Pygmalion: A COMPUTER PROGRAM TO Model and Stimulate Creative Thought

Pygmalion: A COMPUTER PROGRAM TO Model and Stimulate Creative Thought
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Pygmalion:模拟和激发创造性思维的计算机程序

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发表时间:
1975
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通讯作者:
D. Smith
D. Smith
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作者:
D. Smith

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III前言以下是本文档的地图。第1,2章 - 创造性思想的心理模型,为Pygmalion设计原理构成了基础。第三章 - 其他遵守一些相同原则的项目。第4,5章 - 详细的Pygmalion编程环境。第6章 - Pygmalion程序和数据结构的例证。第7章 - 对未来的结论和建议。本文将平等的强调油提出了一种思想的心理模型,并在计算机环境中使用了模型。对计算机可以协助的Creative Thoug.ht方面感兴趣的读者应阅读第I和2章。对Pygmalion系统如何尝试刺激创意思想的读者应该看第6章(主要是图片)以获得风味,然后阅读第4章和第5章。第3章中描述了其他涉及相同方面的作品。第7章建议了未来探索的领域。详尽的读者将按顺序阅读这些章节。第6章和4-A至4-D是急于读者的最低限度。该报告有三个部分。
iii Preface The following is a map of this document. Chapters 1,2 --A psychological model of creative thought, forming the basis for the PYGMALION design principles. Chapter 3 --Other projects which adhere to some of the same principles. Chapters 4,5 --The PYGMALION programming environment in detail. Chapter 6 --Examples of PYGMALION programs and data structures. Chapter 7 --Conclusions and suggestions for the future. This paper places equal emphasis oil presenting a psychological model of thought and using the model in a computer environment. Readers interested in aspects of creative thoug.ht which can be assisted by a computer should read chapters I and 2. Readers interested in how the PYGMALION system attempts to stimulate creative thought should look at chapter 6 (mostly pictures) to get the flavor, then read chapters 4 and 5. The works of others which deal with the same aspects are described in chapter 3. Chapter 7 suggests areas for future exploration. Thorough readers will read the chapters in order. Chapter 6 and 4-A through 4-D are a minimal set for readers in a hurry. There are three parts to this report.