Above are papers related to the following paper: [Paper_ID] Paper #1128407. 	[Title] Understanding Creativity: A Case-Based Approach [Abstract] Dissatisfaction with existing standard case-based reasoning (CBR) systems has prompted us to investigate how we can make these systems more creative and, more broadly, what would it mean for them to be more creative. This paper discusses three research goals: understanding creative processes better, investigating the role of cases and CBR in creative problem solving, and understanding the framework that supports this more interesting kind of case-based reasoning. In addition, it discusses methodological issues in the study of creativity and, in particular, the use of CBR as a research paradigm for exploring creativity. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1107041. 	[Title] Developing Case-Based Reasoning for Structural Design [Abstract] The use of case-based reasoning as a process model of design involves the subtasks of recalling previously known designs from memory and adapting these design cases or subcases to fit the current design context. The development of this process model for a particular design domain proceeds in parallel with the development of a representation for the cases, the case memory organisation, and the design knowledge needed in addition to specific designs. The selection of a particular representational paradigm for these types of information, and the details of its use for a particular problemsolving domain, depend on the intended use of the information to be represented and the project information available, as well as the nature of the domain. In this paper we describe the development and implementation of four case-based design systems: CASECAD, CADSYN, WIN, and DEMEX. Each system is described in terms of the content, organisation, and source of case memory, and the implementation of case recall and case adaptation. A comparison of these systems considers the relative advantages and disadvantages of the implementations. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1107010. 	[Title] an Opportunistic Enterprise [Abstract] Tech Report GIT-COGSCI-97/04 Abstract This paper identifies goal handling processes that begin to account for the kind of processes involved in invention. We identify new kinds of goals with special properties and mechanisms for processing such goals, as well as means of integrating opportunism, deliberation, and social interaction into goal/plan processes. We focus on invention goals, which address significant enterprises associated with an inventor. Invention goals represent seed goals of an expert, around which the whole knowledge of an expert gets reorganized and grows more or less opportunistically. Invention goals reflect the idiosyncrasy of thematic goals among experts. They constantly increase the sensitivity of individuals for particular events that might contribute to their satisfaction. Our exploration is based on a well-documented example: the invention of the telephone by Alexander Graham Bell. We propose mechanisms to explain: (1) how Bell's early thematic goals gave rise to the new goals to invent the multiple telegraph and the telephone, and (2) how the new goals interacted opportunistically. Finally, we describe our computational model, ALEC, that accounts for the role of goals in invention. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #207395. 	[Title] A Functional Theory of Creative Reading [Abstract] Reading is an area of human cognition which has been studied for decades by psychologists, education researchers, and artificial intelligence researchers. Yet, there still does not exist a theory which accurately describes the complete process. We believe that these past attempts fell short due to an incomplete understanding of the overall task of reading; namely, the complete set of mental tasks a reasoner must perform to read and the mechanisms that carry out these tasks. We present a functional theory of the reading process and argue that it represents a coverage of the task. The theory combines experimental results from psychology, artificial intelligence, education, and linguistics, along with the insights we have gained from our own research. This greater understanding of the mental tasks necessary for reading will enable new natural language understanding systems to be more flexible and more capable than earlier ones. Furthermore, we argue that creativity is a necessary component of the reading process and must be considered in any theory or system attempting to describe it. We present a functional theory of creative reading and a novel knowledge organization scheme that supports the creativity mechanisms. The reading theory is currently being implemented in the ISAAC (Integrated Story Analysis And Creativity) system, a computer system which reads science fiction stories. fl This paper is part of the Georgia Institute of Technology, College of Computing, Technical Report series. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #310530. 	