Učni načrt predmeta

Predmet:
Računalniška ustvarjalnost
Course:
Computational Creativity
Študijski program in stopnja /
Study programme and level
Študijska smer /
Study field
Letnik /
Academic year
Semester /
Semester
Informacijske in komunikacijske tehnologije, 3. stopnja Tehnologije znanja 1 1
Information and Communication Technologies, 3rd cycle Knowledge Technologies 1 1
Vrsta predmeta / Course type
Izbirni / Elective
Univerzitetna koda predmeta / University course code:
IKT3-721
Predavanja
Lectures
Seminar
Seminar
Vaje
Tutorial
Klinične vaje
work
Druge oblike
študija
Samost. delo
Individ. work
ECTS
15 15 15 105 5

*Navedena porazdelitev ur velja, če je vpisanih vsaj 15 študentov. Drugače se obseg izvedbe kontaktnih ur sorazmerno zmanjša in prenese v samostojno delo. / This distribution of hours is valid if at least 15 students are enrolled. Otherwise the contact hours are linearly reduced and transfered to individual work.

Nosilec predmeta / Course leader:
doc. dr. Senja Pollak
Sodelavci / Lecturers:
Jeziki / Languages:
Predavanja / Lectures:
Slovenščina, angleščina / Slovenian, English
Vaje / Tutorial:
Pogoji za vključitev v delo oz. za opravljanje študijskih obveznosti:
Prerequisites:

Zaključen študij druge stopnje s področja informacijskih ali komunikacijskih tehnologij ali zaključen študij druge stopnje na drugih področjih z znanjem osnov s področja predmeta. Potrebna so tudi osnovna znanja matematike, računalništva in informatike.

Completed second-cycle studies in information or communication technologies or completed second-cycle studies in other fields with knowledge of fundamentals in the field of this course. Basic knowledge of mathematics, computer science and informatics is also requested.

Vsebina:
Content (Syllabus outline):

Uvod:
uvod v področje računalniške ustvarjalnosti, umestitev raziskovalnega področja in primeri aplikacij

Teoretske osnove:
opredelitev človeške in računalniške ustvarjalnosti, ocenjevanje in metrike

Metodologija:
računalniška ustvarjalnost kot iskanje, bisociativno odkrivanje znanja, tvorba in spajanje konceptov (angl. conceptual blending).

Viri in orodja:
jezikovni viri in programska orodja za obdelavo naravnega jezika (korpusi, knjižnice, leksikalni in semantični viri), rudarjenje strukturiranih podatkov in besedil, platforme za podporo računalniški ustvarjalnosti (Clowdflows, TextFlows, Flowr, Pattern)

Aplikacije v znanosti, zdravju in trženju: ustvarjanje hipotez, odkrivanje znanja, dokazovanje matematičnih izrekov, izdelava prehranskih receptov, planov vadbe, ustvarjanje sloganov, akronimov in reklam

Aplikacije v literaturi in umetnosti:
ustvarjanje zgodb, metafor, humorja, poezije in slik, komponiranje glasbe

Povzetek in diskusija:
primerjava računalniške kreativnosti s človeško, potenciali, omejitve in etična vprašanja, vloga računalniške kreativnosti v industriji in v umetnosti

Introduction:
introduction to the field of computational creativity, positioning of the field and sample applications

Foundations:
definitions of human and computational creativity, evaluation and metrics

Methodology:
computational creativity as search, bisociative knowledge discovery, concept formation and conceptual blending

Resources and tools:
language resources and tools for natural langugage processing (corpora, programing libraries, lexical and semantic resources), structured and textual data mining, supporting platforms for computational creativity (Clowdflows, TextFlows, Flowr, Pattern)

Applications in science, health and marketing:
hypothesis creation, knowledge discovery, proving mathematical axioms, food recipe creation, exercise planning, generation of slogans, acronyms and advertisements

Applications in literature and art:
creation of stories, metaphor, humor, poetry and paintings, composing music

Summary and discussion:
comparison of human and computational creativity, opportunities, limitations and ethical issues, the role of computational creativity in industry and art

