Computational imagination aims to model human imagination by creating artificial agents with intelligence, emotions, and imagination. Imagination is a process of forming semantically linked mental images influenced by perceptions, emotions, context, and prior knowledge. It can be formally represented using visual and linguistic means. Applications could include helping people learn from experience, assisting motor skill learning, aiding older adults' memory, better predicting behavior, and disaster preparation.
This document discusses new trends in cognitive science related to embodied cognition and the concept of presence. It summarizes key theories of embodied cognition that see cognition as emerging from the interaction between the mind and body in a physical environment. The document also explores how the concept of presence may help address issues with differentiating self from other and internal from external processes. Presence is discussed as a potential way for cognitive robots to separate themselves from the external world.
Dr. Ahmad, Full Text; Origin Ontology of Future Scenario's IdeaDr. Ahmad, Futurist.
Origin Ontology of Future Scenario's Idea, International Conference on Multilateral Cooperation: Emerging Global Scenario, India, 22-24 February 2016. Already cancelled in Scenario 2015 (Improving Scenario Methodology: Theory and Practice), WBS. UK, December 2015, p. 37. http://www2.warwick.ac.uk/fac/soc/wbs/subjects/orms/ormsevents/scenario2015/programme/updated_11.12.pdf http://studylib.net/doc/13510220/scenario-2015-improving-scenario-methodology--theory-and-...
Environmental changes coupled with the impact on globalization leading to increasing complexity in many developing strategies, especially on the foresight and futures studies. These trends pose a fundamental question, what is the chalenges of future’s complexity? It seems before understanding the origin of Future Scenario's idea and laws governing the Future Time, we've gone into the application of Scenarios to build better stories about future.
In this paper we deeply investigated following issues in order to demonstrate the effects of the origin of idea's ontology on Future Scenarios;
1. Idea ontology,
2. The origin of creative thinking,
3. Idea nurturing in organizations,
4. Shaping the future time,
5. Scenario planning,
6. Ideas social network (global brain).
This paper is a fundamental research type that makes theory for an applied science. In fact, we seek to bridge an ontology base with an applied knowledge. According to qualitative approach this study because of its data references to valid resources is valid and due to expert's continuous supervisions is reliable.
Conceptual Model that have been emerged from this investigation, shows how we can improve scenario planning ability and what actually should be done to have good scenarios.
the transcript of speech at IASDR 2009 conference
[slides available at http://www.slideshare.net/urijoe/paper-presentation-at-iasdr-2009-seoul-south-korea]
The document discusses the design of technologically mediated experiences for aging minds. It proposes an alternative to the traditional cognitive modeling approach called "transparency" which involves designing interfaces that fluctuate between visible reflection and invisible immersion for the user. An example called the Mind Cupola is described, which uses biofeedback, visualizations, and environmental adjustments to create an "enactive ecology" that co-constructs meaning between the user and system through feedback loops rather than predetermined outcomes. The document speculates that such transparent mediums could provide learning experiences better suited to aging users and integrate art and technology in inclusive human-computer interaction research.
Those are the slides of my talk at Open Tech School Berlin dealing with some design fundamentals for UI/UX designers.
It contains explanations and examples for some Gestalt principles of perception.
This document discusses the idea that natural minds are information-processing virtual machines that have been produced by evolution. It argues that to truly understand natural minds, we need to describe them with sufficient precision to enable the design of artificial minds. The key challenges are determining what concepts to use in theories of the mind and deciding whether producing artificial minds similar to natural ones will require new computing machinery. The document also discusses how virtual machines in computers can have causal powers and how psychotherapy can be viewed as debugging the "virtual machine" of the mind.
Computational imagination aims to model human imagination by creating artificial agents with intelligence, emotions, and imagination. Imagination is a process of forming semantically linked mental images influenced by perceptions, emotions, context, and prior knowledge. It can be formally represented using visual and linguistic means. Applications could include helping people learn from experience, assisting motor skill learning, aiding older adults' memory, better predicting behavior, and disaster preparation.
This document discusses new trends in cognitive science related to embodied cognition and the concept of presence. It summarizes key theories of embodied cognition that see cognition as emerging from the interaction between the mind and body in a physical environment. The document also explores how the concept of presence may help address issues with differentiating self from other and internal from external processes. Presence is discussed as a potential way for cognitive robots to separate themselves from the external world.
Dr. Ahmad, Full Text; Origin Ontology of Future Scenario's IdeaDr. Ahmad, Futurist.
Origin Ontology of Future Scenario's Idea, International Conference on Multilateral Cooperation: Emerging Global Scenario, India, 22-24 February 2016. Already cancelled in Scenario 2015 (Improving Scenario Methodology: Theory and Practice), WBS. UK, December 2015, p. 37. http://www2.warwick.ac.uk/fac/soc/wbs/subjects/orms/ormsevents/scenario2015/programme/updated_11.12.pdf http://studylib.net/doc/13510220/scenario-2015-improving-scenario-methodology--theory-and-...
Environmental changes coupled with the impact on globalization leading to increasing complexity in many developing strategies, especially on the foresight and futures studies. These trends pose a fundamental question, what is the chalenges of future’s complexity? It seems before understanding the origin of Future Scenario's idea and laws governing the Future Time, we've gone into the application of Scenarios to build better stories about future.
