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A Rube Goldberg machine is designed to perform a simple task through a series of elaborate steps. These simple machines are named after Reuben "Rube" Goldberg, an American cartoonist, engineer, and inventor. Learn how these fun machines work and ignite a curiosity about STEAM topics! Created in collaboration with the Smithsonian Institution, this informational text features a hands-on STEAM challenge that is perfect for makerspaces. Make STEAM career connections with career advice from Smithsonian employees working in STEAM fields. Ideal for school reports and projects, this STEAM book will appeal to reluctant readers and ages 6-8.
Computational Creativity, Concept Invention, and General Intelligence in their own right all are flourishing research disciplines producing surprising and captivating results that continuously influence and change our view on where the limits of intelligent machines lie, each day pushing the boundaries a bit further. By 2014, all three fields also have left their marks on everyday life – machine-composed music has been performed in concert halls, automated theorem provers are accepted tools in enterprises’ R&D departments, and cognitive architectures are being integrated in pilot assistance systems for next generation airplanes. Still, although the corresponding aims and goals are clearly similar (as are the common methods and approaches), the developments in each of these areas have happened mostly individually within the respective community and without closer relationships to the goings-on in the other two disciplines. In order to overcome this gap and to provide a common platform for interaction and exchange between the different directions, the International Workshops on “Computational Creativity, Concept Invention, and General Intelligence” (C3GI) have been started. At ECAI-2012 and IJCAI-2013, the first and second edition of C3GI each gathered researchers from all three fields, presenting recent developments and results from their research and in dialogue and joint debates bridging the disciplinary boundaries. The chapters contained in this book are based on expanded versions of accepted contributions to the workshops and additional selected contributions by renowned researchers in the relevant fields. Individually, they give an account of the state-of-the-art in their respective area, discussing both, theoretical approaches as well as implemented systems. When taken together and looked at from an integrative perspective, the book in its totality offers a starting point for a (re)integration of Computational Creativity, Concept Invention, and General Intelligence, making visible common lines of work and theoretical underpinnings, and pointing at chances and opportunities arising from the interplay of the three fields.
A multidisciplinary introduction to the field of computational creativity, analyzing the impact of advanced generative technologies on art and music. As algorithms get smarter, what role will computers play in the creation of music, art, and other cultural artifacts? Will they be able to create such things from the ground up, and will such creations be meaningful? In Beyond the Creative Species, Oliver Bown offers a multidisciplinary examination of computational creativity, analyzing the impact of advanced generative technologies on art and music. Drawing on a wide range of disciplines, including artificial intelligence and machine learning, design, social theory, the psychology of creativity, and creative practice research, Bown argues that to understand computational creativity, we must not only consider what computationally creative algorithms actually do, but also examine creative artistic activity itself.
A marble rolls down a tube. It hits a doll, which knocks over some dominoes. Anything can happen in a Rube Goldberg Machine! These Machines take simple tasks and make them complex and fun. Do you have what it takes to make one? Created in collaboration with the Smithsonian Institution, this book builds students' literacy skills while fostering curiosity, creativity, and innovation through real-world examples. Features include: A hands-on STEAM challenge guides students through each step of the engineering design process and is ideal for makerspace activities; Content that highlights every component of STEAM: science, technology, engineering, the arts, and mathematics; Dynamic images and text features enhance the reading experience and build visual literacy; Make career connections with career advice from Smithsonian employees working in STEAM fields. This 6-Pack includes six copies of this title and a lesson plan that addresses literacy and engineering objectives.
A marble rolls down a tube. It hits a doll, which knocks over some dominoes. Anything can happen in a Rube Goldberg Machine! These Machines take simple tasks and make them complex and fun. Do you have what it takes to make one? Created in collaboration with the Smithsonian Institution, this book builds students' literacy skills while fostering curiosity, creativity, and innovation through real-world examples. Features include: A hands-on STEAM challenge guides students through each step of the engineering design process and is ideal for makerspace activities; Content that highlights every component of STEAM: science, technology, engineering, the arts, and mathematics; Dynamic images and text features enhance the reading experience and build visual literacy; Make career connections with career advice from Smithsonian employees working in STEAM fields. This 6-Pack includes six copies of this title and a lesson plan that specifically supports guided reading instruction.
