Jump to ratings and reviews
Rate this book

Pygmalion: A Computer program to Model and Stimulate Creative Thought

Rate this book
iii Preface The following is a map of this document. Chapters 1,2 --A psychological model of creative thought, forming the basis for the PYGMALION design principles. Chapter 3 --Other projects which adhere to some of the same principles. Chapters 4,5 --The PYGMALION programming environment in detail. Chapter 6 --Examples of PYGMALION programs and data structures. Chapter 7 --Conclusions and suggestions for the future. This paper places equal emphasis oil presenting a psychological model of thought and using the model in a computer environment. Readers interested in aspects of creative thoug-ht which can be assisted by a computer should read chapters I and 2. Readers interested in how the PYGMALION system attempts to stimulate creative thought should look at chapter 6 (mostly pictures) to get the flavor, then read chapters 4 and 5. The works of others which deal with the same aspects are described in chapter 3. Chapter 7 suggests areas for future exploration. Thorough readers will read the chapters in order. Chapter 6 and 4-A through 4-D are a minimal set for readers in a hurry. There are three parts to this report.

198 pages, Paperback

First published January 1, 1977

Loading...
Loading...

About the author

Ratings & Reviews

What do you think?
Rate this book

Friends & Following

Create a free account to discover what your friends think of this book!

Community Reviews

5 stars
0 (0%)
4 stars
3 (100%)
3 stars
0 (0%)
2 stars
0 (0%)
1 star
0 (0%)
Displaying 1 of 1 review
Profile Image for Benji.
349 reviews77 followers
June 20, 2016
Classic work, standing on the shoulders of Papert and Kay in order to pour the ideas of Arnheim concerning visual thinking and creativity into a computer program.
Displaying 1 of 1 review