In this paper we deeply investigated following issues in order to demonstrate the effects of the origin of idea's ontology on Future Scenarios;
1. Idea ontology,
2. The origin of creative thinking,
3. Idea nurturing in organizations,
4. Shaping the future time,
5. Scenario planning,
6. Ideas social network (global brain).
This paper is a fundamental research type that makes theory for an applied science. In fact, we seek to bridge an ontology base with an applied knowledge. According to qualitative approach this study because of its data references to valid resources is valid and due to expert's continuous supervisions is reliable.
Conceptual Model that have been emerged from this investigation, shows how we can improve scenario planning ability and what actually should be done to have good scenarios.
the transcript of speech at IASDR 2009 conference
[slides available at http://www.slideshare.net/urijoe/paper-presentation-at-iasdr-2009-seoul-south-korea]
The document discusses the design of technologically mediated experiences for aging minds. It proposes an alternative to the traditional cognitive modeling approach called "transparency" which involves designing interfaces that fluctuate between visible reflection and invisible immersion for the user. An example called the Mind Cupola is described, which uses biofeedback, visualizations, and environmental adjustments to create an "enactive ecology" that co-constructs meaning between the user and system through feedback loops rather than predetermined outcomes. The document speculates that such transparent mediums could provide learning experiences better suited to aging users and integrate art and technology in inclusive human-computer interaction research.
Those are the slides of my talk at Open Tech School Berlin dealing with some design fundamentals for UI/UX designers.
It contains explanations and examples for some Gestalt principles of perception.
This document discusses the idea that natural minds are information-processing virtual machines that have been produced by evolution. It argues that to truly understand natural minds, we need to describe them with sufficient precision to enable the design of artificial minds. The key challenges are determining what concepts to use in theories of the mind and deciding whether producing artificial minds similar to natural ones will require new computing machinery. The document also discusses how virtual machines in computers can have causal powers and how psychotherapy can be viewed as debugging the "virtual machine" of the mind.
A presentation from Functional Tricity meetup where I present the philosophy underlying the Scheme programming language
http://www.meetup.com/FunctionalTricity/events/231861585/
The document discusses applying design thinking to help students at Universidad Jorge Tadeo Lozano solve unexpected problems. It outlines understanding the problem by having students represent their design process and identifying key variables affecting learning. It will evaluate the representations and brainstorm solutions. Random thoughts further discuss design thinking's human-centric viewpoint, exploring and experimenting to connect past and present to solve problems for the future. Context-based design understands user relationships in their environment. Design and prototyping builds to think through continuous feedback. Reliability and validity in design thinking explores new ideas intuitively and analyzes what is happening analytically.
This document discusses different theories and frameworks for mental representation. It begins by outlining philosophical, psychological, and computational approaches. Under the psychological approach, it describes dual-coding theory, which proposes verbal and visual representations, and different types of knowledge. The computational approach discusses ACT-R, which combines declarative and procedural representations. It also summarizes Marr's model of visual processing and representation, including the primal sketch, 2.5D sketches, and 3D model. Case studies on patient L.H. and spatial cognition are provided. Overall, the document analyzes how knowledge can be represented mentally in images, words, propositions, and other formats.
Mapping disciplinary mobility for tackling complex problemsRSD7 Symposium
This document summarizes Luis Enrique Marines' presentation on enabling disciplinary mobility for tackling complex problems. It discusses how working groups can be understood as complex systems and how enabling self-organization through a post-disciplinary approach is needed. The presentation outlines a workshop design with three stages - separation from one's discipline, a margin stage of cross-disciplinary reflection, and aggregation into a cross-disciplinary team and workflow. Models of creativity, knowledge production, and personas are referenced to frame disciplinary interactions and enable understanding of different profiles within self-organized groups. Spatial metaphors, mapping techniques and interactive activities and tools are proposed to help participants understand complex problems and strategies from an integrated perspective.
"A Personal Design Philosophy". Paper for the I604 course "Design Theory" with Erik Stolterman. The presentation can be seen at http://www.slideshare.net/Tzek/my-design-philosophy.
Knowledge lost in information, meanings lost in semantics?Sophie Visser
Knowledge and meaning are complex concepts that are impacted by information systems. As knowledge is codified into information and formalized for computer systems, some meanings may be lost. Three key issues are: (1) meanings are restricted by what can be expressed in language and formalized for machines, (2) formalization requirements of semantics limit the scope of represented meanings, and (3) predefined concepts, definitions and ontologies impose standardized meanings rather than supporting individual interpretations. Representing complex domains like cultural landscapes in information systems thus risks oversimplifying the knowledge and reducing the diversity of meanings.
Describe what is Artificial Intelligence. What are its goals and Approaches. Different Types of Artificial Intelligence Explain Machine learning and took one Algorithm "K-means Algorithm" and explained
A brief survey of approaches to using cognitive science artificial intelligence to achieve goals in both the cognitive science and artificial intelligence fields.
Hi, this (very short) deck is mainly meant to help with my Design Studies lessons to undergraduate students at NABA, Media Design and Multimedia Arts School, Milan. These slides are supposed to come with a live commentary for the class, so sorry if you wish to have more explicit context and liaisons. Please see referred sources to this purpose.
