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Tuesday, December 14, 2021

Sleepwalking

From Wikipedia, the free encyclopedia
 
Sleepwalking
Somnambulism
John Everett Millais, The Somnambulist, 1871
SpecialtyPsychiatry, sleep medicine

Sleepwalking, also known as somnambulism or noctambulism, is a phenomenon of combined sleep and wakefulness. It is classified as a sleep disorder belonging to the parasomnia family. It occurs during slow wave sleep stage, in a state of low consciousness, with performance of activities that are usually performed during a state of full consciousness. These activities can be as benign as talking, sitting up in bed, walking to a bathroom, consuming food, and cleaning, or as hazardous as cooking, driving a motor vehicle, violent gestures and grabbing at hallucinated objects.

Although sleepwalking cases generally consist of simple, repeated behaviors, there are occasionally reports of people performing complex behaviors while asleep, although their legitimacy is often disputed. Sleepwalkers often have little or no memory of the incident, as their consciousness has altered into a state in which memories are difficult to recall. Although their eyes are open, their expression is dim and glazed over. This may last from 30 seconds to 30 minutes.

Sleepwalking occurs during slow-wave sleep (N3) of non-rapid eye movement sleep (NREM sleep) cycles. It typically occurs within the first third of the night when slow-wave sleep is most prominent. Usually, it will occur once in a night, if at all.

Signs and symptoms

Sleepwalking is characterized by:

  • partial arousal during non-rapid eye movement (NREM) sleep, typically during the first third of the night
  • dream content that may or may not be recalled when awake
  • dream-congruent motor behavior that may be simple or complex
  • impaired perception of the environment
  • impaired judgement, planning and problem-solving.

The sleepwalker's eyes are open but may appear as a glassy-eyed stare or blank expression and pupils are dilated. They are often disoriented, consequent to awakening: the sleepwalker may be confused and perplexed, and might not know why or how they got out of bed; however, the disorientation will fade within minutes. They may talk while sleepwalking, but the talk typically does not make sense to the observer. There are varying degrees of amnesia associated with sleepwalking, ranging from no memory at all, vague memories or a narrative.

Associated disorders

In the study "Sleepwalking and Sleep Terrors in Prepubertal Children" it was found that, if a child had another sleep disorder – such as restless leg syndrome (RLS) or sleep-disorder breathing (SDB) – there was a greater chance of sleepwalking. The study found that children with chronic parasomnias may often also present SDB or, to a lesser extent, RLS. Furthermore, the disappearance of the parasomnias after the treatment of the SDB or RLS periodic limb movement syndrome suggests that the latter may trigger the former. The high frequency of SDB in family members of children with parasomnia provided additional evidence that SDB may manifest as parasomnias in children. Children with parasomnias are not systematically monitored during sleep, although past studies have suggested that patients with sleep terrors or sleepwalking have an elevated level of brief EEG arousals. When children receive polysomnographies, discrete patterns (e.g., nasal flow limitation, abnormal respiratory effort, bursts of high or slow EEG frequencies) should be sought; apneas are rarely found in children. Children's respiration during sleep should be monitored with nasal cannula or pressure transducer system or esophageal manometry, which are more sensitive than the thermistors or thermocouples currently used in many laboratories. The clear, prompt improvement of severe parasomnia in children who are treated for SDB, as defined here, provides important evidence that subtle SDB can have substantial health-related significance. Also noteworthy is the report of familial presence of parasomnia. Studies of twin cohorts and families with sleep terror and sleepwalking suggest genetic involvement of parasomnias. RLS and SDB have been shown to have familial recurrence. RLS has been shown to have genetic involvement.

Sleepwalking may also accompany the related phenomenon of night terrors, especially in children. In the midst of a night terror, the affected person may wander in a distressed state while still asleep, and examples of sufferers attempting to run or aggressively defend themselves during these incidents have been reported in medical literature.

In some cases, sleepwalking in adults may be a symptom of a psychological disorder. One study suggests higher levels of dissociation in adult sleepwalkers, since test subjects scored unusually high on the hysteria portion of the "Crown-Crisp Experiential Index". Another suggested that "A higher incidence [of sleepwalking events] has been reported in patients with schizophrenia, hysteria and anxiety neuroses". Also, patients with migraine headaches or Tourette syndrome are 4–6 times more likely to sleepwalk.

Consequences

Most sleepwalkers had injuries at some point during sleepwalking, often minor injuries such as cuts or bruises. In rare occasions, however, sleepwalkers have fractured bones and died as the result of a fall. Sleepwalkers may also face embarrassment of being found naked in public.

Causes

The cause of sleepwalking is unknown. A number of, as yet unproven, hypotheses are suggested for why it might occur, including: delay in the maturity of the central nervous system, increased slow wave sleep, sleep deprivation, fever, and excessive tiredness. There may be a genetic component to sleepwalking. One study found that sleepwalking occurred in 45% of children who have one parent who sleepwalked, and in 60% of children if both parents sleepwalked. Thus, heritable factors may predispose an individual to sleepwalking, but expression of the behavior may also be influenced by environmental factors. Genetic studies using common fruit flies as experimental models reveal a link between night sleep and brain development mediated by evolutionary conserved transcription factors such as AP-2 Sleepwalking may be inherited as an autosomal dominant disorder with reduced penetrance. Genome-wide multipoint parametric linkage analysis for sleepwalking revealed a maximum logarithm of the odds score of 3.14 at chromosome 20q12-q13.12 between 55.6 and 61.4 cM.

Sleepwalking has been hypothesized to be linked to the neurotransmitter serotonin, which also appears to be metabolized differently in migraine patients and people with Tourette syndrome, both populations being four to nine times more likely to experience an episode of sleepwalking. Hormonal fluctuations have been found to contribute to sleepwalking episodes in women, with the likeliness to sleepwalk being higher before the onset of menstruation. It also appears that hormonal changes during pregnancy decrease the likelihood of engaging in sleepwalking 

Medications, primarily in four classes—benzodiazepine receptor agonists and other GABA modulators, antidepressants and other serotonergic agents, antipsychotics, and β-blockers— have been associated with sleepwalking. The best evidence of medications causing sleepwalking is for Zolpidem and sodium oxybate—all other reports are based on associations noted in case reports.

A number of conditions, such as Parkinson's disease, are thought to trigger sleepwalking in people without a previous history of sleepwalking.

Diagnosis

Polysomnography is the only accurate assessment of a sleepwalking episode. Because this is costly and sleepwalking episodes are usually infrequent, other measures commonly used include self-, parent-, or partner-report. Three common diagnostic systems that are generally used for sleepwalking disorders are International Classification of Diseases, the International Classification of Sleep Disorders 3, and the Diagnostic and Statistical Manual.

There are two subcategories of sleepwalking:

  • sleepwalking with sleep-related eating.
  • sleepwalking with sleep-related sexual behavior (sexsomnia).

Sleep eating involves consuming food while asleep. These sleep eating disorders are more often than not induced for stress related reasons. Another major cause of this sleep eating subtype of sleepwalking is sleep medication, such as Ambien for example (Mayo Clinic). There are a few others, but Ambien is a more widely used sleep aid. Because many sleep eaters prepare the food they consume, there are risks involving burns and such with ovens and other appliances. As expected, weight gain is also a common outcome of this disorder, because food that is frequently consumed contains high carbohydrates. As with sleepwalking, there are ways that sleep eating disorders can be maintained. There are some medications that calm the sleeper so they can get longer and better-quality rest, but activities such as yoga can also be introduced to reduce the stress and anxiety causing the action.

Differential diagnoses

Sleepwalking should not be confused with alcohol- or drug-induced blackouts, which can result in amnesia for events similar to sleepwalking. During an alcohol-induced blackout (drug-related amnesia), a person is able to actively engage and respond to their environment (e.g. having conversations or driving a vehicle), however the brain does not create memories for the events. Alcohol-induced blackouts can occur with blood alcohol levels higher than 0.06g/dl. A systematic review of the literature found that approximately 50% of drinkers have experienced memory loss during a drinking episode and have had associated negative consequences similar to sleepwalkers, including injury and death.

