218,408 research outputs found

    Logic-Based Analogical Reasoning and Learning

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    Analogy-making is at the core of human intelligence and creativity with applications to such diverse tasks as commonsense reasoning, learning, language acquisition, and story telling. This paper contributes to the foundations of artificial general intelligence by developing an abstract algebraic framework for logic-based analogical reasoning and learning in the setting of logic programming. The main idea is to define analogy in terms of modularity and to derive abstract forms of concrete programs from a `known' source domain which can then be instantiated in an `unknown' target domain to obtain analogous programs. To this end, we introduce algebraic operations for syntactic program composition and concatenation and illustrate, by giving numerous examples, that programs have nice decompositions. Moreover, we show how composition gives rise to a qualitative notion of syntactic program similarity. We then argue that reasoning and learning by analogy is the task of solving analogical proportions between logic programs. Interestingly, our work suggests a close relationship between modularity, generalization, and analogy which we believe should be explored further in the future. In a broader sense, this paper is a first step towards an algebraic and mainly syntactic theory of logic-based analogical reasoning and learning in knowledge representation and reasoning systems, with potential applications to fundamental AI-problems like commonsense reasoning and computational learning and creativity

    Assessing Creative Expressiveness In Children's Written Stories Using The Consensual Assessment Technique

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    The study investigated methodological issues relating to the use of the Consensual Assessment Technique (CAT) for measuring creativity in children’s written stories. The CAT is a commonly used measure to estimate creativity of a product, based on social recognition of creativity by independent judges. Across domains, the CAT has shown high inter-rater reliability. The present study utilised the CAT to assess creativity in children’s written stories. The stories were also evaluated for: Imagination, Novelty, Liking (how much the judges liked the story), Detail, Emotion, Vocabulary, Straightforwardness, Logic and Grammar. The sample consisted of 277 nine-year-olds. The results showed that to reach sufficient inter-rater reliability, 5 coders were needed. The results gave evidence of a 2-factor structure among the 10 dimensions, indexing ‘Creative Expressiveness’ and ‘Logic’ constructs related to individual differences in writing. Girls outperformed boys on both constructs. The story length was positively correlated with the constructs, explaining 63% of the variance in Creative Expressiveness, and 42% in Logic. Creative Expressiveness was positively correlated with verbal ability (r = .20) and with teacher rating of writing (r = .28). Similarly, Logic was also correlated with verbal ability (r = .34) and teacher rating of writing (r = .44). The findings inform future research employing the CAT to measure creativity in children’s storytelling

    Peningkatan Kemampuan Hasil Belajar IPA Siswa dengan Metode Discussion Starter Story pada Siswa Kelas V SD 094162 Perdagangan Tahun Ajaran 2018/2019

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    The. This is to find out, whether using the discussion starter story method can increase the creativity of learning science in Class V 094162 Commerce students for the 2018/2019 academic year, and whether using the discussion starter story method can improve students' natural science learning abilities on the subject of logic. This research is Classroom Action Research (PTK) which consists of 3 cycles with 6 meetings while the research instrument used is class action text and class observation. The subjects in this study were 30 students in Class V 094162 Commerce for the 2018/2019 Academic Year, while the object of this study was teaching with the Discussion Starter Story Method. From the results of the study it can be seen an increase in students' creativity and learning abilities in logic material. From the cycle I test, it was obtained from 30 students who reached the level of completeness, only 15 students (50%) and students (50%) did not complete, then increased to 22 students (73, 33%) who completed and 8 students 26.67%) did not complete in cycle II and students who completed increased again in cycle III to 27 students (90%) while the level of student creativity during the learning process. In progress also experienced an increase from the average student creativity of 15 with very less creativity in the second cycle to 21 in the sufficient creativity category and in the third cycle to 3 4 in the good category, because the classical completeness level had reached 90%, this research stopped in the first cycle. III Thus the research conducted in Class V094162 Commerce for the 2018/2019 Academic Year has proven that there is an increase in creativity and students' natural science learning abilities by using the Discussion Starter Story method on logic materia

    An Information System Design for Organizational Creativity Support

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    The aim of this paper is to explore the issue of organizational creativity support and to propose a conceptual framework for the design of an organizational creativity support system. In order to achieve the research goal, the logic of the discourse is as follows. At the start, a critical review of the relevant literature is conducted to identify the issue of computer organizational creativity support. Next, a multi-agent approach is described as a foundation for the design of the organizational creativity support system. Then, a comprehensive framework for the design of information systems to support organizational creativity is proposed. Finally, the idea of organizational creativity support system based on different intelligent agents is discussed. In conclusion, theoretical contributions and practical implications of the study are presented

    Patent data driven innovation logic

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    Innovation research is conventionally conducted with creativity techniques such as TRIZ, Mind Mapping, Brainstorming, etc. (Dewulf, Baillie 1998). Patent research is typically used to research novelty or prior art, and legal studies. This thesis is at the intersection of creativity techniques, and patent data analysis. It describes how to utilise patent data for distilling Innovation Logic and conducting innovation research. Using the patent research tool PatentInspiration (© AULIVE Software NV), the 4 different stages of the Innovation Logic approach have been subjected to text analysis in patent literature. The specific text patterns were identified and documented on several case studies, with one case study across the whole thesis: the toothbrush. The opportunities and limitations of Patent Data Driven Innovation Research have been documented and discussed. This methodology has been demonstrated within a proposed structural approach to problem solving, technology marketing and innovation research. Furthermore, the potential of artificial idea generation and artificial creativity was examined and debated for the purpose of computer aided creativity. This thesis examines and confirms three claims: CLAIM 1: PROPERTIES AND FUNCTIONS CAN BE ADJECTIVES AND VERBS IN PATENT LITERATURE CLAIM 2: PATENT DATA ANALYSIS AUGMENTS THE FULL INNOVATION LOGIC PROCESS CLAIM 3: ARTIFICIAL INNOVATION METHODS CAN BE FUELED BY PATENT DATA Patent data can be text mined, acting as a global brain consisting of over 100 million invention documents. It is possible to use this existing data to reverse engineer thinking methodologies, allowing scientists and engineers to solve new problems, invent new products or processes, or find new markets for existing technologies. Patent Data Driven Innovation Logic will demonstrate a systematic innovation approach that combines the force of contemporary data mining methods on patent literature, with a structured innovation research methodology.Open Acces