This document summarizes several models of the design process that involve analysis and synthesis steps. It begins by presenting a basic two-step model of analysis and synthesis from Koberg and Bagnall. It then expands on this model by adding more steps and levels of detail. Other models discussed oscillate between analysis and synthesis, separate analysis from synthesis, or involve diverging and converging phases. The document explores different conceptualizations of the relationship between analysis and synthesis, such as whether they are discrete sequential steps or overlapping processes. Overall, it examines how the analysis-synthesis dichotomy has been modeled in design processes.
This document outlines the design thinking process which includes understanding the problem, researching benchmarks and insights, identifying opportunities and problems, designing a strategy, prototyping solutions, and implementing the final solution. The process involves studying the problem, researching other solutions, looking for unidentified opportunities, gathering all potential problems, designing objectives to solve problems, testing prototype models, and developing the best solution.
This very short document does not contain any meaningful information to summarize in 3 sentences or less. It only lists the author and year, as well as a website with no additional context.
The document discusses the history and development of artificial intelligence over the past 70 years, from early research into neural networks in the 1940s to modern deep learning techniques. While AI has made tremendous progress, fully human-level AI remains challenging to achieve and raises complex issues around safety, ethics, and its impact on society that require careful consideration and oversight. Overall progress in AI has occurred in steps by incorporating more data and modeling increasingly complex phenomena, but fully general human intelligence remains a long-term goal that will require ongoing research.
The document discusses site planning and analysis of natural factors for site selection. It describes analyzing a site's geology, geomorphology, hydrology, vegetation, wildlife and climate. Key aspects of the natural analysis include examining a site's topography and slopes through tools like contour maps and slope maps. These maps are used to understand drainage, soil composition and erosion potential to determine suitable land uses and site design.
In this theory the form is outcome of various physical, social, psychological and symbolic functions
For example if we want to design concert hall, the form will be the abstract of functional data which is defined by the distance of the seats the place of foyer the relation between all functions and also a symbolic appearance of the building. In this type of design the context of the building is not considered and we can put the designed project in different sites and places with no attention to the contextual matters. In this theory architects must act like a scientist. It means that they have to find some form in a body of pre existing facts. So it can be named as kind of true and false game. The designer will do its job according to client`s needs climatological conditions and community values. The difference is here that architects cannot define general lows for the design solution as like as the scientists do.
This is an introduction workshop to Designing Interactions / Experiences module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
This document provides a research proposal for a design project exploring the cultural identity of Kuala Lumpur Chinatown. The proposal examines the relationship between permanent and temporary structures in Chinatown through various research methods, including literature review, site mapping, diagramming, model making, and case studies. The goal is to design a performing facility that captures Chinatown's culture by studying how temporary stalls contribute to the area's changing morphology. Insights from this research will inform a design that blends permanent and temporary elements to represent Chinatown's identity.
Rules of Thumbs is a creative methodology that combines elements of visual art, complex systems, architecture, and performance. It is a practical, solution-based approach to problem-solving that involves conceptualizing problems, brainstorming solutions, and refining ideas through experimentation. The methodology consists of five phases - defining interests and intentions, collecting information, interpreting connections in the information, creating subjective interpretations, and evolving ideas into a final format. Workshops teach the methodology through hands-on activities, discussions, and case studies.
The document discusses several talks and films related to design. It summarizes key points about design thinking, including that design is a system influenced by purpose and intentions. Activity theory frames human activity via social interaction. Design goes beyond aesthetics to consider functionality from various perspectives. A good design solves problems effectively. Typography and choice of fonts convey tone and meaning. Land artist Andy Goldsworthy creates temporary or permanent art forms using natural elements that transform over time.
Contemporary Theories in Design Research
Master Program of Innovation and Design,Department of Industrial Design,National Taipei University of Technology
A presentation from Functional Tricity meetup where I present the philosophy underlying the Scheme programming language
http://www.meetup.com/FunctionalTricity/events/231861585/
The document discusses applying design thinking to help students at Universidad Jorge Tadeo Lozano solve unexpected problems. It outlines understanding the problem by having students represent their design process and identifying key variables affecting learning. It will evaluate the representations and brainstorm solutions. Random thoughts further discuss design thinking's human-centric viewpoint, exploring and experimenting to connect past and present to solve problems for the future. Context-based design understands user relationships in their environment. Design and prototyping builds to think through continuous feedback. Reliability and validity in design thinking explores new ideas intuitively and analyzes what is happening analytically.
This document discusses different theories and frameworks for mental representation. It begins by outlining philosophical, psychological, and computational approaches. Under the psychological approach, it describes dual-coding theory, which proposes verbal and visual representations, and different types of knowledge. The computational approach discusses ACT-R, which combines declarative and procedural representations. It also summarizes Marr's model of visual processing and representation, including the primal sketch, 2.5D sketches, and 3D model. Case studies on patient L.H. and spatial cognition are provided. Overall, the document analyzes how knowledge can be represented mentally in images, words, propositions, and other formats.
