deletions | additions
diff --git a/bibliography/biblio.bib b/bibliography/biblio.bib
index bb0a107..65912ae 100644
--- a/bibliography/biblio.bib
+++ b/bibliography/biblio.bib
...
@phdthesis{eric-nichols-thesis,
title={{M}usicat: {A} {C}omputer {M}odel of {M}usical {L}istening and {A}nalogy-{M}aking},
author={Eric Paul Nichols},
year={2012},
school={Indiana University}}
@phdthesis{kaz-thesis,
title={Interpretation-driven {A}ssociation in {D}esign},
author={Kazjon Grace},
year={2011},
school={University of Sydney}}
@article{helms2012analogical,
title={Analogical problem evolution in biologically inspired design},
author={Helms, M and Goel, A},
journal={Design Computing and Cognition, June},
volume={9},
year={2012}
}
@incollection{Analogical-problem-evolution-DCC,
year={2014},
isbn={978-94-017-9111-3},
booktitle={Design Computing and Cognition '12},
editor={Gero, John S.},
doi={10.1007/978-94-017-9112-0_1},
title={Analogical Problem Evolution in Biologically Inspired Design},
url={http://dx.doi.org/10.1007/978-94-017-9112-0_1},
publisher={Springer Netherlands},
author={Helms, Michael E. and Goel, Ashok K.},
pages={3-19},
language={English}
}
@article{sitkin2011paradox,
title={The paradox of stretch goals: Organizations in pursuit of the seemingly impossible},
author={Sitkin, Sim B and See, Kelly E and Miller, C Chet and Lawless, Michael W and Carton, Andrew M},
...
Year = {1951}}
@book{bergson2010creative,
Annote = {original title: La {P}ens{\'e}e et le
{M}ouvant}, {M}ouvant, Trans. Mabel L. Andison.},
Author = {Bergson, Henri},
annote = {Trans. Mabel L. Andison.},
Place = {Westport, Connecticut},
Publisher = {Greenwood Press},
Title = {{T}he {C}reative {M}ind},
...
year = {2010}
}
@unpublished{Adamopoulos2011,
author = {Adamopoulos, Panagiotis and Tuzhilin, Alexander},
file = {:Users/worldwindow/Documents/Mendeley Desktop/Adamopoulos, Tuzhilin - 2013 - On Unexpectedness @article{Adamopoulos2011,
title={On unexpectedness in
Recommender Systems recommender systems: Or
How how to
Better Expect better expect the
Unexpected.pdf:pdf},
mendeley-groups = {Magisterarbeit/Recommendation unexpected},
author={Adamopoulos, Panagiotis and
Serendipity},
pages = {1--50},
title = {{On Unexpectedness in Recommender Tuzhilin, Alexander},
journal={ACM Transactions on Intelligent Systems
: Or How to Better Expect the Unexpected}},
year = {2013} and Technology (TIST)},
volume={5},
number={4},
pages={54},
year={2014},
publisher={ACM}
}
@inproceedings{Kamahara2005,
...
year = {2005}
}
@inproceedings{Onuma2009,
author = {Onuma, Kensuke and Tong, H and Faloutsos, Christos},
booktitle = {Proceedings of the 15th ACM SIGKDD international conference on Knowledge discovery and data mining},
file = {:Users/worldwindow/Documents/Mendeley Desktop/Onuma, Tong, Faloutsos - 2009 - TANGENT A Novel 'Surprise-me' Recommendation Algorithm.pdf:pdf},
isbn = {9781605584959},
mendeley-groups = {Magisterarbeit/Recommendation and Serendipity},
title = {{TANGENT : A Novel 'Surprise-me' Recommendation Algorithm}},
url = {http://dl.acm.org/citation.cfm?id=1557093},
year = {2009}
}
@inproceedings{Oku2011,
author = {Oku, Kenta and Hattori, F},
booktitle = {Proceedings of the Workshop on Novelty and Diversity in Recommender Systems (DiveRS 2011), at the 5th ACM International Conference on Recommender Systems},
diff --git a/by-example.tex b/by-example.tex
index 7a3e559..6cf5c5a 100644
--- a/by-example.tex
+++ b/by-example.tex
...
\subsubsection*{Key condition for serendipity}
Serendipity relies on a reassessment or reevaluation --
a \emph{focus shift} in which something that was previously uninteresting, of
neutral neutral, or even negative value, becomes interesting.
\begin{itemize}
\item \textbf{Focus shift}: ``\emph{After removing several of the
...
\subsubsection*{Components of serendipity}
A focus shift is brought about by the meeting of a \emph{serendipity trigger} and a \emph{prepared
mind}, which is then involved in mind}. The next step involves building
a \emph{bridge} to a valuable \emph{result}.
\begin{itemize}
\item \textbf{Prepared mind}:
...
