. (2011). The Biologist’s Mistress: Rethinking Self-Organization in Art, Literature, and Nature. Litchfield Park, AZ: Emergent Publications. ISBN 0-9842165-5-3. [14] Daniel C. Taylor, Carl E. Taylor, Jesse O. Taylor, ‘’Empowerment on an Unstable Planet: From Seeds of Human Energy to a Scale of Global Change’’ (New York: Oxford University Press, 2012) [15] See, e.g., Korotayev, A.; Malkov, A.; Khaltourina, D. (2006), Introduction to Social Macrodynamics: Compact Macromodels of the World System Growth, Moscow: URSS, ISBN 5-484-00414-4 56 CHAPTER 6. EMERGENCE [16] Steven Weinberg. “A Designer Universe?". Retrieved 2008-07-14. “A version of the original quote from address at the Conference on Cosmic Design, American Association for the Advancement of Science, Washington, D.C. in April 1999” • Bedau, Mark A. (1997), Weak Emergence [17] “The origin of power-law emergent scaling in large binary networks” D. P. Almond, C. J. Budd, M. A. Freitag, G. W. Hunt, N. J. McCullen and N. D. Smith. Physica A: Statistical Mechanics and its Applications, Volume 392, Issue 4, 15 February 2013 • Koestler, Arthur (1969), A. Koestler & J. R. Smythies, ed., Beyond Reductionism: New Perspectives in the Life Sciences, London: Hutchinson [18] Steven Johnson. 2001. Emergence: The Connected Lives of Ants, Brains, Cities, and Software [19] Campbell, Neil A., and Jane B. Reece. Biology. 6th ed. San Francisco: Benjamin Cummings, 2002. [20] Miller, Peter. 2010. The Smart Swarm: How understanding flocks, schools, and colonies can make us better at communicating, decision making, and getting things done. New York: Avery. [21] Carl Menger. “Principles of Economics”. Retrieved 05/07/2012. Check date values in: |accessdate= (help) [22] Valentin Robu, Harry Halpin, Hana Shepherd Emergence of consensus and shared vocabularies in collaborative tagging systems, ACM Transactions on the Web (TWEB), Vol. 3(4), article 14, ACM Press, September 2009. • Corning, Peter A. (1983), The Synergism Hypothesis: A Theory of Progressive Evolution, New York: McGraw-Hill • Laughlin, Robert (2005), A Different Universe: Reinventing Physics from the Bottom Down, Basic Books, ISBN 0-465-03828-X 6.11 Further reading • Alexander, V. N. (2011). The Biologist’s Mistress: Rethinking Self-Organization in Art, Literature and Nature. Litchfield Park AZ: Emergent Publications. • Anderson, P.W. (1972), More is Different: Broken Symmetry and the Nature of the Hierarchical Structure of Science, Science 177 (4047): 393–396, Bibcode:1972Sci...177..393A, doi:10.1126/science.177.4047.393, PMID 17796623 [23] Fu, Wai-Tat; Kannampallil, Thomas George; Kang, Ruogu (August 2009), A Semantic Imitation Model of Social Tagging, Proceedings of the IEEE conference on Social Computing: 66–72, doi:10.1109/CSE.2009.382, ISBN 978-1-4244-5334-4 • Barabási, Albert-László; Jeong, Hawoong; Albert, Réka (1999), The Diameter of the World Wide Web, Nature 401 (6749): 130–131, arXiv:condmat/9907038, Bibcode:1999Natur.401..130A, doi:10.1038/43601 [24] Fu, Wai-Tat; Kannampallil, Thomas; Kang, Ruogu; He, Jibo (2010), Semantic Imitation in Social Tagging, ACM Transactions on Computer-Human Interaction (TOCHI) 17 (3): 1, doi:10.1145/1806923.1806926 • Bar-Yam, Yaneer (2004), A Mathematical Theory of Strong Emergence using Multiscale Variety, Complexity 9 (6): 15–24, doi:10.1002/cplx.20029 [25] http://www.microbe.net/fact-sheet-building-ecology/ • Bateson, Gregory (1972), Steps to an Ecology of Mind, Ballantine Books, ISBN 0-226-03905-6 [26] http://www.microbe.net [27] http://buildingecology.com [28] Bonabeau E. Predicting the Unpredictable. Harvard Business Review [serial online]. March 2002;80(3):109-116. Available from: Business Source Complete, Ipswich, MA. Accessed February 1, 2012. [29] Roudavski, Stanislav and Gwyllim Jahn (2012). 