Pygmalion
A Computer program to Model and Stimulate Creative Thought
Samenvatting
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.
Specificaties
Net verschenen
Rubrieken
- aanbestedingsrecht
- aansprakelijkheids- en verzekeringsrecht
- accountancy
- algemeen juridisch
- arbeidsrecht
- bank- en effectenrecht
- bestuursrecht
- bouwrecht
- burgerlijk recht en procesrecht
- europees-internationaal recht
- fiscaal recht
- gezondheidsrecht
- insolventierecht
- intellectuele eigendom en ict-recht
- management
- mens en maatschappij
- milieu- en omgevingsrecht
- notarieel recht
- ondernemingsrecht
- pensioenrecht
- personen- en familierecht
- sociale zekerheidsrecht
- staatsrecht
- strafrecht en criminologie
- vastgoed- en huurrecht
- vreemdelingenrecht