Other differential diagnoses include Rapid eye movement sleep behavior disorder, confusional arousals, and night terrors.

Assessment

An assessment of sleepwalking via polysomnography poses the problem that sleepwalking is less likely to occur in the sleep laboratory, and if an episode occurs, it is usually less complex than what the patient experiences at home. Therefore, the diagnosis can often be made by assessment of sleep history, time-course and content of the sleep related behaviors. Sometimes, home videos can provide additional information and should be considered in the diagnostic process.

Some features that should always be assessed include:

  • Age of onset
  • When the episode occurs during the sleep period
  • How often these episodes occur (frequency) and how long they last (duration)
  • Description of the episode, including behavior, emotions, and thoughts during and after the event
  • How responsive the patient is to external stimuli during the episode
  • How conscious or aware the patient is, when awakened from an episode
  • If the episode is remembered afterwards
  • The triggers or precipitating factors
  • Sleep–wake pattern and sleep environment
  • Daytime sleepiness
  • Other sleep disorders that might be present
  • Family history for NREM parasomnias and other sleep disorders
  • Medical, psychiatric, and neurological history
  • Medication and substance use history

The assessment should rule out differential diagnoses.

Treatment

There have been no clinical trials to show that any psychological or pharmacological intervention is effective in preventing sleepwalking episodes. Despite this, a wide range of treatments have been used with sleepwalkers. Psychological interventions have included psychoanalysis, hypnosis, scheduled or anticipatory waking, assertion training, relaxation training, managing aggressive feelings, sleep hygiene, classical conditioning (including electric shock), and play therapy. Pharmacological treatments have included tricyclic antidepressants (imipramine), an anticholinergic (biperiden), antiepileptics (carbamazepine, valproate), an antipsychotic (quetiapine), benzodiazepines (clonazepam, diazepam, flurazepam and triazolam), melatonin, a selective serotonin reuptake inhibitor (paroxetine), a barbiturate (sodium amytal) and herbs.

There is no evidence to show that waking sleepwalkers is harmful or not, though the sleepwalker is likely to be disoriented if awakened as sleepwalking occurs during the deepest stage of sleep.[citation needed]

Unlike other sleep disorders, sleepwalking is not associated with daytime behavioral or emotional problems. This may be because the sleepwalker's sleep is not disturbed—unless they are woken, they are still in a sleep state while sleepwalking.

Maintaining the safety of the sleepwalker and others and seeking treatment for other sleep problems is recommended. Reassurance is recommended if sleepwalking is not causing any problems. However, if it causes distress or there is risk of harm, hypnosis and scheduled waking are recommended as treatments.

Safety planning

For those whose sleepwalking episodes turn to be hazardous, a door alarm may offer a measure of protection. There are various kinds of door alarms that can attach to a bedroom door and when the door is opened, the alarm sounds. The intention is that the sound will fully awaken the person and interrupt the sleepwalking episode, or if the sleepwalker lives with others, the sound will prompt them to check on the person.

Sleepwalkers should aim to have their bedrooms on the ground floor of a home, apartment, dorm, hotel, etc.

Sleepwalkers should not have easily accessible weapons (loaded guns, knives) in the bedroom or any room of the house for that matter. If there are weapons, they should be locked away with keys secluded from the sleepwalker.

For partners of sleepwalkers who are violent or disturb their sleep, sleeping in another room may lead to better sleep quality and quantity.

Epidemiology

The lifetime prevalence of sleepwalking is estimated to be 4.6%–10.3%. A meta-analysis of 51 studies, that included more than 100,000 children and adults, found that sleepwalking is more common in children with an estimated 5%, compared with 1.5% of adults, sleepwalking at least once in the previous 12 months. The rate of sleepwalking has not been found to vary across ages during childhood.

History

Sleepwalking has attracted a sense of mystery, but was not seriously investigated and diagnosed until the 19th century. The German chemist and parapsychologist Baron Karl Ludwig von Reichenbach (1788–1869) made extensive studies of sleepwalkers and used his discoveries to formulate his theory of the Odic force.

Sleepwalking was initially thought to be a dreamer acting out a dream. For example, in one study published by the Society for Science & the Public in 1954, this was the conclusion: "Repression of hostile feelings against the father caused the patients to react by acting out in a dream world with sleepwalking, the distorted fantasies they had about all authoritarian figures, such as fathers, officers and stern superiors." This same group published an article twelve years later with a new conclusion: "Sleepwalking, contrary to most belief, apparently has little to do with dreaming. In fact, it occurs when the sleeper is enjoying his most oblivious, deepest sleep—a stage in which dreams are not usually reported." More recent research has discovered that sleepwalking is actually a disorder of NREM (non-rapid eye movement) arousal. Acting out a dream is the basis for a REM (rapid eye movement) sleep disorder called REM Behavior Disorder (or REM Sleep Behavior Disorder, RSBD). More accurate data about sleep is due to the invention of technologies, such as the electroencephalogram (EEG) by Hans Berger in 1924 and BEAM by Frank Duffy in the early 1980s.

In 1907, Sigmund Freud spoke about sleepwalking to the Vienna Psychoanalytic Society (Nunberg and Federn). He believed that sleepwalking was connected to fulfilling sexual wishes and was surprised that a person could move without interrupting their dream. At that time, Freud suggested that the essence of this phenomenon was the desire to go to sleep in the same area as the individual had slept in childhood. Ten years later, he speculated about somnambulism in the article "A Metapsychological Supplement to the Theory of Dreams" (1916–17 [1915]). In this essay, he clarified and expanded his hypothetical ideas on dreams. He described the dream as a fragile equilibrium that is destabilized by the repressed unconscious impulses of the unconscious system, which does not obey the wishes of the ego. Certain preconscious daytime thoughts can be resistant and these can retain a part of their cathexis as well. Unconscious impulses and day residues can come together and result in a conflict. Freud then wondered about the outcome of this wishful impulse: an unconscious instinctual demand that becomes a dream wish in the preconscious. Freud stated that this unconscious impulse could be expressed as mobility during sleep. This would be what is observed in somnambulism, though what actually makes it possible remains unknown.

As of 2002, sleepwalking has not been detected in non-human primates. It is unclear whether it simply hasn't been observed yet, or whether sleepwalking is a uniquely human phenomenon.

Society and culture

Opera

Amina, the somnabuliste, at the mill.

Vincenzo Bellini's 1831 Italian opera semiseria, La sonnambula, the plot of which is centered on the question of the innocence of the betrothed and soon-to-be married Amina, who, upon having been discovered in the bedchamber of a stranger, and despite the assurances of that stranger that Amina was entirely innocent, has been rejected by her enraged fiancé, Elvino — who, then, decides to marry another. In fact, when stressed, Amina was susceptible to somnambulism; and had come to be in the stranger's bedchamber by sleep-walking along a high parapet (in full view of the opera's audience). Elvino, who later observes the (exhausted by all the fuss) Amina, sleep-walking across a very high, very unstable, and very rickety bridge at the local mill, realizes his mistake, abandons his plans of marriage to the other woman, and re-unites with Amina.

Jenny Lind and James Braid

In August 1847, the famous soprano Jenny Lind visited Manchester, and gave two performances as Amina. The outstanding difference between Lind and her contemporaries was that, "whilst the beauty of her voice was far greater than any other in living memory (thus, the Swedish Nightingale), what really set her apart was her outstanding ability to act"; and, moreover, in performing as Amina, rather than walking along a wide and well-protected walkway (as the others did), she routinely acrobatically balanced her way along narrow planks.

While she was in Manchester—on the basis that, at the time, many characterized "hypnotism" as "artificial somnambulism", and that, from a rather different perspective, her stage performance could also be described as one of "artificial" (rather than spontaneous) somnambulism—her friends arranged for her to visit the local surgeon James Braid, who had discovered hypnotism in 1841:

"Mr. Braid, surgeon, whose discoveries in hypnotism are well known, having invited the fair impersonator of a somnambulist to witness some of the abnormal feats of a real somnambulist, artificially thrown into that state, it was arranged that a private séance should take place [on Friday, 3 September 1847]." Manchester Guardian, 8 September 1847.