Mapping disciplinary mobility for tackling complex problemsRSD7 Symposium
This document summarizes Luis Enrique Marines' presentation on enabling disciplinary mobility for tackling complex problems. It discusses how working groups can be understood as complex systems and how enabling self-organization through a post-disciplinary approach is needed. The presentation outlines a workshop design with three stages - separation from one's discipline, a margin stage of cross-disciplinary reflection, and aggregation into a cross-disciplinary team and workflow. Models of creativity, knowledge production, and personas are referenced to frame disciplinary interactions and enable understanding of different profiles within self-organized groups. Spatial metaphors, mapping techniques and interactive activities and tools are proposed to help participants understand complex problems and strategies from an integrated perspective.
"A Personal Design Philosophy". Paper for the I604 course "Design Theory" with Erik Stolterman. The presentation can be seen at http://www.slideshare.net/Tzek/my-design-philosophy.
Knowledge lost in information, meanings lost in semantics?Sophie Visser
Knowledge and meaning are complex concepts that are impacted by information systems. As knowledge is codified into information and formalized for computer systems, some meanings may be lost. Three key issues are: (1) meanings are restricted by what can be expressed in language and formalized for machines, (2) formalization requirements of semantics limit the scope of represented meanings, and (3) predefined concepts, definitions and ontologies impose standardized meanings rather than supporting individual interpretations. Representing complex domains like cultural landscapes in information systems thus risks oversimplifying the knowledge and reducing the diversity of meanings.
Describe what is Artificial Intelligence. What are its goals and Approaches. Different Types of Artificial Intelligence Explain Machine learning and took one Algorithm "K-means Algorithm" and explained
A brief survey of approaches to using cognitive science artificial intelligence to achieve goals in both the cognitive science and artificial intelligence fields.
Hi, this (very short) deck is mainly meant to help with my Design Studies lessons to undergraduate students at NABA, Media Design and Multimedia Arts School, Milan. These slides are supposed to come with a live commentary for the class, so sorry if you wish to have more explicit context and liaisons. Please see referred sources to this purpose.
This document summarizes several models of the design process that involve analysis and synthesis steps. It begins by presenting a basic two-step model of analysis and synthesis from Koberg and Bagnall. It then expands on this model by adding more steps and levels of detail. Other models discussed oscillate between analysis and synthesis, separate analysis from synthesis, or involve diverging and converging phases. The document explores different conceptualizations of the relationship between analysis and synthesis, such as whether they are discrete sequential steps or overlapping processes. Overall, it examines how the analysis-synthesis dichotomy has been modeled in design processes.
This document outlines the design thinking process which includes understanding the problem, researching benchmarks and insights, identifying opportunities and problems, designing a strategy, prototyping solutions, and implementing the final solution. The process involves studying the problem, researching other solutions, looking for unidentified opportunities, gathering all potential problems, designing objectives to solve problems, testing prototype models, and developing the best solution.
This very short document does not contain any meaningful information to summarize in 3 sentences or less. It only lists the author and year, as well as a website with no additional context.
The document discusses the history and development of artificial intelligence over the past 70 years, from early research into neural networks in the 1940s to modern deep learning techniques. While AI has made tremendous progress, fully human-level AI remains challenging to achieve and raises complex issues around safety, ethics, and its impact on society that require careful consideration and oversight. Overall progress in AI has occurred in steps by incorporating more data and modeling increasingly complex phenomena, but fully general human intelligence remains a long-term goal that will require ongoing research.
The document discusses site planning and analysis of natural factors for site selection. It describes analyzing a site's geology, geomorphology, hydrology, vegetation, wildlife and climate. Key aspects of the natural analysis include examining a site's topography and slopes through tools like contour maps and slope maps. These maps are used to understand drainage, soil composition and erosion potential to determine suitable land uses and site design.
In this theory the form is outcome of various physical, social, psychological and symbolic functions
For example if we want to design concert hall, the form will be the abstract of functional data which is defined by the distance of the seats the place of foyer the relation between all functions and also a symbolic appearance of the building. In this type of design the context of the building is not considered and we can put the designed project in different sites and places with no attention to the contextual matters. In this theory architects must act like a scientist. It means that they have to find some form in a body of pre existing facts. So it can be named as kind of true and false game. The designer will do its job according to client`s needs climatological conditions and community values. The difference is here that architects cannot define general lows for the design solution as like as the scientists do.
This is an introduction workshop to Designing Interactions / Experiences module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
This document provides a research proposal for a design project exploring the cultural identity of Kuala Lumpur Chinatown. The proposal examines the relationship between permanent and temporary structures in Chinatown through various research methods, including literature review, site mapping, diagramming, model making, and case studies. The goal is to design a performing facility that captures Chinatown's culture by studying how temporary stalls contribute to the area's changing morphology. Insights from this research will inform a design that blends permanent and temporary elements to represent Chinatown's identity.
Rules of Thumbs is a creative methodology that combines elements of visual art, complex systems, architecture, and performance. It is a practical, solution-based approach to problem-solving that involves conceptualizing problems, brainstorming solutions, and refining ideas through experimentation. The methodology consists of five phases - defining interests and intentions, collecting information, interpreting connections in the information, creating subjective interpretations, and evolving ideas into a final format. Workshops teach the methodology through hands-on activities, discussions, and case studies.
