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@article{wu2013curiosity,
title={{C}uriosity: {F}rom psychology to computation},
author={Wu, Qiong and Miao, Chunyan},
journal={ACM Computing Surveys (CSUR)},
volume={46},
number={2},
pages={18},
year={2013},
publisher={ACM}
}
@inproceedings{grace2014using,
title={{U}sing {C}omputational {C}reativity to {G}uide {D}ata-{I}ntensive {S}cientific {D}iscovery},
author={Grace, Kazjon and Maher, Mary Lou},
booktitle={{W}orkshops at the {T}wenty-{E}ighth {AAAI} {C}onference on {A}rtificial {I}ntelligence},
editor={Yolanda Gil and Haym Hirsh},
year={2014},
note={Discovery Informatics Workshop: Science Challenges for Intelligent Systems.}
}
@article{bishop-erden-special-issue,
title={{C}omputational {C}reativity, {I}ntelligence and {A}utonomy {[}{S}pecial issue{]}},
editor={Bishop, Mark J. and Erden, Yasemin J.},
diff --git a/cc-intro.tex b/cc-intro.tex
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...
Combined with the ability to learn, \textbf{curiosity} could be
described as the urge to make
``outside-the-box''\footnote{\citeA{abbassi2009getting}.}
recommendations specifically for the purposes of learning more about
users, possibly to the detriment of other metrics over the short term.
Measures of \textbf{sagacity} would relate to the system's ability to
draw inferences from user behaviour. For example, the system might do
A/B testing to decide how novel recommendation strategies influence
conversion. Again, currently this would typically be organised by the
system's developers. The \textbf{value} of recommendation strategies
can be measured in terms of traditional business metrics or other
organisational objectives.
A \textbf{dynamic world} which nevertheless exhibits some regularity
is a precondition for useful A/B testing. As mentioned above the
primary \textbf{(multiple) contexts} are the user model and the domain
model. A system matching the description here would have
\textbf{multiple tasks}: making useful recommendations, generating new
experiments to learn about users, and building new models. Such a
system could avail itself of \textbf{multiple influences} related to
experimental design, psychology, and domain understanding.
% As a general comment, we would say that this is largely how
% \emph{research and development} of recommender systems works, but
% without the same levels of system automony envisioned here. %%%
\begin{table}[ht!]
{\centering \renewcommand{\arraystretch}{1.5}
\footnotesize
...
\caption{Summary: applying computational serendipity model to positive case studies\label{caseStudies}}
\end{table}%
\normalsize
%%%
recommendations specifically for the purposes of learning more about
users, possibly to the detriment of other metrics over the short term.
Measures of \textbf{sagacity} would relate to the system's ability to
draw inferences from user behaviour. For example, the system might do
A/B testing to decide how novel recommendation strategies influence
conversion. Again, currently this would typically be organised by the
system's developers. The \textbf{value} of recommendation strategies
can be measured in terms of traditional business metrics or other
organisational objectives.
A \textbf{dynamic world} which nevertheless exhibits some regularity
is a precondition for useful A/B testing. As mentioned above the
primary \textbf{(multiple) contexts} are the user model and the domain
model. A system matching the description here would have
\textbf{multiple tasks}: making useful recommendations, generating new
experiments to learn about users, and building new models. Such a
system could avail itself of \textbf{multiple influences} related to
experimental design, psychology, and domain understanding.
% As a general comment, we would say that this is largely how
% \emph{research and development} of recommender systems works, but
% without the same levels of system automony envisioned here.
diff --git a/etymology.tex b/etymology.tex
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...
never have happened.}''~\cite{bergson2010creative}
\end{quote}
As we have indicated, serendipity would seem to require features of
both; both discovery and invention; that is, the discovery of something
unexpected and the invention of an application for the same.
We must complement \emph{analysis}
with \emph{synthesis} \cite{delanda1993virtual}. The balance between
these two features will differ from case to case.
diff --git a/future-work-intro.tex b/future-work-intro.tex
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...
\subsection{Future Work} \label{sec:futurework} \label{sec:hatching}
In looking for ways to manage and encourage serendipity, we are drawn
to the approach taken by the \emph{design pattern} community
\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
fashion: fashion. These adaptations
to the typical design pattern methodology are proposed to parallel the
four themes outlined above.
\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 patterns, working in combination, to
help find new
problems, emergent problems and patterns, not just capture the
solutions to existing
ones. known problems.
\item[(4)] We want our design patterns to play an overt role in the
dynamical systems they describe.