'Emergent Materiality though an Embedded Multi-Agent System', in 15th Generative Art Conference, ed. by Celestino Soddu (Lucca, Italy: Domus Argenia), pp. 348-363 6.10 Bibliography • Anderson, P.W. (1972), More is Different: Broken Symmetry and the Nature of the Hierarchical Structure of Science, Science 177 (4047): 393–396, Bibcode:1972Sci...177..393A, doi:10.1126/science.177.4047.393, PMID 17796623 • Batty, Michael (2005), Cities and Complexity, MIT Press, ISBN 0-262-52479-1 • Bedau, Mark A. (1997).“Weak Emergence”. • Blitz, David. (1992). Emergent Evolution: Qualitative Novelty and the Levels of Reality. Dordrecht: Kluwer Academic. • Bunge, Mario Augusto (2003), Emergence and Convergence: Qualitiative Novelty and the Unity of Knowledge, Toronto: University of Toronto Press • Chalmers, David J. (2002). “Strong and Weak Emergence” http://consc.net/papers/emergence. pdf Republished in P. Clayton and P. Davies, eds. (2006) The Re-Emergence of Emergence. Oxford: Oxford University Press. • Philip Clayton (2005). Mind and Emergence: From Quantum to Consciousness Oxford: OUP, ISBN 978-0-19-927252-5 6.11. FURTHER READING • Philip Clayton & Paul Davies (eds.) (2006). The ReEmergence of Emergence: The Emergentist Hypothesis from Science to Religion Oxford: Oxford University Press. • Corning, Peter A. (2005). “Holistic Darwinism: Synergy, Cybernetics and the Bioeconomics of Evolution.” Chicago: University of Chicago Press. • Crutchfield, James P. (1994), “The Calculi of Emergence: Computation, Dynamics, and Induction”, Special issue on the Proceedings of the Oji International Seminar: Complex Systems — from Complex Dynamics to Artificial Reality, Physica D • Felipe Cucker and Stephen Smale (2007), The Japanese Journal of Mathematics, The Mathematics of Emergence • Delsemme, Armand (1998), Our Cosmic Origins: From the Big Bang to the Emergence of Life and Intelligence, Cambridge University Press • De Wolf, Tom; Holvoet, Tom (2005), “Emergence Versus Self-Organisation: Different Concepts but Promising When Combined”, Engineering Self Organising Systems: Methodologies and Applications, Lecture Notes in Computer Science: 3464, pp. 1–15 • Fromm, Jochen (2004), The Emergence of Complexity, Kassel University Press, ISBN 3-89958-069-9* Fromm, Jochen (2005a), Types and Forms of Emergence, arXiv, arXiv:nlin.AO/0506028 57 • Hopfield, JJ (1982), Neural networks and physical systems with emergent collective computational abilities, Proc. Natl. Acad. Sci. USA 79 (8): 2554–2558, Bibcode:1982PNAS...79.2554H, doi:10.1073/pnas.79.8.2554, PMC 346238, PMID 6953413 • Hopper, P. 1998. Emergent Grammar. In: Tomasello, M. eds. 1998. The new psychology of language: Cognitive and functional approaches to language structure. Mahwah, NJ: Earlbaum, pp. 155–176. • Huxley, Julian S.; Huxley, Thomas Henry (1947), Evolution and Ethics: 1893-1943, London, 1947: The Pilot Press, p. 120 • Johnson, Steven Berlin (2001), Emergence: The Connected Lives of Ants, Brains, Cities, and Software, Scribner’s, ISBN 0-684-86876-8 • Kauffman, Stuart (1993), The Origins of Order: SelfOrganization and Selection in Evolution, Oxford University Press, ISBN 0-19-507951-5 • Keller, Rudi (1994), On Language Change: The Invisible Hand in Language, London/New York: Routledge, ISBN 0-415-07671-4 • Kauffman, Stuart (1995), At Home in the Universe, New York: Oxford University Press • Fromm, Jochen (2005b), Ten Questions about Emergence, arXiv, arXiv:nlin.AO/0509049 • Kelly, Kevin (1994), Out of Control: The New Biology of Machines, Social Systems, and the Economic World, Perseus Books, ISBN 0-201-48340-8 • Goodwin, Brian (2001), How the Leopard Changed Its Spots: The Evolution of Complexity, Princeton University Press • Koestler, Arthur (1969), A. Koestler & J. R. Smythies, ed., Beyond Reductionism: New Perspectives in the Life Sciences, London: Hutchinson • Goldstein, Jeffrey (1999), Emergence as a Construct: History and Issues, Emergence: Complexity and Organization 1 (1): 49–72, doi:10.1207/s15327000em0101_4 • Korotayev, A.; Malkov, A.; Khaltourina, D. (2006), Introduction to Social Macrodynamics: Compact Macromodels of the World System Growth, Moscow: URSS, ISBN 5-484-00414-4 • Haag, James W. (2008). Emergent Freedom: Naturalizing Free Will Goettingen: Vandenhoeck & Ruprecht, ISBN 978-3-525-56988-7 • Krugman, Paul (1996), The Self-organizing Economy, Oxford: Blackwell, ISBN 1-55786-698-8, "ISBN 0-87609-177-X" • Hayek, Friedrich (1973), Law, Legislation and Liberty, ISBN 0-226-32086-3 • Laughlin, Robert (2005), A Different Universe: Reinventing Physics from the Bottom Down, Basic Books, ISBN 0-465-03828-X • Hofstadter, Douglas R. (1979), Gödel, Escher, Bach: an Eternal Golden Braid, Harvester Press • Holland, John H. (1998), Emergence from Chaos to Order, Oxford University Press, ISBN 0-73820142-1 • Leland, W.E.; Willinger, M.S.; Taqqu, M.S.; Wilson, D.V. (1994), On the self-similar nature of Ethernet traffic (extended version), IEEE/ACM Transactions on Networking 2: 1– 15, doi:10.1109/90.282603 • Holman, Peggy. (2010). Engaging Emergence: Turning upheaval into opportunity. San Francisco: Barrett-Koehler. ISBN 978-1-60509-521-9 • Lewes, G. H. (1875), Problems of Life and Mind (First Series) 2, London: Trübner, ISBN 1-42555578-0 58 CHAPTER 6. EMERGENCE • Lewin, Roger (2000), Complexity - Life at the Edge of Chaos (second ed.), University of Chicago Press, ISBN 0-226-47654-5, "ISBN 0-226-47655-3" • Wan, Poe Yu-ze (2011), Reframing the Social: Emergentist Systemism and Social Theory, Ashgate Publishing • Ignazio Licata & Ammar Sakaji (eds) (2008). Physics of Emergence and Organization, ISBN 978981-277-994-6, World Scientific and Imperial College Press. • Weinstock, Michael (2010), The Architecture of Emergence - the evolution of form in Nature and Civilisation, John Wiley and Sons, ISBN 0-47006633-4 • Määttä, Urho (2000), Mistä on pienet säännöt tehty?, Virittäjä 2: 203–221 • Wolfram, Stephen (2002), A New Kind of Science, ISBN 1-57955-008-8 • Marshall, Stephen (2009), Cities Design and Evolution, Routledge, ISBN 978-0-415-42329-8, "ISBN 0-415-42329-5" • Mill, John Stuart (1843), “On the Composition of Causes”, A System of Logic, Ratiocinative and Inductive (1872 ed.), London: John W. Parker and Son, p. 371 • Morowitz, Harold J. (2002), The Emergence of Everything: How the World Became Complex, Oxford University Press, ISBN 0-19-513513-X • Young, Louise B. (2002), The Unfinished Universe, ISBN 0-19-508039-4 6.12 External links • Emergence entry in the Internet Encyclopedia of Philosophy • Emergent Properties entry in the Stanford Encyclopedia of Philosophy • Emergence at PhilPapers • Ryan, Alex J. (2006), Emergence is Coupled to Scope, not Level, Complexity (arXiv), (to be submitted), arXiv:nlin.AO/0609011 • Emergence at the Indiana Philosophy Ontology Project • Schelling, Thomas C. (1978), Micromotives and Macrobehaviour, W. W. Norton • The Emergent Universe: An interactive introduction to emergent phenomena, from ant colonies to Alzheimer’s. • Jackie (Jianhong) Shen (2008), Cucker–Smale Flocking Emergence under Hierarchical Leadership