\subsubsection*{Dimensions of serendipity}
The four components
described above have attributes
which that may be present to a greater or lesser degree. These
are \emph{chance} are: \emph{Chance} -- how likely was the trigger to appear?;
\emph{curiosity} \emph{Curiosity} -- how likely was this trigger to be identified as interesting?; --
\emph{sagacity} \emph{Sagacity} how likely was it that the interesting trigger would be turned into a result?; -- and
\emph{value} \emph{Value} (how valuable is the result that is ultimately produced?).
\begin{itemize}
\item \textbf{Chance}: Fleming \citeyear{fleming} noted: ``There are
...
\subsubsection*{Environmental factors}
Finally, serendipity
is made seems to be more likely for agents who experience
and participate in a \emph{dynamic world}, who are active in \emph{multiple contexts}, occupied with \emph{multiple tasks}, and who avail themselves of \emph{multiple influences}.
\begin{itemize}
\item \textbf{Dynamic world}: Information about the world develops
over time, and is not presented as a complete, consistent whole. In
particular,
value \emph{value} may come later. Van Andel
\citeyear[p. 643]{van1994anatomy} estimates that in twenty percent
of innovations ``something was discovered before there was a demand
for it.''
diff --git a/future-work-conclusion.tex b/future-work-conclusion.tex
index f71af05..9ea63a5 100644
--- a/future-work-conclusion.tex
+++ b/future-work-conclusion.tex
...
Here we do not mean to suggest that every instance of ``a solution to a
problem in a context'' is due to serendipity at work -- on the
contrary, that is just the discovery step. Inventing a viable design pattern
only happens when the solution is
found to be explicable and useful.
To van Andel's assertion that ``The very moment I can plan or
programme `serendipity' it cannot be called serendipity anymore,'' we
...
online system that gathers new modules over time, and for which,
periodically, new combinations of modules can yield new and
interesting results -- already described in outline form in
\cite{pease2013discussion}.
After %
Developing experiments along these lines may help to develop the
groundwork for the more
theoretically-involved
excursion of involved designs discussed in the current
paper, returning to simple experiments with
this sort paper.
%
Patterns of
system is our next planned step. Representing, and
learning, design patterns in programmatic terms is a ``stretch goal''
-- but patterns serendipity, like the
one one, above will offer useful
heuristic guidelines for human programmers
right away, working towards this goal,
and
give an idea also helps to convey a sense of our long-term
plans. plans for fully
automated discovery+invention.
% Is ``having a stretch goal'' an example of a serendipity pattern? I think so!
diff --git a/future-work-intro.tex b/future-work-intro.tex
index 4622d32..0091b81 100644
--- a/future-work-intro.tex
+++ b/future-work-intro.tex
...
\subsection{Future Work} \label{sec:futurework} \label{sec:hatching}
As a framework for managing the twinned processes of discovery and
invention, we are drawn to the approach taken by the \emph{design
pattern} community
\cite{alexander1999origins}, although \cite{alexander1999origins}. The essential
features of this approach are described below, but we should point out
straight away that we propose to use design patterns in rather
nonstandard
way: manner:
\begin{itemize}
\item[(1)] We want to encode our design patterns directly in runnable
programs, not just give them to programmers as heuristic guidance.
...
not just capture the solutions to existing ones.
\end{itemize}
\citeA{meszaros1998pattern} describe the typical scenario for
authors of design
pattern writers: patterns: ``You are an experienced practitioner in your
field. You have noticed that you keep using a certain solution to a
commonly occurring problem. You would like to share your experience
with others.''
They There are many ways to describe a solution.
Meszaros and Doble remark, ``What sets patterns apart is their
ability to explain the rationale for using the solution (the `why') in
addition describing the solution (the `how').'' Regarding the
criteria that pattern writers seek to address: ``The most appropriate
solution to a problem in a context is the one that best resolves the
highest priority forces as determined by the particular context.''
%% Their article describes a number of criteria relevant to writing
%% good design patterns, e.g. \emph{Clear target audience},
%% \emph{Visible forces}, and \emph{Relationship to other patterns}.
A good design pattern \emph{describes} the resolution of forces in the
target domain;
at least in the setting we're interested in, creating a new
design pattern also \emph{effects} a resolution of forces directly.
The use case of design pattern development maps into our diagram of
the basic features of serendipity as follows:
diff --git a/introduction.tex b/introduction.tex
index 1be2958..3ae7ebd 100644
--- a/introduction.tex
+++ b/introduction.tex
...
%
An interdisciplinary perspective on the phenomenon of serendipity
promises further illumination. Here, we consider the potential for
formalising this concept. This paper follows and expands \citeA{pease2013discussion},
which is a robust brief survey where many of the ideas
that are developed here were first presented. The current paper uses the opportunity of
working with a
fresh start and a wider broader canvas to advance some bold claims about the usefulness of serendipity as a
new framework for computational creativity.