Drama

Literature

Sleepwalking as a legal defense

Sleepwalking can sometimes result in injury, assault, or the death of someone else. Because these sleepwalking behaviours occur without volition, sleepwalking can be used as a legal defense.

Alternative explanations, such as malingering and alcohol and drug-induced amnesia, need to be excluded. The differential diagnosis may also include other conditions in which violence related to sleep is a risk, such as REM Sleep Behavior Disorder (RSBD), fugue states, and episodic wandering." In the 1963 case Bratty v Attorney-General for Northern Ireland, Lord Morris stated, "Each set of facts must require a careful examination of its own circumstances, but if by way of taking an illustration it were considered possible for a person to walk in his sleep and to commit a violent crime while genuinely unconscious, then such a person would not be criminally liable for that act."

In the case of the law, an individual can be accused of non-insane automatism or insane automatism. The first is used as a defense for temporary insanity or involuntary conduct, resulting in acquittal. The latter results in a "special verdict of not guilty by reason of insanity." This verdict of insanity can result in a court order to attend a mental institution.

Other examples of legal cases involving sleepwalking in the defense include:

  • 1846, Albert Tirrell used sleepwalking as a defense against charges of murdering Maria Bickford, a prostitute living in a Boston brothel.
  • 1981, Steven Steinberg, of Scottsdale, Arizona was accused of killing his wife and acquitted on the grounds of temporary insanity.
  • 1991, R v Burgess: Burgess was accused of hitting his girlfriend on the head with a wine bottle and then a video tape recorder. Found not guilty, at Bristol Crown Court, by reason of insane automatism.
  • 1992, R. v. Parks: Parks was accused of killing his mother-in-law and attempting to kill his father-in-law. He was acquitted by the Supreme Court of Canada.
  • 1994, Pennsylvania v. Ricksgers: Ricksgers was accused of killing his wife. He was sentenced to life in prison without parole.
  • 1999, Arizona v. Falater: Falater, of Phoenix, Arizona, was accused of killing his wife. The court concluded that the murder was too complex to be committed while sleepwalking. Falater was convicted of first-degree murder and sentenced to life with no possibility of parole.
  • 2001, California v. Reitz: Stephen Reitz killed his lover, Eva Weinfurtner. He told police he had no recollection of the attack but he had "flashbacks" of believing he was in a scuffle with a male intruder. His parents testified in court that he had been a sleepwalker from childhood but the court was not convinced and convicted Reitz of first-degree murder in 2004.
  • 2008, Brian Thomas was accused of killing his wife while he dreamt she was an intruder, whilst on holiday in West Wales. Thomas was found not guilty.

Theory of multiple intelligences

The intelligence modalities

The theory of multiple intelligences proposes the differentiation of human intelligence into specific “modalities of intelligence”, rather than defining intelligence as a single, general ability. The theory has been criticized by mainstream psychology for its lack of empirical evidence, and its dependence on subjective judgement.

Separation criteria

According to the theory, an intelligence 'modality' must fulfill eight criteria:

  1. potential for brain isolation by brain damage
  2. place in evolutionary history
  3. presence of core operations
  4. susceptibility to encoding (symbolic expression)
  5. a distinct developmental progression
  6. the existence of savants, prodigies and other exceptional people
  7. support from experimental psychology
  8. support from psychometric findings

The intelligence modalities

In Frames of Mind: The Theory of Multiple Intelligences (1983) and its sequels, Howard Gardner proposed eight abilities that manifest multiple intelligences.

Musical-rhythmic and harmonic

This area of intelligence with sensitivity to the sounds, rhythms, and tones of music. People with musical intelligence normally have good pitch or might possess absolute pitch, and are able to sing, play musical instruments, and compose music. They have sensitivity to rhythm, pitch, meter, tone, melody or timbre.

Visual-spatial

This area deals with spatial judgment and the ability to visualize with the mind's eye. Spatial ability is one of the three factors beneath g in the hierarchical model of intelligence.

Linguistic-verbal

People with high verbal-linguistic intelligence display a facility with words and languages. They are typically good at reading, writing, telling stories and memorizing words along with dates. Verbal ability is one of the most g-loaded abilities. This type of intelligence is measured with the Verbal IQ in WAIS-IV.

Logical-mathematical

This area has to do with logic, abstractions, reasoning, numbers and critical thinking. This also has to do with having the capacity to understand the underlying principles of some kind of causal system. Logical reasoning is closely linked to fluid intelligence and to general intelligence (g factor).

Bodily-kinesthetic

The core elements of the bodily-kinesthetic intelligence are control of one's bodily motions and the capacity to handle objects skillfully. Gardner elaborates to say that this also includes a sense of timing, a clear sense of the goal of a physical action, along with the ability to train responses.

People who have high bodily-kinesthetic intelligence should be generally good at physical activities such as sports, dance and making things.

Gardner believes that careers that suit those with high bodily-kinesthetic intelligence include: athletes, dancers, musicians, actors, builders, police officers, and soldiers. Although these careers can be duplicated through virtual simulation, they will not produce the actual physical learning that is needed in this intelligence.

Interpersonal

In theory, individuals who have high interpersonal intelligence are characterized by their sensitivity to others' moods, feelings, temperaments, motivations, and their ability to cooperate to work as part of a group. According to Gardner in How Are Kids Smart: Multiple Intelligences in the Classroom, "Inter- and Intra- personal intelligence is often misunderstood with being extroverted or liking other people..." Those with high interpersonal intelligence communicate effectively and empathize easily with others, and may be either leaders or followers. They often enjoy discussion and debate." Gardner has equated this with emotional intelligence of Goleman.

Gardner believes that careers that suit those with high interpersonal intelligence include sales persons, politicians, managers, teachers, lecturers, counselors and social workers.

Intrapersonal

This area has to do with introspective and self-reflective capacities. This refers to having a deep understanding of the self; what one's strengths or weaknesses are, what makes one unique, being able to predict one's own reactions or emotions.

Naturalistic

Not part of Gardner's original seven, naturalistic intelligence was proposed by him in 1995. "If I were to rewrite Frames of Mind today, I would probably add an eighth intelligence – the intelligence of the naturalist. It seems to me that the individual who is readily able to recognize flora and fauna, to make other consequential distinctions in the natural world, and to use this ability productively (in hunting, in farming, in biological science) is exercising an important intelligence and one that is not adequately encompassed in the current list." This area has to do with nurturing and relating information to one's natural surroundings. Examples include classifying natural forms such as animal and plant species and rocks and mountain types. This ability was clearly of value in our evolutionary past as hunters, gatherers, and farmers; it continues to be central in such roles as botanist or chef.

This sort of ecological receptiveness is deeply rooted in a "sensitive, ethical, and holistic understanding" of the world and its complexities – including the role of humanity within the greater ecosphere.

Existential

Gardner did not want to commit to a spiritual intelligence, but suggested that an "existential" intelligence may be a useful construct, also proposed after the original eight in his 1999 book. The hypothesis of an existential intelligence has been further explored by educational researchers.

Additional intelligences

In January 2016, Gardner mentioned in an interview with BigThink that he is considering adding the teaching-pedagogical intelligence "which allows us to be able to teach successfully to other people". In the same interview, he explicitly refused some other suggested intelligences like humour, cooking and sexual intelligence.[17] Professor Nan B. Adams argues that based on Gardner's definition of multiple intelligences, digital intelligence – a meta-intelligence composed of many other identified intelligences and stemmed from human interactions with digital computers – now exists.