In: SIAM J. Applied Math., 68:3, • Exploring Emergence: An introduction to emergence using CA and Conway’s Game of Life from the MIT Media Lab • Smith, John Maynard; Szathmáry, Eörs (1997), The Major Transitions in Evolution, Oxford University Press, ISBN 0-19-850294-X • ISCE group: Institute for the Study of Coherence and Emergence. • Smith, Reginald D. (2008), The Dynamics of Internet Traffic: Self-Similarity, Self-Organization, and Complex Phenomena 0807, arXiv, p. 3374, arXiv:0807.3374, Bibcode:2008arXiv0807.3374S • Solé, Ricard and Goodwin, Brian (2000) Signs of life: how complexity pervades biology, Basic Books, New York. • Steels, Luc (1990), “Towards a Theory of Emergent Functionality”, in Jean-Arcady Meyer; Stewart W. Wilson, From Animals to Animats (Proceedings of the First International Conference on Simulation of Adaptive behaviour), Cambridge, MA & London, England: Bradford Books (MIT Press), pp. 451– 461 • Wan, Poe Yu-ze (2011), “Emergence a la Systems Theory: Epistemological Totalausschluss or Ontological Novelty?", Philosophy of the Social Sciences, 41(2), pp. 178–210 • Towards modeling of emergence: lecture slides from Helsinki University of Technology • Biomimetic Architecture - Emergence applied to building and construction • Studies in Emergent Order: Studies in Emergent Order (SIEO) is an open-access journal • Emergence 6.13. TEXT AND IMAGE SOURCES, CONTRIBUTORS, AND LICENSES 59 6.13 Text and image sources, contributors, and licenses 6.13.1 Text • Creativity Source: http://en.wikipedia.org/wiki/Creativity?oldid=630746700 Contributors: AxelBoldt, Tbackstr, SimonP, Jose Icaza, Norm, Ahoerstemeier, Ronz, Tim Retout, Nikai, Rl, Aion, Selket, Pedant17, Buridan, Fvw, Dbabbitt, Pumpie, Robbot, Petermanchester, Clngre, Jfire, DHN, Seth Ilys, Alerante, Sethoeph, DocWatson42, Jyril, HangingCurve, Everyking, Guanaco, Skagedal, Christopherlin, Andycjp, Phil Sandifer, Gscshoyru, WpZurp, Hugh Mason, Klemen Kocjancic, D6, CALR, Rich Farmbrough, Vsmith, Bishonen, User2004, Notinasnaid, Pavel Vozenilek, ESkog, Lycurgus, Mwanner, Alex Kosorukoff, RoyBoy, Bobo192, Johnkarp, Smalljim, Adraeus, Keron Cyst, Elipongo, Maurreen, Blotwell, Nlight, Helix84, Pearle, Officiallyover, Jumbuck, Danski14, Alansohn, Somberi, Andrew Gray, Logologist, SlimVirgin, Fivetrees, P Ingerson, Kusma, Dd2, Mahanga, Ott, Kelly Martin, RHaworth, Morning star, Iccincsm, Unixer, Benbest, CharlesC, Pictureuploader, Liface, Palica, Marudubshinki, Seishirou Sakurazuka, JiMidnite, Sparkit, Kbdank71, JIP, Josh Parris, Rjwilmsi, Scandum, TheRingess, DouglasGreen, Klonimus, Protez, Moskvax, SchuminWeb, Pavlo Shevelo, AED, Estrellador*, Nihiltres, RexNL, AndriuZ, =Julius=, Drumguy8800, Aeroknight, Ckostovny, DVdm, YurikBot, Wavelength, Borgx, RussBot, Pigman, Nesbit, Stephenb, Gaius Cornelius, Clam0p, Epim, Cognition, Topperfalkon, PhilipO, RUL3R, Natkeeran, Action potential, Mysid, Igiffin, Theda, Josh3580, Livitup, GraemeL, Danny-w, Fram, SigmaEpsilon, Dobjsonne, Bluezy, Jeff Silvers, Victor falk, Veinor, Cowdinosaur, SmackBot, Marcusscotus1, Prodego, McGeddon, Jtneill, Swerdnaneb, GraemeMcRae, Gilliam, Ohnoitsjamie, Frankahilario, Chris the speller, TimBentley, Whywhywhy, Oli Filth, Apeloverage, Uthbrian, Oni Ookami Alfador, Colonies Chris, Katsesama, Darth Panda, Magenta1, Ddon, Harnad, John D. Croft, Aaker, Ligulembot, Jashank, Vina-iwbot, Blauhaus, Cookie90, Will Beback, Byelf2007, SashatoBot, Arnoutf, Trojan traveler, Kingfish, Kuru, Khazar, Lakinekaki, Andrewjuren, Teal6, Masahiko, Ckatz, RichardF, David.alex.lamb, Hu12, MikeWazowski, Iridescent, Sameboat, JoeBot, Badly, Mh29255, ACEO, Timwarneka, TheSmartDoccer, BrettRob, JForget, Robin