Serendipity
itself is
itself centred on reassessment. For example, a non-sticky
``superglue'' that no one was quite sure how to use turned out to be
just the right ingredient for 3M's Post-it\texttrademark\ notes.
%
...
serendipity, and examine prior applications of the concept of serendipity in a computing context. Then in Section \ref{sec:background} we present our formal
definition of serendipity, drawing connections with historical examples
and presenting standards for evaluation. Section
\ref{sec:computational-serendipity}
then presents
computational case studies and
thought experiments in terms of this model. Section
\ref{sec:discussion} offers recommendations for researchers working in
computational creativity (a key research area concerned with the computational modelling of serendipity), and describes our own plans for future
diff --git a/recommendations.tex b/recommendations.tex
index a6c5d21..da1305d 100644
--- a/recommendations.tex
+++ b/recommendations.tex
...
\subsection{Recommendations} \label{sec:recommendations}
Deleuze wrote: ``True freedom lies in the power to decide, to
constitute problems themselves'' \cite[p. 15]{deleuze1991bergsonism};
von %% Von Foerster \citeyear[p. 286]{von2003cybernetics} advocated a \emph{second-order cybernetics} in which ``the observer who enters the system shall be allowed to stipulate his own purpose.''
Deleuze \citeyear[p. 26]{deleuze1994difference} wrote:
%% \begin{quote}
%% ``\emph{We learn nothing from those who say: `Do as I do'. Our only
%% teachers are those who tell us to `do with me', and are able to
%% emit signs to be developed in heterogeneity rather than propose
%% gestures for us to
%% reproduce.}''~\cite[p. 26]{deleuze1994difference}
%% \end{quote}
%% These perspectives present a number of challenges to the typical
%% programming paradigm, which is linked far more closely to a
%% \emph{first-order cybernetics} that specifies system goals and
%% operations at the outset, and provides external evaluation.
% Dewey, Whitehead similar too.
Our thought experiment in Section \ref{sec:ww}
explores these ideas,
and helps to illustrate develops a design
illustrating the relationship between
problem creation creativity at the level of
artefacts (e.g. new poems) and
serendipity. creativity at the level of
\emph{problem specification}. The search for connections that make
raw data into ``strategic data'' is
part of this common ground, and an appropriate theme for
researchers in computational creativity to grapple with.
%% Problem
%% evolution (by analogy to existing design solutions) is discussed in
%% \cite{Analogical-problem-evolution-DCC}, focusing on the case of human
%% designers. As \cite[p. 69]{pease2013discussion} remark, anomaly
%% detection and outlier analysis are part of the standard machine
%% learning toolkit, but it seems
In \cite{stakeholder-groups-bookchapter}, we outlined a general
programme for computational creativity, and examined perceptions of
...
-- understood as human communities. We should now add a fourth
important ``stakeholder'' group in computational creativity research:
computer systems themselves. Creativity may look very different to
this fourth stakeholder group than it looks to us. We should
give help
computers
the tools effectively evaluate their own results and
their creative process.
% %% These ideas set a relatively high bar, if only because computational
%% creativity has often been focused on generative rather than reflective
%% acts.
As Campbell \citeyear{campbell} writes: ``serendipity
presupposes a smart mind.'' We may be aided in our pursuit by
recalling Turing's proposal that computers should ``be able to
converse with each other to sharpen their wits''
diff --git a/related-work.tex b/related-work.tex
index 09e578d..1fe8ca8 100644
--- a/related-work.tex
+++ b/related-work.tex
...
\subsection{Related work} \label{sec:related}
An active research community investigating computational models of serendipity can be found in information
retrieval \cite{Toms2000} retrieval, and
more specifically, in recommender
systems. systems \cite{Toms2000}. In
the latter this domain,
Herlocker et al. \cite{Herlocker2004} \citeA{Herlocker2004} and
especially McNee et al. \cite{McNee2006} promoted \citeA{McNee2006} view serendipity as an important factor for user satisfaction, next to accuracy and diversity.
There are several definitions of serendipity Serendipity in
this domain \cite{Lu2012}, which commonly recommendations variously require the system to
recommend deliver an unexpected and useful \cite{Lu2012}, interesting \cite{Herlocker2004}, attractive or relevant
\cite{Ge2010} item. In terms of the prior definitions, the problem can be framed as item \cite{Ge2010}.
%% Recommendations are typically meant to help address the user's difficulty in finding items that meet his or her interests or demands within a large and potentially unobservable search space.
This problem The end user can also be passive, and items are suggested to support other stakeholder's goals, e.g. to increase sells.