The document discusses several talks and films related to design. It summarizes key points about design thinking, including that design is a system influenced by purpose and intentions. Activity theory frames human activity via social interaction. Design goes beyond aesthetics to consider functionality from various perspectives. A good design solves problems effectively. Typography and choice of fonts convey tone and meaning. Land artist Andy Goldsworthy creates temporary or permanent art forms using natural elements that transform over time.
Contemporary Theories in Design Research
Master Program of Innovation and Design,Department of Industrial Design,National Taipei University of Technology
This document reviews pragmatic approaches to educating and developing creativity. It defines creativity and discusses techniques like lateral thinking, parallel thinking using the six thinking hats method, Cognitive Research Trust (CoRT), and brainstorming. These techniques aim to make creativity a learnable skill by providing practical methods for generating and exploring new ideas. However, the document notes that the validity of these creative learning processes has rarely been empirically tested.
The document outlines the process and goals for Assignment 3 of a design course. It involves generating collaborative ideas and scenarios for improving a local bodega. The process involves brainstorming, developing an affinity map and mental map to organize ideas, building a draft scenario, gathering feedback on the scenario from community stakeholders, and revising the scenario based on that feedback. Tools mentioned include brainstorming, affinity mapping, concept mapping, scenario building with posters and cards, and directed interviews. The outcomes are a final scenario poster and presentation outlining the methods used.
The document outlines the process and goals for Assignment 3 of a design course. It involves generating collaborative ideas and scenarios for improving a local bodega. The process involves brainstorming, developing an affinity map and mental map to organize ideas, building a draft scenario, gathering feedback on the scenario from community members, and revising the scenario based on that feedback. Tools mentioned include brainstorming, affinity mapping, concept mapping, scenario building with posters and cards, and directed interviews. The outcomes are a final scenario poster and presentation explaining the methods used.
This article discusses creativity in the context of designing artifacts like architecture. It proposes that understanding design creativity requires understanding the array of symbol systems that designers use, ranging from vague sketches to precise technical drawings. Vague symbols support associative thinking to broaden problem-solving, while precise symbols support logical thinking to deepen problem-solving. This leads to a dual-mechanism model of design problem-solving using both associative and logical thinking. There is also evidence that the right prefrontal cortex supports vague, ambiguous thinking for broadening ideas, while the left prefrontal cortex supports precise thinking for deepening ideas. Successful design requires balancing these two types of thinking.
This document discusses several topics relating to spirituality, nature, health, and global issues. It references projects from the 1980s on harmonizing environmental expertise and global change. It also discusses model thinking, systems research, and paradigm mapping in exploring complex issues and communicating across boundaries. Several competencies for education toward sustainability are outlined, including creating knowledge with openness, reflection on principles, and motivation.
A Theoretical Base For Interior Design A Review Of Four Approaches From Rela...Kelly Lipiec
This paper reviews four theoretical approaches - Gestalt, semiotic, phenomenological, and rational - that can be applied to interior design despite being developed in related fields. It summarizes each approach and provides an example of its application to interior spaces or design concepts. The goal is to identify areas where these theories could help develop an interior design theory by providing organizational tools and guiding principles for concepts and forms.
A socio-cultural perspective of creativity for the design of educational envi...eLearning Papers
Authors: Françoise Decortis,Laura Lentini.
Creativity has long been a topic of interest and a subject of study for psychologists, who analyse it from several perspectives. From the cognitive perspective, researchers attempt to identity the specific processes and structures which contribute to creative acts, whilst from the socio-cultural perspective they try to demonstrate that artistic innovations emerge from joint thinking and exchanges among people. According to the latter, creativity indeed does not happen only inside our heads: the interaction between people's thoughts and a socio-cultural context is fundamental.
TS1-3: Yang Yu from Japan Advanced Institute of Science and Technology & Dali...Jawad Haqbeen
The document summarizes a study on how words of different semantic types can inspire creative thinking in visual design. It describes an experiment involving 409 participants who were asked to provide ideas inspired by representative and abstract semantic words. Results showed that most participants found inspiration from the words and that representative and abstract words were both useful for inspiring structure, function, aesthetics and creativity in design ideas. The study found significant differences in how words of different semantic attributes inspired creativity. It concludes that semantic words can effectively spark creative thinking in visual design.
The document discusses practice-based research, which aims to advance knowledge through both practice and theory. Practice-based research results in an artifact, like a game, that embodies knowledge which can only fully be understood by examining the artifact. The document then discusses various methodological approaches that can inform practice-based research, including Aristotelian concepts of episteme, techne, and phronesis. It also discusses interpretive inquiry, hermeneutics, and iterative design processes.
This slide explains various definitions of cognitive science, the scope of cognitive science in various disciplines, and the evolution of cognitive science from the beginning.
An Investigation of the State of Creativity and Critical Thinking in Engineer...Erin Taylor
This study investigated the state of creativity and critical thinking in engineering undergraduates. The researchers administered tests of creativity (Test for Creative Thinking-Drawing Production) and critical thinking (Watson-Glaser Critical Thinking Appraisal) to freshman and senior engineering students. The results showed that freshman students scored significantly higher in creativity than senior students, suggesting a decline in creativity over the course of the engineering program. However, senior students did not score significantly higher in critical thinking than freshman students. When compared to normative data, senior engineering students underperformed in critical thinking compared to other senior college students. These findings indicate that engineering programs may be reducing both the creativity and critical thinking of students.