de lange, Wolfdog, CmdrObot, Wafulz, LMackinnon, Lighthead, Erencexor, Penbat, Isaacdealey, Gregbard, Jac16888, Cydebot, Gogo Dodo, Mattergy, Anthonyhcole, Afzalraza, Dr.enh, Englishnerd, Letranova, Epbr123, Qwyrxian, Ishdarian, Chickenflicker, Amirelion, West Brom 4ever, VoteFair, Transhumanist, Mentifisto, Gioto, Thebridge, Rlanda, TimVickers, JAnDbot, Wk1, Spiriman, The Transhumanist, Wfxy, Thinkertoy, Xeno, Cre8tive19, Rainingblood667, Jarkeld, Acroterion, Geniac, Magioladitis, PrimroseGuy, Bakilas, Creatology, Sarahj2107, Bfiene, Tedickey, Tremilux, Tonyfaull, Terjen, Spellmaster, JaGa, Oicumayberight, Yelir61, Gwern, MartinBot, R'n'B, Tulkolahten, All Is One, Dbiel, Sanjaydalal, J 32, Bigsnoop7, Tcaudilllg, Christian Storm, Plasticup, LittleHow, Belovedfreak, TomasBat, Brian Pearson, KylieTastic, Cometstyles, STBotD, Ichisan, Funandtrvl, Spellcast, Nievved, Lights, ABF, Leopold Stotch, Leebo, Jennavecia, Station1, Philip Trueman, TXiKiBoT, Aleliv, Deleet, Davehi1, Creativeprofessional, Abbw254, Raymondwinn, Elizabethpardo, Uannis, Billinghurst, Lova Falk, Wikidan829, Kusyadi, Cnilep, Why Not A Duck, Chenzw, MrChupon, C0N6R355, Jongrover, OsamaK, Jean-Louis Swiners, Gil Dekel, Enkyo2, Quietbritishjim, SieBot, Calliopejen1, Nihil novi, Meldor, Dawn Bard, Caltas, Loxlok, Flyer22, Tiptoety, Pedrodurruti, CutOffTies, Sunrise, Filam3nt, CharlesGillingham, ThisGuy62, Mr. Stradivarius, Me-macias, ClueBot, GorillaWarfare, Bob1960evens, Rjd0060, John ellenberger, WMCEREBELLUM, Vlaze, Mild Bill Hiccup, Dannyguillory, Travis.m.granvold, Dvash, TheOldJacobite, Anat Rafaeli, Roman Eisele, Eolanys, Dr.orfannkyl, Goldsm, Bracton, Iohannes Animosus, Tnxman307, VsevolodKrolikov, Redthoreau, SchreiberBike, Redfang60, DWmFrancis, Mikhailov Kusserow, Taranet, Thingg, Aitias, Johnuniq, SoxBot III, Generativity, Ceri sullivan, Jengirl1988, XLinkBot, Rror, Jordanrambo, Mr andrea, WikHead, RealDracaena, Vcorani, Addbot, Some jerk on the Internet, Pilibin, DOI bot, Dmccuesm, Af042, Prithu22, Leszek Jańczuk, USchick, Jefflithe, MrOllie, Download, Sara USA, Redheylin, Glane23, Kyle1278, Alex Rio Brazil, Tide rolls, Slgcat, Jackelfive, Luckas-bot, Yobot, Pink!Teen, Fraggle81, Georgi.dimitrov, Victoriaearle, Fourmiz59, Maxí, Soiregistered, Burningjoker, AnomieBOT, SteveMX, VulcanOtaku, IRP, Galoubet, WillRabbit, 9258fahsflkh917fas, Piano non troppo, Crecy99, 90 Auto, Citation bot, GB fan, Frankenpuppy, J-E-N-O-V-A, Xqbot, Dev2587, Tudorrickards, Gondwanabanana, RedAlgorithm, Nasnema, Justykim, Sellyme, Topilsky, The Evil IP address, Pierkolp, Kevdave, Omnipaedista, Danceron, Cresix, Propagator, Auréola, Asimzaidi, Matchtime, Aaron Kauppi, SD5, Ryangfloyd, FrescoBot, Dorimedont, Rjlx, StaticVision, Imbecileler, Skunksforever, Haeinous, E.shakir, Lebd, Hexagon70, Citation bot 1, Gdje je nestala duša svijeta, Asnav, Annajordanous, Pinethicket, Chudhudson, Mahtabshadi, Koakhtzvigad, Jauhienij, Declan Clam, ItsZippy, SeoMac, Vezwyx, Tinystui, Danzen, Tbhotch, DARTH SIDIOUS 2, RjwilmsiBot, Alph Bot, Miles slow, Tonygilloz, Saniasoone, Sharlotte29, Jonmc, Cbrookca, John of Reading, Fgasj, Alysakiwi, AgRince, Vkeller, Quesco, Sepguilherme, ZéroBot, Tranhungnghiep, JaneKT, Traxs7, WeijiBaikeBianji, Mar4d, MindShifts, Evereadyo2, H3llBot, Jay-Sebastos, Krvishal, Zveta, Senseagent230, Donner60, Gem131, J76392, CSMasick, ChuispastonBot, AndyTheGrump, HandsomeFella, Khannashweta2, LaurMG, TYelliot, Miradre, Woodsrock, Ideas at the Bottom, ClueBot NG, Mochomio, Zyrdorn, Jj1236, Divinecomedy666, Widr, Kalyan79, Uatmedia, North Atlanticist Usonian, Helpful Pixie