    Value co-creation characteristics and creativity-oriented customer citizenship behavior

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    For the competitive advantage of service organization, it is important to improve the creative performance of human resources in the organization. For example, when employees perform creatively, in other words, if they generate novel and useful ideas, it will contribute to organizational competiveness. Therefore, there has been an increased focus in identifying its antecedents and consequences. Unfortunately, little is known about the creative performance of customers. According to service-centered dominant logic, customer is the value co-creator, it emphasizes co-opting customer involvement in the value creation process as an additional human resource. In addition, customers can be a valuable resource for service improvement efforts for firms. For instance, companies might benefit greatly from customer feedback and complaints regarding their offerings and can enhance their productivity in terms of quality and quantity. In this paper, the type of novel, creative-oriented customer behaviors highlighted in the preceding paragraph are referred to as creativity-oriented customer citizenship behaviors (CCBs). In the customer value co-creation context, creative-oriented CCBs refer to extra-role efforts by customers with regards the development of ideas about products, practices, services, and procedures that are novel and potentially useful to a firm. According to the intrinsic motivation perspective, the context in which customers create values, influences their intrinsic motivation, which in turn affects creativity-oriented CCBs. The intrinsic motivation perspective suggests that high intrinsic motivation is affected by information from both task characteristics (i.e., autonomy) and social characteristics (e.g., supplier support). Specifically, complex and challenging task characteristics such as high levels of variety, identity, significance, autonomy, and feedback are expected to increase customer intrinsic motivation. Under these conditions, customers should increase the likelihood of creativity-oriented CCBs. Therefore, customers are expected to be most creative when they experience a high level of intrinsic motivation. In contrast, complex and challenging task and social characteristics can have the opposite effect to customers. For example, in a high level of variety task, increased autonomy can lead to increased workload because they must take on related extra responsibilities and accountability. Increased workload, in turn, is expected to lead to decreased likelihood of creativity-oriented CCBs. Therefore, this study attempts to explore the impact of task characteristics and social characteristics on creativity-oriented CCBs. Furthermore, a substantial body of research has examined the possibility that creativity is affected by personal characteristics. As such, in addition to the relevant task and social characteristics, the moderating influence of several trait variables is also considered. This article makes several contributions. First, this study investigates the trade-off effect of the customer value co-creation related task and social characteristics by examining the underlying opposing mechanism of motivation and work overload. Second, this research provides a deeper understanding of contingency factors that systematically strengthen the relationships under consideration. Third, this study may indicate that companies seek to promote the creativity of their industrial customers and should design the tasks and social characteristics of their industrial customers in a way that maximizes their creativity. But, companies should be aware of the negative impact of specific tasks and social characteristics that may minimize the creativity of industrial customers

    Halfway Words

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    Letters and numerals stand as atoms and opposing symbols of basic dichotomy: literature versus science, intuition versus logic, creativity versus automation. Since the gematria of Biblical times, mankind has delighted to marry the two elements by forms of letter arithmetic

    Creative Storytelling In Childhood Is Related To Exam Performance At Age 16

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    Creativity is only partly recognised in education. A recent meta-analysis estimated a correlation of r = 0.22 between creativity and educational achievement across many international student samples of all educational levels. In the meta-analysis, creativity was measured with a variety of measures, including divergent thinking and remote association tasks. The differences in the measures influenced the strength of the relationship between creativity and educational achievement. More research is needed to establish reliable measures of creativity, especially in primary school children, whose creativity remains poorly evaluated. The present study measured creativity in written stories in children at age 9 using the Consensual Assessment Technique (CAT). The study employed a longitudinal design, using CAT creativity scores as a predictor of educational achievement at age 16. Each of the stories from 59 children were coded by 6 different judges for 10 dimensions, including creativity. The inter-rater reliabilities between the judges for the 10 dimensions were high (α = .76 - .95). Among the dimensions, a factor analysis revealed two factors: Creative Expressiveness and Logic. The Creative Expressiveness factor explained an additional 7 % of variance in English grades, but not in Maths, beyond intelligence, previous achievement and personality traits associated with creativity. Overall, the study showed that CAT is a robust and reliable measure to detect verbal creativity in childhood. The results also suggest that early creativity predicts later academic achievement, calling for more attention to early creativity assessment and development

    A new and efficient intelligent collaboration scheme for fashion design

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    Technology-mediated collaboration process has been extensively studied for over a decade. Most applications with collaboration concepts reported in the literature focus on enhancing efficiency and effectiveness of the decision-making processes in objective and well-structured workflows. However, relatively few previous studies have investigated the applications of collaboration schemes to problems with subjective and unstructured nature. In this paper, we explore a new intelligent collaboration scheme for fashion design which, by nature, relies heavily on human judgment and creativity. Techniques such as multicriteria decision making, fuzzy logic, and artificial neural network (ANN) models are employed. Industrial data sets are used for the analysis. Our experimental results suggest that the proposed scheme exhibits significant improvement over the traditional method in terms of the time–cost effectiveness, and a company interview with design professionals has confirmed its effectiveness and significance
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