The document discusses concepts in architecture. It provides definitions of concept, context, and structure. It discusses how architects create concepts to organize design elements. Nature is an important inspiration for concepts, as shown through quotes by Einstein, Buckminster Fuller, and Mikko Heikkinen. Examples of Frank Lloyd Wright and Kisho Kurokawa are given that demonstrate how their works were inspired by nature and incorporated natural principles.
Similar to Stufano, Borri and Rabino - input2012 (20)
The document discusses the relationship between spatial representations, urban planning, and digitization. It covers topics like urban models and their role in planning, the impact of new digital data and public participation, and how representations are shifting to incorporate virtual environments. Idealized urban models are giving way to more accurate digital representations incorporating data from sensors, satellites, and ubiquitous digital networks. This allows new forms of public participation in planning processes and more accurate analysis of social and physical urban environments.
The document discusses participatory sensing and smart cities. It describes participatory sensing as an approach where individuals use mobile devices to collect and interpret data about their world. This helps people understand reality through data and change habits. The document advocates for creating communities before building projects. It presents DreamHamar as a network design process that engaged the public. It promotes participatory mapping, open networks, and community participation and sharing to build social cohesion in smart cities.
Giuseppe Roccasalva and Antonio Spinelli on "Responsive parametric Infrastructure. From self consciousness to civi(l)c awareness: Turin renewal working in progress"
Giorgio Limonta on "Representation and analysis of retail phenomena to support
urban planning policies.Some applications of the Kernel Density Estimation method in the Milan area."
Piergiuseppe Pontrandolfi and Antonella Cartolano on "Promoting local development through a new representation and interpretation of the context: the Val d’Agri case"
Francesca Bodano, Luisa Ingaramo and Stefania Sabatino on "The Urban Areas Competitiveness Report (RCAU): an information system to support the JESSICA revolving funds in Italy"
1) The document analyzes mobility patterns and preferences among different demographic segments in European cities. It identifies segments that are most receptive to various smart mobility policies.
2) It finds that female 15-24, female 25-39, and male 25-39 segments are most open to single ticketing, easy transfers between modes, and online ticket purchasing. Male 25-39 and male 55+ prefer new road charging schemes.
3) It maps these receptive segments across neighborhoods in Cagliari, Italy and recommends targeted mobility policies for different areas based on their demographic characteristics and densities.
This document proposes a quantitative approach to computing the image of a city. It begins by discussing how the image of a city is traditionally obtained through qualitative interviews. It then introduces concepts like legibility and imageability that contribute to a city's mental image. The core of the proposal is a multi-step process: 1) organizing city artifacts into layers, 2) ranking artifacts by size, 3) partitioning artifacts into "head" and "tail" groups using the mean size as the threshold, and 4) iteratively applying this partitioning until the distribution of large artifacts is no longer heavy-tailed. This process aims to capture the underlying "scaling pattern" common to cities where there are far more small artifacts than large ones. The
Maltinti, Melis and Annunziata - input2012INPUT 2012
This document presents a new methodology for assessing the vulnerability of road networks using GIS applications. It describes calculating a vulnerability index based on road design characteristics and identifying critical links. The methodology was applied to a road network in Ogliastra, Italy. Maps showed the most vulnerable central links that are on multiple shortest paths and critical for rescue services. Considering population in the exposure index showed more vulnerable municipalities in more populated areas. The methodology effectively evaluates vulnerability in low traffic, low population density areas and can help prioritize road improvements and emergency management.
Sandro Fabbro and Marco Dean on "Regional development strategies: the role of infrastructures and transport. The case of the Friuli Venezia Giulia region in the wider Northeastern Italian macroregion"
Pier Luigi Paolillo, Alberto Benedetti, Giorgio Graj, Luca Terlizzi and Roberto Bisceglie on "The decisions support scenarios in the first phases of the strategic environmental evaluation: the Barzio territory government plan experience"
This document discusses participation and consultation in strategic environmental assessments (SEAs) for land use plans. It analyzes the SEA process for city masterplans in several municipalities in Sardinia, Italy. Key points include:
- The SEA Directive and other agreements emphasize the importance of public participation early in the planning process. However, implementation of participation is inconsistent.
- Guidelines for Sardinian municipalities integrated the SEA process into land use planning, but public participation was limited to identification rather than involvement.
- Case studies showed participation mainly involved authorities, with limited public engagement until late in the planning process, contrary to best practices.
- Early and meaningful public participation is important for integrated decision-making
This document discusses the strategic environmental assessment (SEA) conducted for the urban plan of the municipality of Genoa, Italy. It describes the SEA process, which included building environmental knowledge, assessing the plan's impacts, and developing tools like district cards and municipal cards. The goal of the SEA was to integrate environmental considerations into the urban plan to promote sustainability. It analyzed the plan's proposals for transport, urban transformations, and green spaces using geographical information systems. The assessment evaluated impacts on environmental factors and contexts to identify opportunities and critical issues.