Bot, Raafat Karimi, Footnotes2plato, Wbm1058, Nashhinton, BG19bot, Robfiscerr, Maurice Barnwell, Jls517, Subarctica, MusikAnimal, Smcg8374, Frze, Belleville3, Chris the Paleontologist, Mark Arsten, UrbanIndianSF, JesseColton, DPL bot, Realdaytoday, Nikkiopelli, Piggykid1, Rowan Adams, Psywikiuser, Dimanchebelleville, Gowhar2, Johncalhoun21, Dreinkin, CourtChru., Hlack11, Pratyya Ghosh, Acadēmica Orientālis, Dgonz4psy, ChrisGualtieri, Ekren, Guido Brandt Corstius, IjonTichyIjonTichy, K7L, Cogcerebellum, Numbermaniac, Frosty, Ranjithraj, Doctor Girl, Greenfuturefinder, Maria.tomassetti, Vanamonde93, PenDavid, Ruby Murray, Odysseyhq, Jamesmcmahon0, SinnerShanky, Tivity, Satoshi Mochizuki, Johnemoag6, Ssdco, IvanderClarent, Hiba social, Zamomin, Mark Matthew Dalton, Dvorak182, Quenhitran, Zyouwen, FireflySixtySeven, Changer9451, TheFlash1123, Creares, Abdollahi100, Amuzesh, Monkbot, Regalizzz, Filedelinkerbot, Reylyn.Dizon, KennethAlexanderStevens, Gcattani, Qsubject, OsFish and Anonymous: 506 • Computational creativity Source: http://en.wikipedia.org/wiki/Computational_creativity?oldid=630338595 Contributors: Michael Hardy, Ronz, Bfinn, Risk one, Jason Quinn, Beland, Jokestress, DreamGuy, Ketiltrout, Koavf, Quuxplusone, Spencerk, TimDuncan, Davechatting, Open2universe, SmackBot, Chris the speller, Jxm, Robofish, Ripe, Jurohi, Areldyb, CmdrObot, Ttiotsw, The Transhumanist, Magioladitis, KConWiki, Glrx, R'n'B, CommonsDelinker, Rmkeller, JokerWylde, Yintan, Soler97, Tomdesmedt, CharlesGillingham, Denisarona, Wduch, Svea Kollavainen, Kimveale, Download, Kcomplexity, Yobot, AnomieBOT, Enisbayramoglu, Citation bot, The Banner, FrescoBot, DDekov, Zero Thrust, Citation bot 1, Periksson28, Annajordanous, MatthiBorif, JCAILLAT, Arided, SporkBot, Ajordanous, Arv100.kri, EvaJamax, Wbm1058, BG19bot, DPL bot, Quipa, Cerabot, TheBeardofLenin, Terraforming, Nahhhhhh, Tivity, Midnightplunge, Kusiana, Shibbuleth, Ashleytway and Anonymous: 44 • Ideation (idea generation) Source: http://en.wikipedia.org/wiki/Ideation_(idea_generation)?oldid=612084374 Contributors: Michael Hardy, Kku, Ronz, Charles Matthews, Chealer, Sunray, Alan Liefting, Samuel J. Howard, Pgan002, Vivacissamamente, Aaronbrick, Prsephone1674, Pearle, Fivetrees, Moba2k, Mattbrundage, Nilloc, Davidp, Blowdart, Mdboxberger, Patiwat, SmackBot, Bluebot, Myownmyth, Robofish, JorisvS, Gogo Dodo, Alaibot, John254, Skomorokh, Rhoehn, Alanh@creativecomponent.com, MartinBot, Hmartincalle, Thyer, VolkovBot, Ilyushka88, ClueBot, Lexpark studio, Mbrady2424, Rumbird, DumZiBoT, Noamdanon, MrOllie, Yobot, Nasa-verve, Telical, Unialpha, Jandalhandler, Whiteanimal25, Snotbot, Adamo8925, Soulparadox, PenDavid, Goyah, TrystynAlxander, Robert McFadden and Anonymous: 37 60 CHAPTER 6. EMERGENCE • Design Source: http://en.wikipedia.org/wiki/Design?oldid=630181670 Contributors: Mav, Mark Christensen, Marian, William Avery, Heron, Ryguasu, Olivier, D, Michael Hardy, Metatron, Mac, Ronz, Norman Fellows, Glenn, Andres, Iseeaboar, David Newton, Ike9898, Wik, Robbot, Jredmond, Altenmann, Wikibot, Johnstone, Dbroadwell, Dina, Carnildo, Alan Liefting, Lysy, BenFrantzDale, Tom harrison, Everyking, Bensaccount, Bovlb, Alvestrand, Chowbok, Kusunose, Maximaximax, Grunners, Zro, Sysy, CALR, Discospinster, Rich Farmbrough, ESkog, El C, Walden, Edwinstearns, Adambro, Bobo192, Spalding, Reinyday, Maurreen, Emhoo, Catpad, Nsaa, Jakew, Mdd, Jumbuck, Zachlipton, Bart133, Snowolf, Max Naylor, Sciurinæ, Buoren, Versageek, Netkinetic, Ironwolf, Abanima, Nigel Cross, Cogito Ergo Sum, Mel Etitis, Woohookitty, Commander Keane, Jeff3000, Burkhard, SCEhardt, CharlesC, Xiong