Physical intelligence

Physical intelligence, also known as bodily-kinesthetic intelligence, is any intelligence derived through physical and practiced learning such as sports, dance, or craftsmanship. It may refer to the ability to use one's hands to create, to express oneself with one's body, a reliance on tactile mechanisms and movement, and accuracy in controlling body movement. An individual with high physical intelligence is someone who is adept at using their physical body to solve problems and express ideas and emotions. The ability to control the physical body and the mind-body connection is part of a much broader range of human potential as set out in Howard Gardner’s Theory of multiple intelligences.

Characteristics

American baseball player, Babe Ruth

Exhibiting well developed bodily kinesthetic intelligence will be reflected in a person's movements and how they use their physical body. Often people with high physical intelligence will have excellent hand-eye coordination and be very agile; they are precise and accurate in movement and can express themselves using their body. Gardner referred to the idea of natural skill and innate physical intelligence within his discussion of the autobiographical story of Babe Ruth – a legendary baseball player who, at 15, felt that he has been ‘born’ on the pitcher's mound. Individuals with a high body-kinesthetic, or physical intelligence, are likely to be successful in physical careers, including athletes, dancers, musicians, police officers, and soldiers.

Theory

A professor of education at Harvard University, developmental psychologist Howard Gardner, outlined nine types of intelligence, including spatial intelligence and linguistic intelligence among others. His seminal work, Frame of Mind, was published in 1983 and was influenced by the works of Alfred Binet and the German psychologist William Stern, who originally coined the term 'Intelligence quotient' (IQ). Within his paradigm of intelligence, Gardner defines it as being "the ability to learn" or "to solve problems," referring to intelligence as a "bio-psychological potential to process information".

Gardner suggested that each individual may possess all of the various forms of intelligence to some extent, but that there is always a dominant, or primary, form. Gardner granted each of the different forms of intelligence equal importance, and he proposed that they have the potential to be nurtured and so strengthened, or ignored and weakened. There have been various critiques of Gardner's work, however, predominantly due to the lack of empirical evidence used to support his thinking. Furthermore, some have suggested that the 'intelligences' refer to talents, personality, or ability rather than a distinct form of intelligence.

Impact on education

Within his Theory of Multiple Intelligences, Gardner stated that our "educational system is heavily biased towards linguistic modes of intersection and assessment and, to a somewhat lesser degree, toward logical quantities modes as well". His work went on to shape educational pedagogy and influence relevant policy and legislation across the world; with particular reference to how teachers must assess students’ progress to establish the most effective teaching methods for the individual learner. Gardner's research into the field of learning regarding bodily kinesthetic intelligence has resulted in the use of activities that require physical movement and exertion, with students exhibiting a high level of physical intelligence reporting to benefit from 'learning through movement' in the classroom environment.

Although the distinction between intelligences has been set out in great detail, Gardner opposes the idea of labelling learners to a specific intelligence. Gardner maintains that his theory should "empower learners", not restrict them to one modality of learning. According to Gardner, an intelligence is "a biopsychological potential to process information that can be activated in a cultural setting to solve problems or create products that are of value in a culture." According to a 2006 study, each of the domains proposed by Gardner involves a blend of the general g factor, cognitive abilities other than g, and, in some cases, non-cognitive abilities or personality characteristics.

Critical reception

Gardner argues that there is a wide range of cognitive abilities, but that there are only very weak correlations among them. For example, the theory postulates that a child who learns to multiply easily is not necessarily more intelligent than a child who has more difficulty on this task. The child who takes more time to master multiplication may best learn to multiply through a different approach, may excel in a field outside mathematics, or may be looking at and understanding the multiplication process at a fundamentally deeper level.

Intelligence tests and psychometrics have generally found high correlations between different aspects of intelligence, rather than the low correlations which Gardner's theory predicts, supporting the prevailing theory of general intelligence rather than multiple intelligences (MI). The theory has been criticized by mainstream psychology for its lack of empirical evidence, and its dependence on subjective judgement.

Definition of intelligence

One major criticism of the theory is that it is ad hoc: that Gardner is not expanding the definition of the word "intelligence", but rather denies the existence of intelligence as traditionally understood, and instead uses the word "intelligence" where other people have traditionally used words like "ability" and "aptitude". This practice has been criticized by Robert J. Sternberg, Eysenck, and Scarr. White (2006) points out that Gardner's selection and application of criteria for his "intelligences" is subjective and arbitrary, and that a different researcher would likely have come up with different criteria.

Defenders of MI theory argue that the traditional definition of intelligence is too narrow, and thus a broader definition more accurately reflects the differing ways in which humans think and learn.

Some criticisms arise from the fact that Gardner has not provided a test of his multiple intelligences. He originally defined it as the ability to solve problems that have value in at least one culture, or as something that a student is interested in. He then added a disclaimer that he has no fixed definition, and his classification is more of an artistic judgment than fact:

Ultimately, it would certainly be desirable to have an algorithm for the selection of intelligence, such that any trained researcher could determine whether a candidate's intelligence met the appropriate criteria. At present, however, it must be admitted that the selection (or rejection) of a candidate's intelligence is reminiscent more of an artistic judgment than of a scientific assessment.

Generally, linguistic and logical-mathematical abilities are called intelligence, but artistic, musical, athletic, etc. abilities are not. Gardner argues this causes the former to be needlessly aggrandized. Certain critics are wary of this widening of the definition, saying that it ignores "the connotation of intelligence ... [which] has always connoted the kind of thinking skills that makes one successful in school."

Gardner writes "I balk at the unwarranted assumption that certain human abilities can be arbitrarily singled out as intelligence while others cannot." Critics hold that given this statement, any interest or ability can be redefined as "intelligence". Thus, studying intelligence becomes difficult, because it diffuses into the broader concept of ability or talent. Gardner's edition of the naturalistic intelligence and conceptions of the existential and moral intelligence are seen as the fruits of this diffusion. Defenders of the MI theory would argue that this is simply a recognition of the broad scope of inherent mental abilities and that such an exhaustive scope by nature defies a one-dimensional classification such as an IQ value.

The theory and definitions have been critiqued by Perry D. Klein as being so unclear as to be tautologous and thus unfalsifiable. Having a high musical ability means being good at music while at the same time being good at music is explained by having high musical ability.

Henri Wallon argues that "We can not distinguish intelligence from its operations". Yves Richez distinguishes 10 Natural Operating Modes (Modes Opératoires Naturels – MoON). Richez's studies are premised on a gap between Chinese thought and Western thought. In China, the notion of "being" (self) and the notion of "intelligence" don't exist. These are claimed to be Graeco-Roman inventions derived from Plato. Instead of intelligence, Chinese refers to "operating modes", which is why Yves Richez does not speak of "intelligence" but of "natural operating modes" (MoON).

Neo-Piagetian criticism

Andreas Demetriou suggests that theories which overemphasize the autonomy of the domains are as simplistic as the theories that overemphasize the role of general intelligence and ignore the domains. He agrees with Gardner that there are indeed domains of intelligence that are relevantly autonomous of each other. Some of the domains, such as verbal, spatial, mathematical, and social intelligence are identified by most lines of research in psychology. In Demetriou's theory, one of the neo-Piagetian theories of cognitive development, Gardner is criticized for underestimating the effects exerted on the various domains of intelligences by the various subprocesses that define overall processing efficiency, such as speed of processing, executive functions, working memory, and meta-cognitive processes underlying self-awareness and self-regulation. All of these processes are integral components of general intelligence that regulate the functioning and development of different domains of intelligence.

The domains are to a large extent expressions of the condition of the general processes, and may vary because of their constitutional differences but also differences in individual preferences and inclinations. Their functioning both channels and influences the operation of the general processes. Thus, one cannot satisfactorily specify the intelligence of an individual or design effective intervention programs unless both the general processes and the domains of interest are evaluated.