An authority on creativity introduces us to AI-powered computers that are creating art, literature, and music that may well surpass the creations of humans. Today's computers are composing music that sounds “more Bach than Bach,” turning photographs into paintings in the style of Van Gogh's Starry Night, and even writing screenplays. But are computers truly creative—or are they merely tools to be used by musicians, artists, and writers? In this book, Arthur I. Miller takes us on a tour of creativity in the age of machines. Miller, an authority on creativity, identifies the key factors essential to the creative process, from “the need for introspection” to “the ability to discover the key problem.” He talks to people on the cutting edge of artificial intelligence, encountering computers that mimic the brain and machines that have defeated champions in chess, Jeopardy!, and Go. In the central part of the book, Miller explores the riches of computer-created art, introducing us to artists and computer scientists who have, among much else, unleashed an artificial neural network to create a nightmarish, multi-eyed dog-cat; taught AI to imagine; developed a robot that paints; created algorithms for poetry; and produced the world's first computer-composed musical, Beyond the Fence, staged by Android Lloyd Webber and friends. But, Miller writes, in order to be truly creative, machines will need to step into the world. He probes the nature of consciousness and speaks to researchers trying to develop emotions and consciousness in computers. Miller argues that computers can already be as creative as humans—and someday will surpass us. But this is not a dystopian account; Miller celebrates the creative possibilities of artificial intelligence in art, music, and literature.
How would you assemble a machine that can be creative, what would its cogs be? Starting from how humans do creative problem solving, the author has developed a framework to explore whether a diverse set of creative problem-solving tasks can be solved computationally using a unified set of principles. In this book she describes the implementation of related prototype AI systems, and the computational and empirical experiments conducted. The book will be of interest to researchers, graduate students, and laypeople engaged with ideas in artificial intelligence, cognitive science, and creativity.
A guide for mining the imagination to find powerful new ways to succeed. We need imagination now more than ever—to find new opportunities, rethink our businesses, and discover paths to growth. Yet too many companies have lost their ability to imagine. What is this mysterious capacity? How does imagination work? And how can organizations keep it alive and harness it in a systematic way? The Imagination Machine answers these questions and more. Drawing on the experience and insights of CEOs across several industries, as well as lessons from neuroscience, computer science, psychology, and philosophy, Martin Reeves of Boston Consulting Group's Henderson Institute and Jack Fuller, an expert in neuroscience, provide a fascinating look into the mechanics of imagination and lay out a process for creating ideas and bringing them to life: The Seduction: How to open yourself up to surprises The Idea: How to generate new ideas The Collision: How to rethink your idea based on real-world feedback The Epidemic: How to spread an evolving idea to others The New Ordinary: How to turn your novel idea into an accepted reality The Encore: How to repeat the process—again and again. Imagination is one of the least understood but most crucial ingredients of success. It's what makes the difference between an incremental change and the kinds of pivots and paradigm shifts that are essential to transformation—especially during a crisis. The Imagination Machine is the guide you need to demystify and operationalize this powerful human capacity, to inject new life into your company, and to head into unknown territory with the right tools at your disposal.
This fascinating book explores machines as authors of fiction, past, present, and future. For centuries, writers have dreamed of mechanical storytellers. We can now build these devices. What will be the impact on society of AI programs that generate original stories to entertain and persuade? What can we learn about human creativity from probing how they work? In Story Machines, two pioneers of creative artificial intelligence explore the design and impact of AI story generators. The book covers three themes: language generators that compose coherent text, storyworlds with believable characters, and AI models of human storytellers. Providing examples of story machines through the ages, it covers the history, recent developments, and future implications of automated story generation. Anyone with an interest in story writing will gain a new perspective on what it means to be a creative writer, what parts of creativity can be mechanized, and what is essentially human. Story Machines is for those who have ever wondered what makes a good story, why stories are important to us, and what the future holds for storytelling.
This book introduces a paradigm of reverse hypothesis machines (RHM), focusing on knowledge innovation and machine learning. Knowledge- acquisition -based learning is constrained by large volumes of data and is time consuming. Hence Knowledge innovation based learning is the need of time. Since under-learning results in cognitive inabilities and over-learning compromises freedom, there is need for optimal machine learning. All existing learning techniques rely on mapping input and output and establishing mathematical relationships between them. Though methods change the paradigm remains the same—the forward hypothesis machine paradigm, which tries to minimize uncertainty. The RHM, on the other hand, makes use of uncertainty for creative learning. The approach uses limited data to help identify new and surprising solutions. It focuses on improving learnability, unlike traditional approaches, which focus on accuracy. The book is useful as a reference book for machine learning researchers and professionals as well as machine intelligence enthusiasts. It can also used by practitioners to develop new machine learning applications to solve problems that require creativity.