\end{itemize}
\citeA{meszaros1998pattern} describe the typical scenario for authors of design
diff --git a/future-work.tex b/outtakes/future-work.tex
similarity index 100%
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rename to outtakes/future-work.tex
diff --git a/recommendations.tex b/recommendations.tex
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...
models personal motivations, social interactions and the evolution of
domains.'' Paper 10, d'Inverno and Luck's \citeyear{d2012creativity}
``Creativity Through Autonomy and Interaction'', also contains a
theoretical engagement with these themes,
and presents a formalism for
multi-agent systems that could usefully be adapted to model
serendipitous encounters. Both papers are particularly concerned with
\emph{motivation}, a
theme topic that relates to
our notion of a both the prepared mind and
to
the
topic theme of embedded evaluation.
We believe that our clarifications to the multifaceted concept of
serendipity will help encourage future computer-aided (and
diff --git a/related-work.tex b/related-work.tex
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...
An active research community investigating computational models of serendipity exists in the field of information retrieval, and specifically, in recommender systems \cite{Toms2000}. In this domain, \citeA{Herlocker2004} and \citeA{McNee2006} view serendipity as an important factor for user satisfaction, alongside accuracy and diversity. Serendipity in recommendations variously require the system to deliver an \emph{unexpected} and \emph{useful}, \emph{interesting}, \emph{attractive} or \emph{relevant} item.
% \cite{Herlocker2004} \cite{Lu2012},\cite{Ge2010}.
Definitions differ as to the requirement of \emph{novelty}; \citeA{Adamopoulos2011}, for example, describe systems that suggest items that may already be known, but are still unexpected in the current context. While standardized measures such as the $F_1$-score or the (R)MSE are used to determine the \emph{accuracy} of a recommendation (as very close to what the user is known to prefer), there is no common agreement on a measure for serendipity yet, although there are several proposals \cite{Murakami2008, Adamopoulos2011, McCay-Peet2011,iaquinta2010can}.
In terms of our model, these systems focus mainly on producing a \emph{serendipity trigger} for the
user, user and in support of discovery, but they include aspects of user modeling which could bring other elements into play, as we will discuss in Section \ref{sec:computational-serendipity}.
Recent work has examined related topics of \emph{curiosity}
\cite{wu2013curiosity} and \emph{surprise} \cite{grace2014using} in
computing. This latter work seeks to ``adopt methods from the field
of computational creativity [$\ldots$] to the generation of scientific
hypotheses.'' In contrast to the typical application of recommender
systems, this is an example of an effort focused on computational
invention.
Paul Andr{\'e} et al.~\citeyear{andre2009discovery} have examined
serendipity from a design perspective.
These Like us, these authors
also propose proposed a two-part
model, in which what we have called \emph{discovery} above
exposes model encompassing ``the chance encountering of
information, and the
unexpected, while \emph{invention} is sagacity to derive insight from the
responsibility
another subsystem that finds applications. encounter.''
According to Andr\'e et al., the first phase is the one that has most
frequently been automated -- but they suggest that computational
systems should be developed that support both aspects.
Their specific suggestions They
specifically suggest to 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 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
that it does not
always necessarily fully determine. For example, participants in
a poetry workshop may possess a very limited understanding of each
other's aims or of the work they are critiquing, and may as a
consequence talk past one another to a greater or lesser degree --
...
\emph{asymmetric partial knowledge} can support serendipitious
findings. These examples suggest that a distinction between emergent
knowledge of other actors and knowledge about an underlying domain may
be useful -- although the distinction
would somewhat may be less relevant if
the underlying domain itself has dynamic and emergent features.
\emph{Social coordination} among human users of information systems is
a current research topic. \citeA{rubin2010everyday} point out that
diff --git a/ww-analysis.tex b/ww-analysis.tex
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...
\bigskip
\noindent In our thought experiment, we focus on the case of
hypothetical discussions and exchange of views between computational
poetry systems as our example of a situation where social
circumstances could encourage serendipity. We note that similar ideas
diff --git a/ww-design.tex b/ww-design.tex
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...
\emph{reflections}) are the responsibilities of the presenting author; the other
elements (listening, feedback, and answers) are the responsibilities of the attendant critics.
%
The system as a whole can be further decomposed into generative
components as follows:
\bigskip \begin{figure}
{\centering
\input{ww-generative-tikz}
\par}
\caption{Generative schematic for a Writers Workshop\label{fig:generative-diagram}}
\end{figure}
%
The system as a whole can be further decomposed into generative
components, as in Figure \ref{fig:generative-diagram}.