Human adaptation to multiple environments

The premise of the multiple intelligences hypothesis, that human intelligence is a collection of specialist abilities, have been criticized for not being able to explain human adaptation to most if not all environments in the world. In this context, humans are contrasted to social insects that indeed have a distributed "intelligence" of specialists, and such insects may spread to climates resembling that of their origin but the same species never adapt to a wide range of climates from tropical to temperate by building different types of nests and learning what is edible and what is poisonous. While some such as the leafcutter ant grow fungi on leaves, they do not cultivate different species in different environments with different farming techniques as human agriculture does. It is therefore argued that human adaptability stems from a general ability to falsify hypotheses and make more generally accurate predictions and adapt behavior thereafter, and not a set of specialized abilities which would only work under specific environmental conditions.

IQ tests

Gardner argues that IQ tests only measure linguistic and logical-mathematical abilities. He argues the importance of assessing in an "intelligence-fair" manner. While traditional paper-and-pen examinations favor linguistic and logical skills, there is a need for intelligence-fair measures that value the distinct modalities of thinking and learning that uniquely define each intelligence.

Psychologist Alan S. Kaufman points out that IQ tests have measured spatial abilities for 70 years. Modern IQ tests are greatly influenced by the Cattell-Horn-Carroll theory which incorporates a general intelligence but also many more narrow abilities. While IQ tests do give an overall IQ score, they now also give scores for many more narrow abilities.

Lack of empirical evidence

According to a 2006 study, many of Gardner's "intelligences" correlate with the g factor, supporting the idea of a single dominant type of intelligence. According to the study, each of the domains proposed by Gardner involved a blend of g, of cognitive abilities other than g, and, in some cases, of non-cognitive abilities or of personality characteristics.

The Johnson O'Connor Research Foundation has tested hundreds of thousands of people to determine their "aptitudes" ("intelligences"), such as manual dexterity, musical ability, spatial visualization, and memory for numbers. There is correlation of these aptitudes with the g factor, but not all are strongly correlated; correlation between the g factor and "inductive speed" ("quickness in seeing relationships among separate facts, ideas, or observations") is only 0.5, considered a moderate correlation.

Linda Gottfredson (2006) has argued that thousands of studies support the importance of intelligence quotient (IQ) in predicting school and job performance, and numerous other life outcomes. In contrast, empirical support for non-g intelligences is either lacking or very poor. She argued that despite this, the ideas of multiple non-g intelligences are very attractive to many due to the suggestion that everyone can be smart in some way.

A critical review of MI theory argues that there is little empirical evidence to support it:

To date, there have been no published studies that offer evidence of the validity of the multiple intelligences. In 1994 Sternberg reported finding no empirical studies. In 2000 Allix reported finding no empirical validating studies, and at that time Gardner and Connell conceded that there was "little hard evidence for MI theory" (2000, p. 292). In 2004 Sternberg and Grigerenko stated that there were no validating studies for multiple intelligences, and in 2004 Gardner asserted that he would be "delighted were such evidence to accrue", and admitted that "MI theory has few enthusiasts among psychometricians or others of a traditional psychological background" because they require "psychometric or experimental evidence that allows one to prove the existence of the several intelligences."

The same review presents evidence to demonstrate that cognitive neuroscience research does not support the theory of multiple intelligences:

... the human brain is unlikely to function via Gardner's multiple intelligences. Taken together the evidence for the intercorrelations of subskills of IQ measures, the evidence for a shared set of genes associated with mathematics, reading, and g, and the evidence for shared and overlapping "what is it?" and "where is it?" neural processing pathways, and shared neural pathways for language, music, motor skills, and emotions suggest that it is unlikely that each of Gardner's intelligences could operate "via a different set of neural mechanisms" (1999, p. 99). Equally important, the evidence for the "what is it?" and "where is it?" processing pathways, for Kahneman's two decision-making systems, and for adapted cognition modules suggests that these cognitive brain specializations have evolved to address very specific problems in our environment. Because Gardner claimed that the intelligences are innate potentialities related to a general content area, MI theory lacks a rationale for the phylogenetic emergence of the intelligences.

The theory of multiple intelligences is sometimes cited as an example of pseudoscience because it lacks empirical evidence or falsifiability, though Gardner has argued otherwise.

Use in education

Gardner defines intelligence as "bio-psychological potential to process information that can be activated in a cultural setting to solve problems or create products that are of value in a culture." According to Gardner, there are more ways to do this than just through logical and linguistic intelligence. Gardner believes that the purpose of schooling "should be to develop intelligence and to help people reach vocational and avocational goals that are appropriate to their particular spectrum of intelligence. People who are helped to do so, [he] believe[s], feel more engaged and competent and therefore more inclined to serve the society in a constructive way."

Gardner contends that IQ tests focus mostly on logical and linguistic intelligence. Upon doing well on these tests, the chances of attending a prestigious college or university increase, which in turn creates contributing members of society. While many students function well in this environment, there are those who do not. Gardner's theory argues that students will be better served by a broader vision of education, wherein teachers use different methodologies, exercises and activities to reach all students, not just those who excel at linguistic and logical intelligence. It challenges educators to find "ways that will work for this student learning this topic".

James Traub's article in The New Republic notes that Gardner's system has not been accepted by most academics in intelligence or teaching. Gardner states that "while Multiple Intelligences theory is consistent with much empirical evidence, it has not been subjected to strong experimental tests ... Within the area of education, the applications of the theory are currently being examined in many projects. Our hunches will have to be revised many times in light of actual classroom experience."

Jerome Bruner agreed with Gardner that the intelligence was "useful fictions," and went on to state that "his approach is so far beyond the data-crunching of mental testers that it deserves to be cheered."

George Miller, a prominent cognitive psychologist, wrote in The New York Times Book Review that Gardner's argument consisted of "hunch and opinion" and Charles Murray and Richard J. Herrnstein in The Bell Curve (1994) called Gardner's theory "uniquely devoid of psychometric or other quantitative evidence."

In spite of its lack of general acceptance in the psychological community, Gardner's theory has been adopted by many schools, where it is often conflated with learning styles, and hundreds of books have been written about its applications in education. Some of the applications of Gardner's theory have been described as "simplistic" and Gardner himself has said he is "uneasy" with the way his theory has been used in schools. Gardner has denied that multiple intelligences are learning styles and agrees that the idea of learning styles is incoherent and lacking in empirical evidence. Gardner summarizes his approach with three recommendations for educators: individualize the teaching style (to suit the most effective method for each student), pluralize the teaching (teach important materials in multiple ways), and avoid the term "styles" as being confusing.

Computational creativity

From Wikipedia, the free encyclopedia
 

Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts.

The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends:

  • To construct a program or computer capable of human-level creativity.
  • To better understand human creativity and to formulate an algorithmic perspective on creative behavior in humans.
  • To design programs that can enhance human creativity without necessarily being creative themselves.

The field of computational creativity concerns itself with theoretical and practical issues in the study of creativity. Theoretical work on the nature and proper definition of creativity is performed in parallel with practical work on the implementation of systems that exhibit creativity, with one strand of work informing the other.

The applied form of computational creativity is known as media synthesis.

Theoretical issues

If eminent creativity is about rule-breaking or the disavowal of convention, how is it possible for an algorithmic system to be creative? In essence, this is a variant of Ada Lovelace's objection to machine intelligence, as recapitulated by modern theorists such as Teresa Amabile. If a machine can do only what it was programmed to do, how can its behavior ever be called creative?

Indeed, not all computer theorists would agree with the premise that computers can only do what they are programmed to do—a key point in favor of computational creativity.

Defining creativity in computational terms

Because no single perspective or definition seems to offer a complete picture of creativity, the AI researchers Newell, Shaw and Simon developed the combination of novelty and usefulness into the cornerstone of a multi-pronged view of creativity, one that uses the following four criteria to categorize a given answer or solution as creative:

  1. The answer is novel and useful (either for the individual or for society)
  2. The answer demands that we reject ideas we had previously accepted
  3. The answer results from intense motivation and persistence
  4. The answer comes from clarifying a problem that was originally vague

Whereas the above reflects a "top-down" approach to computational creativity, an alternative thread has developed among "bottom-up" computational psychologists involved in artificial neural network research. During the late 1980s and early 1990s, for example, such generative neural systems were driven by genetic algorithms. Experiments involving recurrent nets were successful in hybridizing simple musical melodies and predicting listener expectations.