Temeljna literatura in viri / Readings:

M. A. Boden, Ed. Dimensions of creativity. MIT Press,1996.ISBN 0-262-02368-7.
M. A. Boden, The creative mind: Myths and mechanisms. Psychology Press, 2004. ISBN 0-203-50852-1.
T. R. Besold, M. Schorlemmer, and A. Smaill, Computational Creativity Research: Towards Creative Machines. Atlantis Publishing Corporation, 2014. ISBN 978-94-6239-084-3.
S. Colton, and G. A. Wiggins, Computational Creativity: The Final Frontier? In ECAI 2012 - 20th European Conference on Artificial Intelligence, 21-26, Montpellier, France, August 2012.
G. A. Wiggins, A preliminary framework for description, analysis and comparison of creative systems. Knowledge-Based Systems 19 (7): 449-458, 2006.
G. Ritchie, Some Empirical Criteria for Attributing Creativity to a Computer Program. Minds and Machines, 17(1):76-99, Springer, 2007.
G. Fauconnier, and M. Turner, The way we think: Conceptual blending and the mind's hidden complexities. Basic Books, 2008. ISBN 0-465-08785-X.
M. R. Berthold, Bisociative knowledge discovery. Springer Berlin Heidelberg, 2011. ISBN 978-3-642-24799-6.
K.E. Jennings, Developing creativity: Artificial barriers in artificial intelligence. Minds and Machines 20(4): 489-501, 2011.

Cilji in kompetence:
Objectives and competences:

Cilj predmeta je seznanjenje s področjem računalniške ustvarjalnosti, s teorijo tega področja, kakor tudi praktičnih vidikov: orodij, tehnologij in aplikacij.

Študentje spoznajo metode za ocenjevanje metod in rezultatov računalniške ustvarjalnosti, poznajo omejitve računalniške ustvarjalnosti in znajo razpoznati probleme, v katerih je uporabna.

Ključni splošni metodi področja sta spajanje konceptov (angl. »concept blending«) in bisociativno odkrivanje novih konceptov. Ob teh so predstavljene tudi nekatere metode in tehnike, ki se uporabljajo v specifičnih primerih uporabe: obdelava naravnega jezika in jezikovni viri, rudarjenje podatkov, predstavitev podatkov, uporaba in izdelava semantičnih mrež. Poseben poudarek bo na metodah za obdelavo naravnega jezika.

Predmet poda znanje, ki je potrebno za samostojen razvoj nove metode ali aplikacije računalniške ustvarjalnosti na problemu iz prakse.

The goal of the course is introduction into the field of computational creativity, its theory, as well as its practical aspects: tools, technologies and applications.

Students learn the methodology for evaluation of the methods and results of computational creativity, recognize the limitations of computational creativity and know how to identify problems in which it is applicable.

Key general methods in this research area are conceptual blending and bisociative discovery of new concepts. In addition to these, selected methods and techniques are presented that are used in specific use cases: natural language processing and language resources, data mining, data representation, use and production of semantic networks. Special attention will be put on the natural language processing methods.

Course aims to provide knowledge that is necessary for the independent development of new methods and applications of computational creativity in real world problems.

Predvideni študijski rezultati:
Intendeded learning outcomes:

Študent, ki bo uspešno končal ta predmet, bo pridobil znanje in razumevanje:
- o teoretičnih temeljih računalniške ustvarjalnosti
- o temeljnih metodah odkrivanja ali ustvarjanja novih konceptov
- o uporabi virov in orodij na področju računalniške ustvarjalnosti
- o metodah za obdelavo naravnega jezika za področje računalniške ustvarjalnosti
- o možnostih praktične uporabe naučenega

Prav tako bodo pridobili
- Sposobnost analize, sinteze in predvidevanja
rešitev ter posledic
- Obvladanje raziskovalnih metod, postopkov in
procesov, razvoj kritične in samokritične presoje
- Sposobnost uporabe znanja v praksi
- Avtonomnost v strokovnem delu
- Razvoj komunikacijskih sposobnosti in spretnosti
- Sposobnost izdelave lastnih rešitev s področja
računalniške ustvarjalnosti
- Sposobnost vrednotenja metod in rezultatov računalniške ustvarjalnosti
- Sposobnost kritične presoje etičnih vidikov rešitev s področja računalniške ustvarjalnosti.

