Daydreaming in Humans and Machines: A Computer Model of the Stream of Thought
This volume presents a computer model of human daydreaming to demonstrate how it is useful for creative problem solving and learning in both humans and computers. The model is implemented as the running computer program Daydreaming, which takes simple descriptions of external world events as input and produces descriptions of daydreams and actions as output.
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Architecture of DAYDREAMER
Emotions and Daydreaming
Learning through Daydreaming
Everyday Creativity in Daydreaming
Daydreaming in the Interpersonal Domain
Implementation of DAYDREAMER
Comparison of Episodic Memory Schemes
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achieve action activation ACTIVE-GOAL obj actor alternative analogical plan application associated attitude behavior BELIEVE BELIEVE actor called cognitive completed concept concern connected consciousness consequences considered constructed contained context created creative daydreaming goal discussed dream employed enables episode example experience external fact failed failure feel Figure fired function future given Harrison human imagined importance indices inference initial input intelligence involves KNOW learning LOVERS mechanism memory mental motivation movie Movie-star1 MTRANS negative emotion nodes object occurs operation particular past performed person personal goal planning rule positive possible present problem procedure produced proposes RATIONALIZATION recall relationship reports representation represented response result retrieved REVENGE rule scenario selected serendipity similar situation solution specified sprouting strategies stream strength subgoal subjective succeeds success telephone theory thinking thought top-level goal turn York