In his book, Superhuman Creators, Al Byrd argues that the primary source of creativity in humans and other animals is affordance awareness – awareness of the action possibilities in an environment. Superhuman creativity can be achieved by increasing the affordance awareness of artificial entities dramatically, and integrating that awareness tightly with the systems capable of capitalizing on the action possibilities.

Artificial neural networks

Before 1989, artificial neural networks have been used to model certain aspects of creativity. Peter Todd (1989) first trained a neural network to reproduce musical melodies from a training set of musical pieces. Then he used a change algorithm to modify the network's input parameters. The network was able to randomly generate new music in a highly uncontrolled manner. In 1992, Todd extended this work, using the so-called distal teacher approach that had been developed by Paul Munro, Paul Werbos, D. Nguyen and Bernard Widrow, Michael I. Jordan and David Rumelhart. In the new approach there are two neural networks, one of which is supplying training patterns to another. In later efforts by Todd, a composer would select a set of melodies that define the melody space, position them on a 2-d plane with a mouse-based graphic interface, and train a connectionist network to produce those melodies, and listen to the new "interpolated" melodies that the network generates corresponding to intermediate points in the 2-d plane.

Key concepts from the literature

Some high-level and philosophical themes recur throughout the field of computational creativity.

Important categories of creativity

Margaret Boden refers to creativity that is novel merely to the agent that produces it as "P-creativity" (or "psychological creativity"), and refers to creativity that is recognized as novel by society at large as "H-creativity" (or "historical creativity"). Stephen Thaler has suggested a new category he calls "V-" or "Visceral creativity" wherein significance is invented through neural mapping to raw sensory inputs to a Creativity Machine architecture, with the "gateway" nets perturbed to produce alternative interpretations, and downstream nets shifting such interpretations to fit the overarching context. An important variety of such V-creativity is consciousness itself, wherein meaning is reflexively invented to activation turnover within the brain. Value driven creativity gives more freedom and autonomy to the AI system.

Exploratory and transformational creativity

Boden also distinguishes between the creativity that arises from an exploration within an established conceptual space, and the creativity that arises from a deliberate transformation or transcendence of this space. She labels the former as exploratory creativity and the latter as transformational creativity, seeing the latter as a form of creativity far more radical, challenging, and rarer than the former. Following the criteria from Newell and Simon elaborated above, we can see that both forms of creativity should produce results that are appreciably novel and useful (criterion 1), but exploratory creativity is more likely to arise from a thorough and persistent search of a well-understood space (criterion 3) -- while transformational creativity should involve the rejection of some of the constraints that define this space (criterion 2) or some of the assumptions that define the problem itself (criterion 4). Boden's insights have guided work in computational creativity at a very general level, providing more an inspirational touchstone for development work than a technical framework of algorithmic substance. However, Boden's insights are more recently also the subject of formalization, most notably in the work by Geraint Wiggins.

Generation and evaluation

The criterion that creative products should be novel and useful means that creative computational systems are typically structured into two phases, generation and evaluation. In the first phase, novel (to the system itself, thus P-Creative) constructs are generated; unoriginal constructs that are already known to the system are filtered at this stage. This body of potentially creative constructs is then evaluated, to determine which are meaningful and useful and which are not. This two-phase structure conforms to the Geneplore model of Finke, Ward and Smith, which is a psychological model of creative generation based on empirical observation of human creativity.

Combinatorial creativity

A great deal, perhaps all, of human creativity can be understood as a novel combination of pre-existing ideas or objects. Common strategies for combinatorial creativity include:

  • Placing a familiar object in an unfamiliar setting (e.g., Marcel Duchamp's Fountain) or an unfamiliar object in a familiar setting (e.g., a fish-out-of-water story such as The Beverly Hillbillies)
  • Blending two superficially different objects or genres (e.g., a sci-fi story set in the Wild West, with robot cowboys, as in Westworld, or the reverse, as in Firefly; Japanese haiku poems, etc.)
  • Comparing a familiar object to a superficially unrelated and semantically distant concept (e.g., "Makeup is the Western burka"; "A zoo is a gallery with living exhibits")
  • Adding a new and unexpected feature to an existing concept (e.g., adding a scalpel to a Swiss Army knife; adding a camera to a mobile phone)
  • Compressing two incongruous scenarios into the same narrative to get a joke (e.g., the Emo Philips joke "Women are always using men to advance their careers. Damned anthropologists!")
  • Using an iconic image from one domain in a domain for an unrelated or incongruous idea or product (e.g., using the Marlboro Man image to sell cars, or to advertise the dangers of smoking-related impotence).

The combinatorial perspective allows us to model creativity as a search process through the space of possible combinations. The combinations can arise from composition or concatenation of different representations, or through a rule-based or stochastic transformation of initial and intermediate representations. Genetic algorithms and neural networks can be used to generate blended or crossover representations that capture a combination of different inputs.

Conceptual blending

Mark Turner and Gilles Fauconnier propose a model called Conceptual Integration Networks that elaborates upon Arthur Koestler's ideas about creativity as well as more recent work by Lakoff and Johnson, by synthesizing ideas from Cognitive Linguistic research into mental spaces and conceptual metaphors. Their basic model defines an integration network as four connected spaces:

  • A first input space (contains one conceptual structure or mental space)
  • A second input space (to be blended with the first input)
  • A generic space of stock conventions and image-schemas that allow the input spaces to be understood from an integrated perspective
  • A blend space in which a selected projection of elements from both input spaces are combined; inferences arising from this combination also reside here, sometimes leading to emergent structures that conflict with the inputs.

Fauconnier and Turner describe a collection of optimality principles that are claimed to guide the construction of a well-formed integration network. In essence, they see blending as a compression mechanism in which two or more input structures are compressed into a single blend structure. This compression operates on the level of conceptual relations. For example, a series of similarity relations between the input spaces can be compressed into a single identity relationship in the blend.

Some computational success has been achieved with the blending model by extending pre-existing computational models of analogical mapping that are compatible by virtue of their emphasis on connected semantic structures. More recently, Francisco Câmara Pereira presented an implementation of blending theory that employs ideas both from GOFAI and genetic algorithms to realize some aspects of blending theory in a practical form; his example domains range from the linguistic to the visual, and the latter most notably includes the creation of mythical monsters by combining 3-D graphical models.

Linguistic creativity

Language provides continuous opportunity for creativity, evident in the generation of novel sentences, phrasings, puns, neologisms, rhymes, allusions, sarcasm, irony, similes, metaphors, analogies, witticisms, and jokes. Native speakers of morphologically rich languages frequently create new word-forms that are easily understood, and some have found their way to the dictionary. The area of natural language generation has been well studied, but these creative aspects of everyday language have yet to be incorporated with any robustness or scale.

Hypothesis of creative patterns

In the seminal work of applied linguist Ronald Carter, he hypothesized two main creativity types involving words and word patterns: pattern-reforming creativity, and pattern-forming creativity. Pattern-reforming creativity refers to creativity by the breaking of rules, reforming and reshaping patterns of language often through individual innovation, while pattern-forming creativity refers to creativity via conformity to language rules rather than breaking them, creating convergence, symmetry and greater mutuality between interlocutors through their interactions in the form of repetitions.

Story generation

Substantial work has been conducted in this area of linguistic creation since the 1970s, with the development of James Meehan's TALE-SPIN [31] system. TALE-SPIN viewed stories as narrative descriptions of a problem-solving effort, and created stories by first establishing a goal for the story's characters so that their search for a solution could be tracked and recorded. The MINSTREL system represents a complex elaboration of this basic approach, distinguishing a range of character-level goals in the story from a range of author-level goals for the story. Systems like Bringsjord's BRUTUS elaborate these ideas further to create stories with complex inter-personal themes like betrayal. Nonetheless, MINSTREL explicitly models the creative process with a set of Transform Recall Adapt Methods (TRAMs) to create novel scenes from old. The MEXICA model of Rafael Pérez y Pérez and Mike Sharples is more explicitly interested in the creative process of storytelling, and implements a version of the engagement-reflection cognitive model of creative writing.

