Pygmalion: A Computer program to Model and Stimulate Creative Thought
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.
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abstract actual addition analogical argument Arnheim artist associative attribute body boundary button called Chapter communication complete concepts concrete constant container context copy create creative dashes data structures define delete detail developed disp display screen doit draw dynamic editor effect elements environment eval evaluated example execution experience fact false fetch frame function geticon mousex mousey graphical human iconic structure ideas images implementation initially interactive internal interpreted involves learning length machine meaning medium memory mental menu mind mode mouse mouse value mousey objects opcodes operations person position powerful presented problem procedure programming languages PYGMALION refresh remember repeat representation represented requires result semantics sequence shape Smalltalk string subclass symbols thinking thought true variables visual