Definitions differ
in as to the requirement
of novelty; \citeA{Adamopoulos2011}, for
novelty, and some researchers \cite{Adamopoulos2011} develop example, describe systems
for suggesting that suggest items that
might may already be known, but are still unexpected in the current context.
In terms of our model, these systems focus mainly on producing a serendipity trigger, but they include aspects of user modeling which could bring other elements into play.
Paul Andr{\'e} et al.~\citeyear{andre2009discovery}
look at have examined
serendipity from a design perspective. These authors also propose a
two-part model, in which what we have called \emph{discovery} above
exposes the unexpected, while \emph{invention} is the responsibility
another subsystem that finds applications. According to Andr\'e et
al., the first phase is the one that has most frequently been
automated, automated -- but they suggest that computational systems should be
developed that support both aspects. Their specific suggestions focus
on representational features: \emph{domain expertise} and a
\emph{common language model}.
Although tremendously useful when they are available, these features
are not always enough to account for serendipitious events. Using the
terminology we introduced
above, earlier, these features seem to exemplify
aspects of the \emph{prepared mind}. However, as we mentioned above,
the \emph{bridge} is a distinct process that mental preparation can
support, but not always fully determine. For example, participants in
...
outcome. They particularly focus on the acts of \emph{reflection}
that foment both the creation of a bridge and estimates of the
potential value of the result.
%
Although this
description touches on all of the features of our model, {\sf
SerenA}
nevertheless largely matches the description offered by Andr{\'e} et
al.~\citeyear{andre2009discovery} of discovery-focused
systems: systems, and a
case study of a recommender system focused on serendipity. Here, the
user is the primary agent with a prepared mind. Accordingly it is the
user that undergoes an ``aha'' moment and takes the creative steps to
realise the result; the computer is mainly used to facilitate this.
The {\sf SerenA}'s primary computational method is to search outside of
the normal search parameters in order to engineer potentially
serendipitous (or at least pseudo-serendipitous) encounters.
%% Another
%% earlier related example of this sort of system is {\sf Max}, created
%% by Figueiredo and Campos \citeyear{Campos2002}. The user emailed {\sf
%% Max} with
a an existing list of interests and {\sf Max} would
find return a
webpage %% web page that
may might also be of
interest to the user. Similar interest. Other systems with
similar
%% support for serendipitous discovery involve searching for analogies
%% \cite{Donoghue2002,Donoghue2012})
and as well as content \cite{Iaquinta2008}.
In
earlier recent joint work \cite{colton-assessingprogress}, we presented a
diagrammatic formalism for evaluating progress in computational
creativity. It is useful to ask what serendipity would add to this
formalism, and how the result compares with other attempts to
...
progress with \emph{systems} rather than with \emph{problems}. It
would be a useful generalisation of the formalism -- and not just a
simple relabelling -- for it to be able to tackle problems as well.
However,
it is important to notice that progress with problems does not always mean transforming a
problem that cannot be solved into one that can. Progress may also
apply to growth in the ability to \emph{posit} problems. In keeping
track of progress, it would be useful for system designers to record
(or get their systems to record) what problem a given system solves,
and the degree to which the computer was responsible for coming up
with this problem.
As \cite[p. 69]{pease2013discussion} remark, anomaly detection and
outlier analysis are part of the standard machine learning toolkit --
but recognising \emph{new} patterns and defining \emph{new} problems
is more ambitious. Complex analogies between evolving problems and
solutions form one of the key strategies for teams of human designers
\cite{Analogical-problem-evolution-DCC}. Kazjon Grace
\citeyear{kaz-thesis} presents a computational model of the creation
of new concepts and interpretations, but this work did include the
ability to create new higher order relationships necessary for complex
analogies. New patterns and higher-order analogies were considered in
Hofstadter and Mitchell's {\sf Copycat} and the subsequent {\sf
Metacat}, but these systems operated in a simple and fairly abstract
``microdomain''
\cite{hofstadter1994copycat,DBLP:journals/jetai/Marshall06}.
%% More
%% recently, similar architectures have been used in music
%% \cite{eric-nichols-thesis}.
The relationship between serendipity and novel problems receives
considerable attention
here, in the current work, since we want to
increasingly turn over responsibility for creating and maintaining a
prepared mind to the machine.
diff --git a/ww-intro.tex b/ww-intro.tex
index cb5a0f2..d55a49d 100644
--- a/ww-intro.tex
+++ b/ww-intro.tex
...
in other words, what they find in the presented work. In some
settings this is augmented with {\tt suggestions}. After any {\tt
questions} from the author, the commentators may make {\tt replies}
to offer
clarification.\footnote{We clarification.
%\footnote{We return to discuss further work with Writers Workshops and serendipity in Section \ref{sec:futurework}.}
This is how these steps map into the diagram we introduced in Section \ref{sec:background}:
\input{ww-schematic-tikz}