Random stimulus

Random stimulus

A random stimulus is any of a class of creativity techniques that explore randomization. Most of their names start with word "random"; random word, random heuristic, random picture, random sound, etc. In each random creativity technique the user is presented with a random stimulus and explores associations that has a potential to bring novel ideas. The power of random stimulus is that it can lead you to explore some useful associations that could never be explored intentionally.

Random Word technique is the simplest technique of this class where a randomly picked word is used to generate new associations. By getting a random word and thinking how you can use it to solve your problem you are practically guaranteed to attack the problem from a different direction from that you would normally. [Ray, 1989]

Low-tech implementations of the random word technique often use a pile of index cards and shuffling as a mechanism of randomization. For example, "The oblique strategies" created by Brian Eno and Peter Schmidt in 1975 is a set of 100 cards, each of which is a suggestion of a course of action or thinking to assist in creative situations, where standard logical solutions do not produce a desired result. High-tech implementations of these techniques use computers, random number generators, and availabiliy of internet resources to extend the potential of this technique. Simple random techniques are classified by modality of association (Verbal, Visual, Audial, Kinesthetic). Multi-modal techniques combine different modalities, e.g. random article, website, or video. [Kosorukoff, 2000] 'Random article' link is an example of this kind of technique implemented by MediaWiki software. The best tool to explore a random website creativity technique is Stumbleupon.

The evolutionary-computation model of creativity [Goldberg, 1989; Kosorukoff, 2000; Goldberg, 2002] views random stimulus creativity techniques as mutation operators. Each such operator has some potential to bring a relatively small and beneficial change (innovation). Success of this process can be characterized by the innovation rate. [Goldberg, 1989] In this context, it is the share of random stimuli that were useful among all presented. The innovation rate depends on the distribution from which the random stimuli are sampled. Improving innovation rate is an important research problem in human-based evolutionary computation.

Notes

References

# Goldberg, David (2002), "The design of innovation: Lessons from and for Competent Genetic Algorithms", Springer
# Goldberg, David (1989), "Genetic Algorithms in Search, Optimization and Machine Learning", Addison-Wesley
# [http://hbga.org/hbga.html Kosorukoff, Alex (2000), "Human-based genetic algorithm"] ,
# Ray, Michael & Myers, Rochelle (1989). "Creativity in business", Doubleday, NY.

External links

* [http://www.brainstorming.co.uk/tutorials/methodsofextraction.html Processes for extracting ideas from a stimulus]
* [http://www.brainstorming.co.uk/tutorials/randomwebsitetutorial.html How to use the Random Website technique]
* [http://randomwebsite.com RandomWebsite] (2001)
* [http://stumbleupon.com StumbleUpon] (2001)
* [http://mangle.ca Mangle.ca] (2002)
* [http://thatrandomwebsite.com That Random Website] (2008)
* [http://randomwebsite.net randomwebsite.net] (2005)
* [http://tools.blackhat-seo.com/strategies/ Random strategies] , a website implementing the obligue strategies (Eno & Schmidt, 1975)


Wikimedia Foundation. 2010.

Игры ⚽ Поможем сделать НИР

Look at other dictionaries:

  • Pseudo Random Noise — Pseudozufallsrauschen (engl. Pseudo Random Noise PRN) ist eine Bezeichnung für digitale Signale, die statistische Eigenschaften von zufälligem Rauschen haben. Charakterisiert wird eine solche Folge durch seine AKF (Autokorrelationsfunktion).… …   Deutsch Wikipedia

  • Glossary of psychiatry — In this glossary of psychiatric terms, mostly Greek, secondly French and German and some English terms, as used in psychiatric literature, were defined. We have included many other terms with the passage of time and aim to broaden this article to …   Wikipedia

  • Randomization — is the process of making something random; this means: * Generating a random permutation of a sequence (such as when shuffling cards). * Selecting a random sample of a population (important in statistical sampling). * Generating random numbers:… …   Wikipedia

  • Pareidolia — The term pareidolia (pronEng|pæraɪˈdoʊliə) describes a psychological phenomenon involving a vague and random stimulus (often an image or sound) being perceived as significant. Common examples include seeing images of animals or faces in clouds,… …   Wikipedia

  • List of cognitive biases — A cognitive bias is a pattern of poor judgment, often triggered by a particular situation. Identifying poor judgment, or more precisely, a deviation in judgment, requires a standard for comparison, i.e. good judgment . In scientific… …   Wikipedia

  • Psychoanalytic dream interpretation — Part of a series of articles on Psychoanalysis …   Wikipedia

  • automata theory — Body of physical and logical principles underlying the operation of any electromechanical device (an automaton) that converts information input in one form into another, or into some action, according to an algorithm. Norbert Wiener and Alan M.… …   Universalium

  • nervous system — Anat., Zool. 1. the system of nerves and nerve centers in an animal or human, including the brain, spinal cord, nerves, and ganglia. 2. a particular part of this system. Cf. autonomic nervous system, central nervous system, peripheral nervous… …   Universalium

  • thought — thought1 /thawt/, n. 1. the product of mental activity; that which one thinks: a body of thought. 2. a single act or product of thinking; idea or notion: to collect one s thoughts. 3. the act or process of thinking; mental activity: Thought as… …   Universalium

  • animal learning — ▪ zoology Introduction       the alternation of behaviour as a result of individual experience. When an organism can perceive and change its behaviour, it is said to learn.       That animals can learn seems to go without saying. The cat that… …   Universalium

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”