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Human creativity generates novel ideas to solve real-world problems. This thereby grants us the power to transform the surrounding world and extend our human attributes beyond what is currently possible. Creative ideas are not just new and…
Traditional cognitive science rests on a foundation of classical logic and probability theory. This foundation has been seriously challenged by several findings in experimental psychology on human decision making. Meanwhile, the formalism…
An often-overlooked characteristic of the human mind is its propensity to wander. Despite growing interest in the science of mind-wandering, most studies operationalize mind-wandering by its task-unrelated contents, which may be orthogonal…
Creativity, a process that generates novel and meaningful ideas, involves increased association between task-positive (control) and task-negative (default) networks in the human brain. Inspired by this seminal finding, in this study we…
Research teams are the fundamental social unit of science, and yet there is currently no model that describes their basic property: size. In most fields teams have grown significantly in recent decades. We show that this is partly due to…
Graphs are used to represent and analyze data in domains as diverse as physics, biology, chemistry, planetary science, and the social sciences. Across domains, random graph models relate generative processes to expected graph properties,…
Can we develop a computer algorithm that assesses the creativity of a painting given its context within art history? This paper proposes a novel computational framework for assessing the creativity of creative products, such as paintings,…
Process science is a highly interdisciplinary field of research. Despite numerous proposals, process science lacks an adequate understanding of the core concepts of the field, including notions such as process, event, and system. A more…
The term serendipity describes a creative process that develops, in context, with the active participation of a creative agent, but not entirely within that agent's control. While a system cannot be made to perform serendipitously on…
Generative systems are becoming a crucial part of current design practice. There exist gaps however, between the digital processes, field data and designer's input. To solve this problem, multiple processes were developed in order to…
Context. Innovation is promoted in companies to help them stay competitive. Four types of innovation are defined: product, process, business, and organizational. Objective. We want to understand the perception of the innovation concept in…
Thought experiments are considered valuable tools in science, enabling the exploration of hypotheses and the examination of complex ideas in a conceptual, non-empirical framework. These thought experiments can be useful in design fiction…
To be usable in practice, interactive theorem provers need to provide convenient and efficient means of writing expressions, definitions, and proofs. This involves inferring information that is often left implicit in an ordinary…
Recently there has been significant interest in using causal modelling techniques to understand the structure of physical theories. However, the notion of `causation' is limiting - insisting that a physical theory must involve causal…
Generative AI (GenAI) has spurred the expectation of being creative, due to its ability to generate content, yet so far, its creativity has somewhat disappointed, because it is trained using existing data following human intentions to…
What kind of basic research ideas are more likely to get applied in practice? There is a long line of research investigating patterns of knowledge transfer, but it generally focuses on documents as the unit of analysis and follow their…
Generating novel and useful concepts is essential during the early design stage to explore a large variety of design opportunities, which usually requires advanced design thinking ability and a wide range of knowledge from designers.…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
The development of inventions is theorized as a process of searching and recombining existing knowledge components. Previous studies under this theory have examined myriad characteristics of recombined knowledge and their performance…
Theories of scientific and technological change view discovery and invention as endogenous processes, wherein prior accumulated knowledge enables future progress by allowing researchers to, in Newton's words, "stand on the shoulders of…