The company Narrative Science makes computer generated news and reports commercially available, including summarizing team sporting events based on statistical data from the game. It also creates financial reports and real estate analyses.

Metaphor and simile

Example of a metaphor: "She was an ape."

Example of a simile: "Felt like a tiger-fur blanket." The computational study of these phenomena has mainly focused on interpretation as a knowledge-based process. Computationalists such as Yorick Wilks, James Martin, Dan Fass, John Barnden, and Mark Lee have developed knowledge-based approaches to the processing of metaphors, either at a linguistic level or a logical level. Tony Veale and Yanfen Hao have developed a system, called Sardonicus, that acquires a comprehensive database of explicit similes from the web; these similes are then tagged as bona-fide (e.g., "as hard as steel") or ironic (e.g., "as hairy as a bowling ball", "as pleasant as a root canal"); similes of either type can be retrieved on demand for any given adjective. They use these similes as the basis of an on-line metaphor generation system called Aristotle that can suggest lexical metaphors for a given descriptive goal (e.g., to describe a supermodel as skinny, the source terms "pencil", "whip", "whippet", "rope", "stick-insect" and "snake" are suggested).

Analogy

The process of analogical reasoning has been studied from both a mapping and a retrieval perspective, the latter being key to the generation of novel analogies. The dominant school of research, as advanced by Dedre Gentner, views analogy as a structure-preserving process; this view has been implemented in the structure mapping engine or SME, the MAC/FAC retrieval engine (Many Are Called, Few Are Chosen), ACME (Analogical Constraint Mapping Engine) and ARCS (Analogical Retrieval Constraint System). Other mapping-based approaches include Sapper, which situates the mapping process in a semantic-network model of memory. Analogy is a very active sub-area of creative computation and creative cognition; active figures in this sub-area include Douglas Hofstadter, Paul Thagard, and Keith Holyoak. Also worthy of note here is Peter Turney and Michael Littman's machine learning approach to the solving of SAT-style analogy problems; their approach achieves a score that compares well with average scores achieved by humans on these tests.

Joke generation

Humour is an especially knowledge-hungry process, and the most successful joke-generation systems to date have focussed on pun-generation, as exemplified by the work of Kim Binsted and Graeme Ritchie. This work includes the JAPE system, which can generate a wide range of puns that are consistently evaluated as novel and humorous by young children. An improved version of JAPE has been developed in the guise of the STANDUP system, which has been experimentally deployed as a means of enhancing linguistic interaction with children with communication disabilities. Some limited progress has been made in generating humour that involves other aspects of natural language, such as the deliberate misunderstanding of pronominal reference (in the work of Hans Wim Tinholt and Anton Nijholt), as well as in the generation of humorous acronyms in the HAHAcronym system of Oliviero Stock and Carlo Strapparava.

Neologism

The blending of multiple word forms is a dominant force for new word creation in language; these new words are commonly called "blends" or "portmanteau words" (after Lewis Carroll). Tony Veale has developed a system called ZeitGeist that harvests neological headwords from Wikipedia and interprets them relative to their local context in Wikipedia and relative to specific word senses in WordNet. ZeitGeist has been extended to generate neologisms of its own; the approach combines elements from an inventory of word parts that are harvested from WordNet, and simultaneously determines likely glosses for these new words (e.g., "food traveller" for "gastronaut" and "time traveller" for "chrononaut"). It then uses Web search to determine which glosses are meaningful and which neologisms have not been used before; this search identifies the subset of generated words that are both novel ("H-creative") and useful.

A corpus linguistic approach to the search and extraction of neologism have also shown to be possible. Using Corpus of Contemporary American English as a reference corpus, Locky Law has performed an extraction of neologism, portmanteaus and slang words using the hapax legomena which appeared in the scripts of American TV drama House M.D.

In terms of linguistic research in neologism, Stefan Th. Gries has performed a quantitative analysis of blend structure in English and found that "the degree of recognizability of the source words and that the similarity of source words to the blend plays a vital role in blend formation." The results were validated through a comparison of intentional blends to speech-error blends.

Poetry

More than iron, more than lead, more than gold I need electricity.
I need it more than I need lamb or pork or lettuce or cucumber.
I need it for my dreams. Racter,

from The Policeman's Beard Is Half Constructed

Like jokes, poems involve a complex interaction of different constraints, and no general-purpose poem generator adequately combines the meaning, phrasing, structure and rhyme aspects of poetry. Nonetheless, Pablo Gervás has developed a noteworthy system called ASPERA that employs a case-based reasoning (CBR) approach to generating poetic formulations of a given input text via a composition of poetic fragments that are retrieved from a case-base of existing poems. Each poem fragment in the ASPERA case-base is annotated with a prose string that expresses the meaning of the fragment, and this prose string is used as the retrieval key for each fragment. Metrical rules are then used to combine these fragments into a well-formed poetic structure. Racter is an example of such a software project.

Musical creativity

Computational creativity in the music domain has focused both on the generation of musical scores for use by human musicians, and on the generation of music for performance by computers. The domain of generation has included classical music (with software that generates music in the style of Mozart and Bach) and jazz. Most notably, David Cope has written a software system called "Experiments in Musical Intelligence" (or "EMI") that is capable of analyzing and generalizing from existing music by a human composer to generate novel musical compositions in the same style. EMI's output is convincing enough to persuade human listeners that its music is human-generated to a high level of competence.

In the field of contemporary classical music, Iamus is the first computer that composes from scratch, and produces final scores that professional interpreters can play. The London Symphony Orchestra played a piece for full orchestra, included in Iamus' debut CD, which New Scientist described as "The first major work composed by a computer and performed by a full orchestra". Melomics, the technology behind Iamus, is able to generate pieces in different styles of music with a similar level of quality.

Creativity research in jazz has focused on the process of improvisation and the cognitive demands that this places on a musical agent: reasoning about time, remembering and conceptualizing what has already been played, and planning ahead for what might be played next. The robot Shimon, developed by Gil Weinberg of Georgia Tech, has demonstrated jazz improvisation. Virtual improvisation software based on researches on stylistic modeling carried out by Gerard Assayag and Shlomo Dubnov include OMax, SoMax and PyOracle, are used to create improvisations in real-time by re-injecting variable length sequences learned on the fly from live performer.

In 1994, a Creativity Machine architecture (see above) was able to generate 11,000 musical hooks by training a synaptically perturbed neural net on 100 melodies that had appeared on the top ten list over the last 30 years. In 1996, a self-bootstrapping Creativity Machine observed audience facial expressions through an advanced machine vision system and perfected its musical talents to generate an album entitled "Song of the Neurons"

In the field of musical composition, the patented works by René-Louis Baron allowed to make a robot that can create and play a multitude of orchestrated melodies so-called "coherent" in any musical style. All outdoor physical parameter associated with one or more specific musical parameters, can influence and develop each of these songs (in real time while listening to the song). The patented invention Medal-Composer raises problems of copyright.

Visual and artistic creativity

Computational creativity in the generation of visual art has had some notable successes in the creation of both abstract art and representational art. The most famous program in this domain is Harold Cohen's AARON, which has been continuously developed and augmented since 1973. Though formulaic, Aaron exhibits a range of outputs, generating black-and-white drawings or colour paintings that incorporate human figures (such as dancers), potted plants, rocks, and other elements of background imagery. These images are of a sufficiently high quality to be displayed in reputable galleries.

Other software artists of note include the NEvAr system (for "Neuro-Evolutionary Art") of Penousal Machado. NEvAr uses a genetic algorithm to derive a mathematical function that is then used to generate a coloured three-dimensional surface. A human user is allowed to select the best pictures after each phase of the genetic algorithm, and these preferences are used to guide successive phases, thereby pushing NEvAr's search into pockets of the search space that are considered most appealing to the user.