This document presents a methodology for developing an expert system to assess the environmental sensitivity of energy systems and create sensitivity maps for the Emilia-Romagna region of Italy. The methodology involves identifying types of energy plants, sensitivity themes, interference rules between themes and plants, an interference matrix of themes and plant compatibility, researching and organizing sensitivity theme data, and creating overlay maps to identify environmentally sensitive and preferential areas for siting energy plants. The system is intended to support environmental impact assessments and strategic planning.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Northern Engraving | Modern Metal Trim, Nameplates and Appliance PanelsNorthern Engraving
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Session 1 - Intro to Robotic Process Automation.pdfUiPathCommunity
👉 Check out our full 'Africa Series - Automation Student Developers (EN)' page to register for the full program:
https://bit.ly/Automation_Student_Kickstart
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Must Know Postgres Extension for DBA and Developer during MigrationMydbops
Mydbops Opensource Database Meetup 16
Topic: Must-Know PostgreSQL Extensions for Developers and DBAs During Migration
Speaker: Deepak Mahto, Founder of DataCloudGaze Consulting
Date & Time: 8th June | 10 AM - 1 PM IST
Venue: Bangalore International Centre, Bangalore
Abstract: Discover how PostgreSQL extensions can be your secret weapon! This talk explores how key extensions enhance database capabilities and streamline the migration process for users moving from other relational databases like Oracle.
Key Takeaways:
* Learn about crucial extensions like oracle_fdw, pgtt, and pg_audit that ease migration complexities.
* Gain valuable strategies for implementing these extensions in PostgreSQL to achieve license freedom.
* Discover how these key extensions can empower both developers and DBAs during the migration process.
* Don't miss this chance to gain practical knowledge from an industry expert and stay updated on the latest open-source database trends.
Mydbops Managed Services specializes in taking the pain out of database management while optimizing performance. Since 2015, we have been providing top-notch support and assistance for the top three open-source databases: MySQL, MongoDB, and PostgreSQL.
Our team offers a wide range of services, including assistance, support, consulting, 24/7 operations, and expertise in all relevant technologies. We help organizations improve their database's performance, scalability, efficiency, and availability.
Contact us: info@mydbops.com
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1. Input 2012
Cagliari, May 10-12 2012
Creativity and Planning Process in Architecture:
a Cognitive Approach
Rossella Stufano, Dino Borri, Giovanni Rabino
Dipartimento di Ingegneria Civile, Università di Pisa, Italy
Dipartimento di Ingegneria delle Acque e di Chimica, Politecnico di Bari, Italy
Dipartimento di Architettura e Pianificazione, Politecnico di Milano, Italy
2. Summary
- Creativity
- Mental images
- Creativity in Architecture
- The architect’s writings
- Memory
- Ontologies
--Experiments
- Conclusions and further research
- References
3. Creativity
Creativity is considered as an innate ability that reveals itself
through original creations.
Creativity is a particular attitude towards a non-
conventional transformation of reality which is represented
as memory; it all depends on contexts, environments,
teachers, reference points, and choices of life.
4. The human thought is a “complex machine”, develops an
activity made of many parallel processes that may combine
and operate in various ways.
When one wants to create a new idea there is an objective
but this isn’t defined with accuracy: a unique and exact
answer doesn’t exist and a unique and rigidly determined
procedure doesn’t exist either, (Johnson-Laird, 1998).
5. As all mental processes a creative process starts from some
given elements and hasn’t a precise purpose, but only some
pre-existent restrictions or some criteria that it has to satisfy;
a creative process gives a result that is new for the person,
and the result may not really be original: a mental process
may be creative even if other people have had the same idea,
(Johnsons-Laird, 1998).
6. Mental images
Mental images are connected with the visual memory one;
man has the ability to create new own mental images and to
recall perceptions at a long time distance, (Arielli, 2003).
This ability to recall a visual image even after many years is
the evidence that a long time memory exists.
Kosslyn (1973) has developed a model of visual memory,
calling “visual buffer” what Baddeley (1990) then called
“visual-spatial scratch pad”.
7. Creativity in Architecture
In literature few authors have tried to construct the notion of
planning on clear and universal basis.
“Studying the planning process we discover that planning is
included in the theoretical environment of problem solving”,
(Simon,1995).
Spatial creativity is a place on which it is more difficult to
establish an objective; an ambit of reference for reading
artistic creation or architecture creation sends back to a game
of resemblances and reminiscences and sends back to draw
memories of the other artists and architects.
8. The architect’s writings
In the planning composition the architects organize the
disposition of the primary geometrical forms according to
cognitive environment in which they have been formed and
according to the political environment from which planning
requests emerge.
Creativity is expressed in a context of a strong intention; it is
the pressing intention that finalize the choices and that same
cognitive process from which the planning action descend.
9. Every master refers to the memories of the places of his
childhood. Their architectonic experiences that remain deeply
rooted go on lodging as memory images and perception
recollections even in the planning processes of the
professionals; their past experience remains a constant
reference horizon.
10. Mental images and memory objects make up that
database in which the expert agent has his
reference. The various places of his memory, which
constitute his database in continuous evolution are a
necessary part of the cognitive structure.
11. Memory
Memories are trips, places of habit, constructive experiences.
The core for a growing creativity are memories, that’s why we
chose to open the architects’ sentences to get out their
mental objects and making hypothesis and working with
them according to a spatial key design.
12. I talk about places: they express well my active participation
to architecture in an active and even in a theoretical way.