Chiamiov, Dysepsion, Mandarax, Tslocum, Ifca, BD2412, FreplySpang, Grammarbot, Kerinin, Volfy, Olessi, Megrisoft, Aapo Laitinen, Husky, FlaBot, Functionformer, Wars, AndriuZ, Chobot, YurikBot, Wavelength, RussBot, Petiatil, Crazytales, Bhny, TimNelson, NawlinWiki, Anomie, Stephen Burnett, Wiki alf, Markwiki, DeadEyeArrow, Nlu, MFSchar, Romita, Wikiwawawa, JLaTondre, Asterion, SmackBot, Ttzz, David Kernow, Reedy, Hydrogen Iodide, Jfurr1981, Delldot, Commander Keane bot, KennethJ, Ohnoitsjamie, Kurykh, Keegan, Rkitko, Fplay, Martinpi, MalafayaBot, CyberSach, Ctbolt, Darth Panda, Willow4, Addshore, SundarBot, COMPFUNK2, NoIdeaNick, Richard001, Adamarthurryan, Camillia, ElizabethFong, Wiki4des, Rheo1905, SashatoBot, Haakon Thue Lie, JzG, Breno, Gnevin, IronGargoyle, Chaitanyak, Ehheh, Adlerscout, Mauro Bieg, Davemon, E-Kartoffel, EEPROM Eagle, Andrwsc, MTSbot, Hu12, Ymalaika, Sander Säde, CapitalR, Gushka, Audiosmurf, Tawkerbot2, George100, JForget, Friendly Neighbour, Dycedarg, Jedudedek, Erencexor, Peripitus, Abeg92, Orca cs, Pascal.Tesson, DumbBOT, Aintsemic, Kozuch, Mattisse, Letranova, Thijs!bot, Epbr123, VoteFair, Nick Number, Big Bird, Sean William, Escarbot, Mentifisto, Porqin, Prolog, Jj137, Modernist, Danger, Canadian-Bacon, JAnDbot, AniRaptor2001, Fetchcomms, RebelRobot, ChrisLoosley, .anacondabot, Freshacconci, Gsaup, VoABot II, Leventozler, Hiplibrarianship, Animum, Albinsson, Allstarecho, DerHexer, Artsmartconsulting, Yalien a, Adapt, Oicumayberight, Leaf7786, Jdigital, MartinBot, Jeendan, Mettimeline, Bus stop, R'n'B, CommonsDelinker, J.delanoy, Pilgaard, EscapingLife, Adavidb, Farreaching, Jrsnbarn, Amelatwiki, It Is Me Here, Johnbod, McSly, Optimization, EJ.v.H, SJP, WilfriedC, Cometstyles, STBotD, Jevansen, ACBest, Treisijs, Bonadea, Frankpeters, Inwind, Squids and Chips, Thyer, Spellcast, Dezignr, VolkovBot, Mandretta, Davehi1, KevinTR, A4bot, GDonato, Ned Pumpkin, John Ellsworth, Wiwimu, Anna Lincoln, Sandstroem, Earth Network Editor, Meganlaw15, BotKung, Clutch13, Ptuertschr, Roland Kaufmann, Ondrei, Graymornings, Altermike, Falcon8765, Enviroboy, Ared3, AlleborgoBot, Kharissa, Kehrbykid, ZBrannigan, Chuck Sirloin, NHRHS2010, Davidullman, Pezzzer, D. 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Nuhanen, Chimin 07, Kgoarany, Dawn Bard, This, that and the other, Nikos.salingaros, GlassCobra, Enzob842, BillyBuggy, Jaymiek, Gyokomura, B1157, Techman224, Mansuetodigital, Zragon, Milesrout, Herecomesjuly, StaticGull, Gunisugen, Wiknerd, A-Taul, Dabomb87, Designer910, Redesigner, Nothing444, Martarius, Tanvir Ahmmed, ClueBot, GPdB, HughFlo, The Thing That Should Not Be, Thebluedavis, Stevebenecke, Arakunem, Mulisha69maiden, Mild Bill Hiccup, Casty, Blanchardb, LizardJr8, Manishearth, DragonBot, Kaileewestwood, Jotterbot, Anita Burr, Oujea, SchreiberBike, Cp fan, Jeevin, Apparition11, Bristolian46, Nadine Peschl, Vanished User 1004, XLinkBot, Fede.Campana, Gtcreative, Leemaschmeyer, Little Mountain 5, Bywater100, Frood, Necz0r, Wyatt915, Addbot, Shadikhouri, Metagraph, Fieldday-sunday, Amumby, Fluffernutter, Blue Olive, Teda13, MrOllie, Sara USA, Glane23, Sulmues, Roux, Favonian, 5 albert square, Bruce wasserman, Irontightarguments, Tide rolls, Bultro, Objectmedia, MirjanaDevetakovic, Yobot, Ptbotgourou, Kirrmy, TaBOT-zerem, Amirobot, Webgain, Ningauble, Ya mum3, Floquenbeam, Jim1138, Galoubet, Piano non troppo, Alysami, Hanningguo, Materialscientist, Marzbarchick, Kalamkaar, Pardon my English, Xqbot, Mat9786, Capricorn42, Jmundo, Jlowell, PippinFudge, J04n, Swentibold, Omnipaedista, Mathonius, Amaury, Alainr345, Doulos