Daydreaming in Humans and Machines: A Computer Model of the Stream of ThoughtThis volume presents a computer model of human daydreaming to demonstrate how it is useful for creative problem solving and learning in both humans and computers. The model is implemented as the running computer program Daydreaming, which takes simple descriptions of external world events as input and produces descriptions of daydreams and actions as output. |
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Содержание
1 | |
Architecture of DAYDREAMER | 29 |
Emotions and Daydreaming | 49 |
7 | 68 |
Learning through Daydreaming | 85 |
Everyday Creativity in Daydreaming | 121 |
5 | 134 |
TALESPIN | 144 |
Underpinnings of a Daydreaming Theory | 233 |
Future Work and Conclusions | 263 |
References | 282 |
151 | 297 |
A Annotated Traces from DAYDREAMER | 303 |
B English Generation for Daydreaming | 351 |
4 | 357 |
Additional Generation | 363 |
Daydreaming in the Interpersonal Domain | 153 |
Implementation of DAYDREAMER | 167 |
Comparison of Episodic Memory Schemes | 195 |
Review of the Literature on Daydreaming | 211 |
365 | |
370 | |
377 | |
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Daydreaming in Humans and Machines: A Computer Model of the Stream of Thought Erik T. Mueller Недоступно для просмотра - 2012 |
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achieve action activation ACTIVE-GOAL obj alternative analogical plan application artificial intelligence associated attitude behavior called cognitive completed concept concern connected consciousness consequences constructed contained context created creative daydreaming goal dream employed enables episode example existing experience external fact failed failure feel Figure fired fired as plan function future given Harrison human imagined indices inference initial input involving KNOW learning LOVERS mechanism memory mental motivation movie Movie-star1 MTRANS actor negative emotion nodes obj BELIEVE actor object occurs operation past performed person personal goal planning rule positive possible present Press problem procedure proposed RATIONALIZATION relationship reports representation represented response result retrieval rule scenario serendipity similar situation solution specified sprouting star strategies stream strength subgoal subjective succeeds success telephone theory thinking thought top-level goal turn VPROX York