Often architecture identifies itself with the object and with
geography. Today I find in domestic and private trips, in
public and scientific trips all the past and all the present and
every outline is worth the most abstract statement,
(Rossi,1981).
13.
14.
15.
16.
17.
18.
19.
20.
21. The role of analogies using memories
The role of analogies is extremely important in the unfolding
of architectural process design.
Similarities are the core of perception and of extrapolation of
the underlying structures of real order.
Finding such structures is the core of intelligence. Making
analogies is the core of intelligence, (Hofstadter, 1995).
The perception of structures, their extrapolation and their
generalizations are fundamental for creativity.
22. The attempt to define the essence of creativity
consists in having a strong intuition for what is
interesting, in using it recursively, applying it to the
meta-level and changing it accordingly, (Hofstadter,
1995).
23. Ontologies
An ontology defines a common vocabulary for researchers
who need to share information in a domain.
The ontology provides a conceptual framework for the
representation of information which is general and sufficient
in detail so as to provide a rich structure support for the
construction of models of the world, (Bateman, 1992).
24. We are interested in designing an ontology that functions as a
special metalanguage for encoding:
(i) pictures,
(ii) the memory of the images,
(iii) the geometric shapes (extrapolated from the
memory image),
(iv) the memory of geometrical forms (a formal
declination in the composition of the elements
during the composition process).
25. Experiments
We observed architects drawing both without and with a
given design objective.
The development of the experiment demonstrates how the
same planning request activates in the expert agent particular
links and not others.
These links start a specific, special and adventurous trip in
memories and in study references. They may be technical,
personal references, more or less revealed, more or less
aware, not randomly generated by a planning question which
is potentially fortuitous and substantially unknown.
35. Conclusions and further research
This paper aims to describe and to draw attention to the vital
importance for creativity in the design process in architecture
of memories.
We see the creative process in architecture as something that
rests on a solid base of memory.
This may seem counterintuitive because often to create
means to create something completely unrelated and
independent from the situations in outline or by prior
knowledge of the agent.
36. The relation between memory and project isn’t deterministic.
From the same element of memory may descend different
declensions of intuition and choice.
The path of planning conception is reiterative as regards the
references memories, as regards the imposed logic and
situational restrictions and it is not linear as regards the feed-
back of the same choices that are made from time to time.
37. The ontology in a configuration of an interactive virtual
desktop is here conceived as a tool that is a constant
'expansion' of personal memory, from time to time to be
interrogated further and expanded.
38. We have indeed shown that the reference to memory is a key
element in the mental mechanism of designing.
For a further research, the objective is therefore to have a
tool that can be placed in front of architect’s own memories.
Memories are accumulated, constantly renewed and
expanded, and we need a tool to not forget to have them,
making them available to each new architectural project to be
developed according to architect’s own creativity.
39. References
Schon, D.A. (1983), The Reflexive Practitioner, New York, Basic Books (trad.it. a cura di
Angela Barbanente, 1993, Il professionista Riflessivo, Bari, Dedalo).
Jerome Bruner, 1966, Studies in Cognitive Growth, Wiley, New York
Jerry Fodor, 1975, The Language of Thought, Harvard University Press
Aaron D. Baddeley, 1990, Human Memory: Theory and Practice, Lawrence Erlbaum
Associates, London
Herbert A. Simon, 1995, Machine as Mind, in Android Epistemology, MIT Press,
Cambridge
Hatchuel, A; B. Weil, 2002, La théorie C-K : Fondements et usages d'une théorie unifiée
de la conception, Colloque Sciences de la conception, Lyon 15-16 mars
Zenon Pylyshyn, 1973, What the Mind's Eye Tells the Mind's Brain, Psychological
Bulletin 80 (1):1-24, University of California, Berkeley
40. Philip N.Johnson-Laird (1988), The Computer and the mind. An introduction to
Cognitive Science, London, William Collins Sons & Co. Ltd. (trad.it. di Patrizia
Tabossi,1997, La mente e il computer, introduzione alla scienza cognitiva, Bologna,
Società Editrice il Mulino
Edoardo Boncinelli (2008), Come nascono le idee, Bari, Editori Laterza
Emanuele Arielli (2003), Pensiero e Progettazione, Milano, Bruno Mondatori
Peter Zumthor, (1998), Pensare Architettura, Baden/Svizzera, Peter Zumthor e Lars
Muller Publishers ( trad. it. a cura di Maddalena Disch e Francesco Dal Co, 2003,
Pensare Architettura, Milano, Mondatori Electa spa)
Natalya F. Noy and Deborah L. Mcguinness, Ontology Development 101: A Guide to
Creating Your First Ontology, Stanford University, Stanford
John A. Bateman, The Theoretical Status of Ontologies in Natural Language Processing,
Projekt komet and Penman Project GMD/IPSI and USC/ISI,1992
Aldo Rossi, (rist.2009), Autobiografia Scientifica, Milano, ilSaggiatore
41. Douglas Hofstadter (1995), Concetti fluidi ed analogie creative, Milano, Adelphi
John Anderson (1983), Architecture of cognition, Mahwah, New Jersey, Lawrence
Erlbaum Associated
John Anderson (1995), Learning and Memory, New York, John Wiley and Sons