Christos, Shadowjams, Rgatten, SchnitzelMannGreek, Honza97, ESpublic013, Jollygreeng, FrescoBot, Yawar747, Georgefondue, Redgreen88, Chaim Shel, Soc8675309, Jnthn0898, Airborne84, Takharii, Abraham70, Teuxe, Davinapo, MacMed, Pinethicket, HRoestBot, 10metreh, Qaismx, Calmer Waters, SpaceFlight89, Paulralph, GreenGrammarian, Pyxzer, SchreyP, Asherrard, Topspinserve, Ingi.b, Vrenator, Bluefist, Reaper Eternal, Style3000, Mistywest, Ballparx, NathDZ., EmausBot, Avenue X at Cicero, Gfoley4, Madyokel, RA0808, Simonchalky, Daniela Berger, Kcnram, Jurzola, Jeffreyrobinson92, Think.robin, Nanomega, Carnchris, Christopher McMahon, Elektrik Shoos, Geezergaz77, Averaver, Wenttomowameadow, Inci siker asd, Jj98, Zenao1, Donner60, Grizanthropy, Ems2715, Mb bs, Labargeboy, Dj Mario8, DASHBotAV, StanC8, IrinaSztukowski, ResearchRave, Helpsome, Will Beback Auto, ClueBot NG, Gallura, Joshuagnizak, Yemreh, Snailwiki, O.Koslowski, Widr, FrauKramer, A3dinnovation, Emmabrock, Helpful Pixie Bot, BG19bot, Tgdmatters, Maurice Barnwell, Wiki13, Matt Chase, Vijayjoseph, Parmeshvarsharma, Da wanga, Naderi ds, Hhh0000, Aniston9, Daytonarolexboston, Donskum, Ezyoncat, Insidiae, Poojagrawal, Tnuocca987456321, BellBoy32, Designergene, Cyberbot II, DisruptiveTigers, Faadhil2, Kushalbiswas777, Daddi1991, Bizworldusaanu, Graphium, Cody369, 8ty3hree, Supercoolguystyle123, Consider42, Lemnaminor, Kuyi123w, Uwais Jahmeerbacus, Goyah, ETood, Adug2345, Noegid, Jaytmac, Gabedb, Csusarah, 2A21, Jacksalssome, Frogmilk, Q**78, Lynx dc, Clive Roux, Naeem Abass Gadehi, TerryAlex, Kesterton and Anonymous: 551 • Creativity techniques Source: http://en.wikipedia.org/wiki/Creativity_techniques?oldid=628146517 Contributors: Jose Icaza, Ronz, Rl, Furrykef, HangingCurve, Skagedal, Khalid hassani, Edcolins, Discospinster, Nabla, Mwanner, Alex Kosorukoff, Ziggurat, Espoo, Alansohn, Andrew Gray, Fivetrees, Clubmarx, RHaworth, BD2412, Kbdank71, AllanBz, Rjwilmsi, AndriuZ, Kollision, C777, Epim, Lt-wikibot, Veinor, A bit iffy, SmackBot, Swerdnaneb, Dbschlosser, Blairmain, Fuhghettaboutit, Abmac, Derek R Bullamore, Oppix, FlyHigh, CreativeConcepts, Corza, Chas martin, Noah Salzman, Hu12, Fan-1967, Iridescent, TheSmartDoccer, BrettRob, Dancter, Crinnology, VoteFair, Transhumanist, SvenAERTS, Thinkertoy, Cre8tive19, Acroterion, Seamusclifford, Dontheideaguy, JaGa, Oicumayberight, Yelir61, Grandia01, Ideamapping, The dark lord trombonator, Thaurisil, DOLhades, Tkgd2007, Lova Falk, RSStockdale, ClueBot, Leestubbs, ExoTiger, VsevolodKrolikov, Jengirl1988, XLinkBot, Badgernet, Addbot, MrOllie, Sara USA, Korhanerel, Jarble, Luckas-bot, Creativeuser2, Themfromspace, FireMouseHQ, Amirobot, AnomieBOT, Inseok, Innovatorglobal, Xqbot, Crzer07, Song of the South, Matchtime, I dream of horses, Dukeofgaming, Trelawnie, Gregrjones, Kdunnohew, Danzen, JaneKT, Oleyea, Uatmedia, Northamerica1000, PenDavid, Goyah, Adirlanz, Photofinish123, Corvus Park, Kialou and Anonymous: 67 • Emergence Source: http://en.wikipedia.org/wiki/Emergence?oldid=629028443 Contributors: CYD, The Anome, WillWare, ChangChienFu, Heron, Bdesham, Michael Hardy, Owl, Lexor, Pnm, Karada, Ronz, Angela, Andres, Palfrey, Pipis, TonyClarke, Technopilgrim, Ec5618, RodC, Charles Matthews, Nickg, Greenrd, Jeffrey Smith, Jerzy, Banno, Tlogmer, Vespristiano, Chopchopwhitey, Steeev, Rursus, Blainster, Wikibot, Aetheling, Paul Murray, Aknxy, Jleedev, Stirling Newberry, Ancheta Wis, Giftlite, Gwalla, Tom harrison, SantiagoGala, Henry Flower, Leonard G., Finn-Zoltan, Edcolins, John Abbe, Andycjp, Loremaster, Karol Langner, BookgirlST, Histrion, Talrias, Jmeppley, 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