deletions | additions
diff --git a/bibliography/biblio.bib b/bibliography/biblio.bib
index 790f37d..68b825a 100644
--- a/bibliography/biblio.bib
+++ b/bibliography/biblio.bib
...
publisher={Wiley Online Library}
}
@incollection{von2003cybernetics,
title={Cybernetics of cybernetics},
author={Von Foerster, Heinz},
booktitle={Understanding Understanding},
pages={283--286},
year={2003 [1979]},
publisher={Springer}
}
@book{von2003essays,
title={{U}nderstanding {U}nderstanding: {E}ssays on {C}ybernetics and {C}ognition},
author={von Foerster, Heinz},
diff --git a/future-work-conclusion.tex b/future-work-conclusion.tex
index c644a3c..981a5a1 100644
--- a/future-work-conclusion.tex
+++ b/future-work-conclusion.tex
...
This diagram does 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 explicable and useful.
To van Andel's assertion that ``The very moment I can plan or
programme `serendipity' it cannot be called serendipity
anymore'' -- of course, if the context is fully determined in advance,
and if the solution is completely replicable, then some of the
fundamental conditions for serendipity are not met. However, anymore,'' we
would reply that can also describe patterns
(and programs) with
built-in
indeterminacy: indeterminacy.
Here is one of van Andel's patterns of serendipity rewritten as a
design pattern using the template suggested by our model:
\begin{mdframed}
\vspace{-.35cm}
\paragraph{Successful error}
\emph{Van Andel's example} -- Post-it\texttrademark\ Notes\\[.05cm]
\begin{description}
\item[{\tt context}] -- You run a creative organisation with several different divisions and many contributors with different expertise.
Unexpected discoveries are often made.
\item[{\tt problem}] -- One of the members of your organisation
discovers something with interesting properties, but
that no one
knows how to turn
it into a product with industrial or commercial application.
\item[{\tt solution}] -- You create a space for sharing and discussing
interesting ideas on an ongoing basis (perhaps a Writers Workshop).
\item[{\tt rationale}] -- You suspect it's possible that one of the
...
application; you know that if a potential application is found, it
may not be directly marketable, but at least there will be a
prototype that can be concretely discussed.
\item[{\tt resolution}] --
Writing down and promulgating the The \emph{Successful error} pattern
rewritten using this template
gives one is itself an example of such
a
prototype.
\end{description}
\end{mdframed}
diff --git a/future-work-intro.tex b/future-work-intro.tex
index 1b1ec96..3f513df 100644
--- a/future-work-intro.tex
+++ b/future-work-intro.tex
...
\subsection{Future Work} \label{sec:futurework} \label{sec:hatching}
Within the context of the ongoing COINVENT project \cite{coinvent14},
we are interested in using computational theory blending to realise
certain aspects of this model in As a
stand-alone architecture.
%
It will be useful to consider how we can take both the \emph{discovery
step}, which combines a serendipity trigger $T$, and prior
preparation $p$, to produce a classification $T^{\star}$ -- and the
\emph{invention step}, which combines the classified trigger
$T^{\star}$, and preparations $p^{\prime}$, and produces a novel
result $R$ -- to be \emph{blends} in the sense of Joseph Goguen
\citeyear{goguen1999introduction}.
The epistemological framework
of discovery gives some important clues
about how to compute a common base between $T$ and $p$, a key step for
blending, since these common features will typically be preserved in
the blend. Although $T$ was previously uninteresting, it will have
attributes or attribute-types that match the patterns recognised by
$p$ (e.g. van Andel's \citeyear{van1994anatomy} \emph{One surprising
observation}).
%
In managing the
invention step, reasoning, experimentation, social interaction
strategies rely on $p^{\prime}$, which might draw on patterns like van
Andel's \emph{Successful error} in order to pinpoint the seeds processes of
a useful result
within $T^{\star}$. One important guidepost for implementation is
the theory-building orientation that says that outcomes may include
new patterns of behaviour that the system can draw on in subsequent interactions.
What is particularly needed is an approach to encoding patterns and
methods for pattern discovery
in a computationally accessible manner.
Here and invention,
we are drawn to the approach taken by the \emph{design pattern}
community \cite{alexander1999origins}, although we
recognize that we
would be using propose to use design patterns in rather nonstandard way:
\begin{itemize}
\item[(1)] We want to encode our design patterns directly in runnable
programs, not just give them to programmers as heuristic guidance.
\item[(2)] We want the (automated) programmer to generate new design
patterns, not just apply or adapt old ones.
\item[(3)] We want our design patterns to help
describe find new problems,
not just capture the solutions to existing
problems. ones.
\end{itemize}
\citeA{meszaros1998pattern} describe the typical scenario for design
pattern writers: ``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
also remark that 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, they write: 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
at the meta-level of pattern writing, to writing good design patterns, e.g. \emph{Clear target
%% audience}, \emph{Visible forces}, and \emph{Relationship to other
%% patterns}.
A good
design pattern
describes \emph{describes} the resolution of
forces, but
it also resolves certain forces
itself. In terms in the
target domain; in the setting we're interested in, creating a new
design pattern also \emph{effects} a resolution of
forces directly.
This use case maps into our
now-familiar
diagram: diagram of the basic features of serendipity as follows:
\input{pattern-schematic-tikz.tex}
diff --git a/recommendations.tex b/recommendations.tex
index 5084259..a6c5d21 100644
--- a/recommendations.tex
+++ b/recommendations.tex
...
\subsection{Recommendations} \label{sec:recommendations}
Deleuze
writes: wrote: ``True freedom lies in the power to decide, to
constitute problems themselves'' \cite[p. 15]{deleuze1991bergsonism};
and, elsewhere, rephrasing this sentiment in a social way:
\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}
Dewey emphasised a child's training must
deal with objects which ``arise out of their interests and their
own problems'' \cite[p. 73]{dewey-by-mead}. Von von Foerster
\citeyear[p. 286]{von2003cybernetics} advocated a
form of cybernetics \emph{second-order cybernetics} in which ``the observer who enters the system shall be allowed to stipulate his own
purpose''
\cite[p. 286]{von2003essays}. purpose.''
%
Dewey, Whitehead
is similar too.
The Our thought experiment
presented in Section \ref{sec:ww}
illustrated explores these ideas,
and helps to illustrate the relationship between problem creation and
serendipity.
Looking The search for
the connections that make raw data into
``strategic data'' is
a
core pattern part of
problem creation. This is this common ground, and an appropriate
theme for researchers in computational creativity to grapple with.
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.
When We should give
computers
are
required to the tools effectively evaluate their own
results, we are also implicitly
requiring them to evaluate results and their
creative process.
We should give
them the tools to do that effectively.
%
These ideas set a relatively high bar, if only because computational
creativity has often been focused on generative rather than reflective
...
recalling Turing's proposal that computers should ``be able to
converse with each other to sharpen their wits''
\cite{turing-intelligent}. Other fields, including computer Chess,
Go, and argumentation have achieved
such standards, this, and to good effect.
The Writers Workshop described in Section \ref{sec:ww} is an example
of one such social model, but more fundamentally, it is an example of