A student who successfully completes this course will gain knowledge and understanding of:
- the theoretical foundations of computer creativity
- basic methods of detection and creation of new concepts
- on the natural language processing methods for computational creativity
- the use of resources and tools in the field of computational creativity
- about the possibilities of practical application of lessons learned

They will also acquire:
- The ability to analyze, synthesize, and anticipate solutions and consequences
- Proficiency in research methods, procedures and processes, development of critical and selfcritical assessment
- The ability to use knowledge in practice
- Autonomy in professional work
- The development of communication skills
- The ability to develop original solutions in the field of computational creativity
- The ability of evaluation methods and results of computer creativity
- The ability of critical thinking about ethical aspects of solutions in the field of computational creativity.

Metode poučevanja in učenja:
Learning and teaching methods:

Predavanja, seminarji, konzultacije, individualno
delo.

Lectures, seminar work, consultations, individual work.

Načini ocenjevanja:
Delež v % / Weight in %
Assesment:
Pisni ali ustni izpit
30 %
Written or oral exam
Seminarska naloga
40 %
Seminar work
Ustni zagovor seminarske naloge
30 %
Oral defense of the seminar work
Reference nosilca / Lecturer's references:
1. ŽEJN Andrejka PRANJIĆ Marko POLLAK Senja. 2024. Primerjava Josipa Jurčiča in Ivana Cankarja z računalniškimi metodami za zaznavanje semantičnih premikov. Primerjalna književnost 47(2): https://ojs-gr.zrc-sazu.si/primerjalna_knjizevnost/article/view/9416/8808
2. POLLAK, Senja, WIGGINS, Geraint A., ŽNIDARŠIČ, Martin, LAVRAČ, Nada. Computational creativity in Slovenia. Informatica : an international journal of computing and informatics. [Tiskana izd.]. Mar. 2018, vol. 42, no. 1, str. 69-76. ISSN 0350-5596. Digitalna knjižnica Slovenije - dLib.si.
3. LAVRAČ, Nada, MARTINC, Matej, POLLAK, Senja, POMPE NOVAK, Maruša, CESTNIK, Bojan. Bisociative literature-based discovery : lessons learned and new word embedding approach. New generation computing. 2020, vol. 38, str. 773-800. ISSN 0288-3635. http://dx.doi.org/10.1007/s00354-020-00108-w,
4. FELE, Benjamin, BABIČ, Jan, POLLAK, Senja, ŽNIDARŠIČ, Martin. Evaluation of curriculum learning algorithms using computational creativity inspired metrics. V: HEDBLOM, Maria M. (ur.). Proceedings of the Thirteenth International Conference on Computational Creativity, ICCC’22, Bozen-Bolzano, Italy, 27 June - 1 July. [S. l.]: Association for Computational Creativity ACC. Str. 364-373. ISBN 978-989-54160-4-2. https://computationalcreativity.net/iccc22/wp-content/uploads/2022/08/ICCC22_proceedings.pdf.
5. POLLAK, Senja, PODPEČAN, Vid, KRANJC, Janez, LESJAK, Borut, LAVRAČ, Nada. Scientific question generation : pattern-based and graph-based RoboCHAIR methods. V: GÓMEZ DE SILVA GARZA, Andrés (ur.). Proceedings of the Twelfth International Conference on Computational Creativity, ICCC'21 virtual Meeting, September 14-18, 2021, Mexico. Cuajimalpa: Association for Computational Creativity = ACC, 2021. Str. 140-148. ISBN 978-989-54160-3-5. https://computationalcreativity.net/iccc21/wp-content/uploads/2021/09/ICCC_2021_paper_54.pdf.