• No results found

Theorems Formation

Chapter 6. Theorems of Creative Computing

6.3 Theorems Development

6.3.3 Theorems Formation

Through integrating the prepared knowledge into logics for creativity facilitation, the general theorems of Creative Computing formed by my research are as follows.

Creative Computing

Psychology

Neuroscience

Chapter 6. Theorems of Creative Computing

Theorem 1. Changing accuracy into inaccuracy.

As various kinds of computing technologies developed so far, most of them still concentrate on how to provide the results or services that exactly expected by users, in other words, what they pursue is accuracy. One of them is the famous Semantic Web. Based on it, there have been a variety of knowledge graphs all over the world, such as the knowledge graph from Google dedicating to provide more accurate information or knowledge for people.

However, at the very heart of Creative Computing is the idea of inspiring human creativity through providing unexpected but meaningful results, in other words, what Creative Computing pursues is inaccuracy. Furthermore, one of the most important features of Creative Computing is the utilisation of Pataphysics, which is about generating valuable exceptions. Therefore, what Creative Computing seeks is not the “right” solution, but the “wrong” answer, which should contain great power for stimulating creativity.

Theorem 2. Changing the objective into subjective.

Commonly, most of the research results on creativity are generated from Psychology, especially Cognitive Psychology. From a philosophical point of view, the research process adopted in those fields is from subjective to objective, which studies how the ideas formed in the subjective world (i.e., human mind) can be transformed into the objective world (i.e., physical existence). One typical example is Neuroscience that studies human mind through leveraging objective approaches, such as the utilisation of neuroimaging technologies.

As more and more research results on creativity have been proposed, researchers in computing field have started to consider reversely combining them with computing to facilitate human creativity. A new process has emerged to do the study on creativity from objective to subjective. Through utilising the discovered knowledge on creativity, the objective computing is becoming more and more subjective, even like human. One typical example is computational creativity that devotes to imitating

Chapter 6. Theorems of Creative Computing or duplicating human creativity.

However, instead of generating machine creativity like computational creativity, what Creative Computing aims to do is to truly engage creativity to better reconcile the contradiction between subjective creativity and objective computing. One of the representatives of the usage of subjective perspective in Creative Computing is the utilisation of a paradox of creativity. According to previous study, developers are required to do Creative Computing to facilitate human creativity without “knowing” it, but “feeling” it, based on the comprehension of various kinds of knowledge.

Theorem 3. Changing the macroscopic into microscopic.

Most of the time, people are used to using the macroscopic perspective. For example, over time, people have never stopped searching the ultimate nature of the world. We humans are always used to looking at the sky and being curious about the universe, from the ancient time, like Copernicus and Galileo, to the modern theories, like general relativity, multidimensional space, and parallel universe. After the theory of the Big Bang, researchers all over the world have started to study what the cosmos was like before it.

However, it is incredibly surprising that the world can be totally different through seeing it from a microscopic perspective. A famous example is the rise of Quantum Mechanics. No one has expected that, in a microscopic field, like quantum world, strange phenomena like quantum entanglement can firmly exist. Therefore, there might be a great many surprising relationships or concepts that can be utilised by Creative Computing to facilitate human creativity.

Theorem 4. Changing the concrete into the abstract.

According to Cognitive Psychology, there are hierarchies of concepts in human mind [53]. Most of the time, people are used to the middle or lower level concepts, such as mobile phone or iPhone, in other words, relatively concrete concepts.

Chapter 6. Theorems of Creative Computing

However, without the limitations of reality, in abstract world, there can be more possibilities for people to be creative. Taking abstract art as an example, an abstract painting can be only expressed by colours. However, just because of its “simplicity,” there can be various kinds of interpretations that can greatly stimulate creativity for people. More importantly, the abstraction process can be diverse. It all depends on the construction of conditions. Principally, there can be an enormous number of possibilities and probabilities to discover something creative for Creative Computing to facilitate human creativity.

Theorem 5. Changing the negative into the positive.

It is natural for people to prefer positive things and reject negative ones. For example, most of the time, people will do their best to avoid problems. When encountering a certain problem, we always try to address them, no matter directly or indirectly. However, what if the problem cannot be thoroughly solved, what if it surprisingly contains great power of creation, and what if we can utilise it in a positive way? A typical example is the unpredictable swerve of atoms that underpins the concept of clinamen. Just because of this kind of “unpredictability”, the diversity of natural world is generated. In the realm of Creative Computing, a problem might be utilised as kind of facilitation or stepping-stone. A certain goal might be achieved creatively by discovering and leveraging the positive things that are associated with a certain problem.

6.4

Summary

To summarise, based on the previous study of this thesis, several theorems to instruct Creative Computing have been developed, which, on the other hand, proves the ideas and methods of Creative Computing. The prepared appropriate knowledge in the study is mainly from Pataphysics, Philosophy, Psychology, and Computer Science. It is worth mentioning that the utilisation of pataphysical ideas is the most important difference between the conventional creativity rules for computing and the theorems of Creative Computing developed in this study. Depending on the inter-disciplinary

Chapter 6. Theorems of Creative Computing

ideas, the selected knowledge will be integrated into logics to form the theorems of Creative Computing eventually.

Related documents