The Painting Fool, developed by Simon Colton originated as a system for overpainting digital images of a given scene in a choice of different painting styles, colour palettes and brush types. Given its dependence on an input source image to work with, the earliest iterations of the Painting Fool raised questions about the extent of, or lack of, creativity in a computational art system. Nonetheless, in more recent work, The Painting Fool has been extended to create novel images, much as AARON does, from its own limited imagination. Images in this vein include cityscapes and forests, which are generated by a process of constraint satisfaction from some basic scenarios provided by the user (e.g., these scenarios allow the system to infer that objects closer to the viewing plane should be larger and more color-saturated, while those further away should be less saturated and appear smaller). Artistically, the images now created by the Painting Fool appear on a par with those created by Aaron, though the extensible mechanisms employed by the former (constraint satisfaction, etc.) may well allow it to develop into a more elaborate and sophisticated painter.

The artist Krasi Dimtch (Krasimira Dimtchevska) and the software developer Svillen Ranev have created a computational system combining a rule-based generator of English sentences and a visual composition builder that converts sentences generated by the system into abstract art. The software generates automatically indefinite number of different images using different color, shape and size palettes. The software also allows the user to select the subject of the generated sentences or/and the one or more of the palettes used by the visual composition builder.

An emerging area of computational creativity is that of video games. ANGELINA is a system for creatively developing video games in Java by Michael Cook. One important aspect is Mechanic Miner, a system that can generate short segments of code that act as simple game mechanics. ANGELINA can evaluate these mechanics for usefulness by playing simple unsolvable game levels and testing to see if the new mechanic makes the level solvable. Sometimes Mechanic Miner discovers bugs in the code and exploits these to make new mechanics for the player to solve problems with.

In July 2015 Google released DeepDream – an open source computer vision program, created to detect faces and other patterns in images with the aim of automatically classifying images, which uses a convolutional neural network to find and enhance patterns in images via algorithmic pareidolia, thus creating a dreamlike psychedelic appearance in the deliberately over-processed images.

In August 2015 researchers from Tübingen, Germany created a convolutional neural network that uses neural representations to separate and recombine content and style of arbitrary images which is able to turn images into stylistic imitations of works of art by artists such as a Picasso or Van Gogh in about an hour. Their algorithm is put into use in the website DeepArt that allows users to create unique artistic images by their algorithm.

In early 2016, a global team of researchers explained how a new computational creativity approach known as the Digital Synaptic Neural Substrate (DSNS) could be used to generate original chess puzzles that were not derived from endgame databases. The DSNS is able to combine features of different objects (e.g. chess problems, paintings, music) using stochastic methods in order to derive new feature specifications which can be used to generate objects in any of the original domains. The generated chess puzzles have also been featured on YouTube.

Creativity in problem solving

Creativity is also useful in allowing for unusual solutions in problem solving. In psychology and cognitive science, this research area is called creative problem solving. The Explicit-Implicit Interaction (EII) theory of creativity has recently been implemented using a CLARION-based computational model that allows for the simulation of incubation and insight in problem solving. The emphasis of this computational creativity project is not on performance per se (as in artificial intelligence projects) but rather on the explanation of the psychological processes leading to human creativity and the reproduction of data collected in psychology experiments. So far, this project has been successful in providing an explanation for incubation effects in simple memory experiments, insight in problem solving, and reproducing the overshadowing effect in problem solving.

Debate about "general" theories of creativity

Some researchers feel that creativity is a complex phenomenon whose study is further complicated by the plasticity of the language we use to describe it. We can describe not just the agent of creativity as "creative" but also the product and the method. Consequently, it could be claimed that it is unrealistic to speak of a general theory of creativity. Nonetheless, some generative principles are more general than others, leading some advocates to claim that certain computational approaches are "general theories". Stephen Thaler, for instance, proposes that certain modalities of neural networks are generative enough, and general enough, to manifest a high degree of creative capabilities.

Criticism of Computational Creativity

Traditional computers, as mainly used in the computational creativity application, do not support creativity, as they fundamentally transform a set of discrete, limited domain of input parameters into a set of discrete, limited domain of output parameters using a limited set of computational functions. As such, a computer cannot be creative, as everything in the output must have been already present in the input data or the algorithms. For some related discussions and references to related work are captured in some recent work on philosophical foundations of simulation.

Mathematically, the same set of arguments against creativity has been made by Chaitin. Similar observations come from a Model Theory perspective. All this criticism emphasizes that computational creativity is useful and may look like creativity, but it is not real creativity, as nothing new is created, just transformed in well defined algorithms.

Events

The International Conference on Computational Creativity (ICCC) occurs annually, organized by The Association for Computational Creativity. Events in the series include:

  • ICCC 2018, Salamanca, Spain
  • ICCC 2017, Atlanta, Georgia, USA
  • ICCC 2016, Paris, France
  • ICCC 2015, Park City, Utah, USA. Keynote: Emily Short
  • ICCC 2014, Ljubljana, Slovenia. Keynote: Oliver Deussen
  • ICCC 2013, Sydney, Australia. Keynote: Arne Dietrich
  • ICCC 2012, Dublin, Ireland. Keynote: Steven Smith
  • ICCC 2011, Mexico City, Mexico. Keynote: George E Lewis
  • ICCC 2010, Lisbon, Portugal. Keynote/Invited Talks: Nancy J Nersessian and Mary Lou Maher

Previously, the community of computational creativity has held a dedicated workshop, the International Joint Workshop on Computational Creativity, every year since 1999. Previous events in this series include:

  • IJWCC 2003, Acapulco, Mexico, as part of IJCAI'2003
  • IJWCC 2004, Madrid, Spain, as part of ECCBR'2004
  • IJWCC 2005, Edinburgh, UK, as part of IJCAI'2005
  • IJWCC 2006, Riva del Garda, Italy, as part of ECAI'2006
  • IJWCC 2007, London, UK, a stand-alone event
  • IJWCC 2008, Madrid, Spain, a stand-alone event

The 1st Conference on Computer Simulation of Musical Creativity will be held

  • CCSMC 2016, 17–19 June, University of Huddersfield, UK. Keynotes: Geraint Wiggins and Graeme Bailey.

Publications and forums

Design Computing and Cognition is one conference that addresses computational creativity. The ACM Creativity and Cognition conference is another forum for issues related to computational creativity. Journées d'Informatique Musicale 2016 keynote by Shlomo Dubnov was on Information Theoretic Creativity.

A number of recent books provide either a good introduction or a good overview of the field of Computational Creativity. These include:

  • Pereira, F. C. (2007). "Creativity and Artificial Intelligence: A Conceptual Blending Approach". Applications of Cognitive Linguistics series, Mouton de Gruyter.
  • Veale, T. (2012). "Exploding the Creativity Myth: The Computational Foundations of Linguistic Creativity". Bloomsbury Academic, London.
  • McCormack, J. and d'Inverno, M. (eds.) (2012). "Computers and Creativity". Springer, Berlin.
  • Veale, T., Feyaerts, K. and Forceville, C. (2013, forthcoming). "Creativity and the Agile Mind: A Multidisciplinary study of a Multifaceted phenomenon". Mouton de Gruyter.

In addition to the proceedings of conferences and workshops, the computational creativity community has thus far produced these special journal issues dedicated to the topic:

  • New Generation Computing, volume 24, issue 3, 2006
  • Journal of Knowledge-Based Systems, volume 19, issue 7, November 2006
  • AI Magazine, volume 30, number 3, Fall 2009
  • Minds and Machines, volume 20, number 4, November 2010
  • Cognitive Computation, volume 4, issue 3, September 2012
  • AIEDAM, volume 27, number 4, Fall 2013
  • Computers in Entertainment, two special issues on Music Meta-Creation (MuMe), Fall 2016 (forthcoming)

In addition to these, a new journal has started which focuses on computational creativity within the field of music.

  • JCMS 2016, Journal of Creative Music Systems

Algorithmic information theory

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Algorithmic_information_theory ...