[Title] Integrating Creativity and Reading: A Functional Approach [Abstract] Reading has been studied for decades by a variety of cognitive disciplines, yet no theories exist which sufficiently describe and explain how people accomplish the complete task of reading real-world texts. In particular, a type of knowledge intensive reading known as creative reading has been largely ignored by the past research. We argue that creative reading is an aspect of practically all reading experiences; as a result, any theory which overlooks this will be insufficient. We have built on results from psychology, artificial intelligence, and education in order to produce a functional theory of the complete reading process. The overall framework describes the set of tasks necessary for reading to be performed. Within this framework, we have developed a theory of creative reading. The theory is implemented in the ISAAC (Integrated Story Analysis And Creativity) system, a reading system which reads science fiction stories. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #22386. 	[Title] CASE-BASED CREATIVE DESIGN [Abstract] Designers across a variety of domains engage in many of the same creative activities. Since much creativity stems from using old solutions in novel ways, we believe that case-based reasoning can be used to explain many creative design processes. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #38839. 	[Title] Role of Ontology in Creative Understanding [Abstract] In Proceedings of the 18th Annual Cognitive Science Conference, San Diego, CA, July 1996 This paper can also be found at the Georgia Tech WWW site: http://www.cc.gatech.edu/cogsci/ Abstract Successful creative understanding requires that a reasoner be able to manipulate known concepts in order to understand novel ones. A major problem arises, however, when one considers exactly how these manipulations are to be bounded. If a bound is imposed which is too loose, the reasoner is likely to create bizarre understandings rather than useful creative ones. On the other hand, if the bound is too tight, the reasoner will not have the flexibility needed to deal with a wide range of creative understanding experiences. Our approach is to make use of a principled ontology as one source of reasonable bounding. This allows our creative understanding theory to have good explanatory power about the process while allowing the computer implementation of the theory (the ISAAC system) to be flexible without being bizarre in the task domain of reading science fiction short stories. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #3932. 	[Title] Finding Analogues for Innovative Design [Abstract] Knowledge Systems Laboratory March 1995 Report No. KSL 95-32 Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #38845. 	[Title] Opportunistic Reasoning: A Design Perspective [Abstract] An essential component of opportunistic behavior is opportunity recognition, the recognition of those conditions that facilitate the pursuit of some suspended goal. Opportunity recognition is a special case of situation assessment, the process of sizing up a novel situation. The ability to recognize opportunities for reinstating suspended problem contexts (one way in which goals manifest themselves in design) is crucial to creative design. In order to deal with real world opportunity recognition, we attribute limited inferential power to relevant suspended goals. We propose that goals suspended in the working memory monitor the internal (hidden) representations of the currently recognized objects. A suspended goal is satisfied when the current internal representation and a suspended goal match. We propose a computational model for working memory and we compare it with other relevant theories of opportunistic planning. This working memory model is implemented as part of our IMPROVISER system. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #38846. 	[Title] Explaining Serendipitous Recognition in Design [Abstract] Creative designers often see solutions to pending design problems in the everyday objects surrounding them. This can often lead to innovation and insight, sometimes revealing new functions and purposes for common design pieces in the process. We are interested in modeling serendipitous recognition of solutions to pending problems in the context of creative mechanical design. This paper characterizes this ability, analyzing observations we have made of it, and placing it in the context of other forms of recognition. We propose a computational model to capture and explore serendipitous recognition which is based on ideas from reconstructive dynamic memory and situation assessment in case-based reasoning. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #74975. 	[Title] Towards More Creative Case-Based Design Systems [Abstract] Case-based reasoning (CBR) has a great deal to offer in supporting creative design, particularly processes that rely heavily on previous design experience, such as framing the problem and evaluating design alternatives. However, most existing CBR systems are not living up to their potential. They tend to adapt and reuse old solutions in routine ways, producing robust but uninspired results. Little research effort has been directed towards the kinds of situation assessment, evaluation, and assimilation processes that facilitate the exploration of ideas and the elaboration and redefinition of problems that are crucial to creative design. Also, their typically rigid control structures do not facilitate the kinds of strategic control and opportunism inherent in creative reasoning. In this paper, we describe the types of behavior we would like case-based design systems to support, based on a study of designers working on a mechanical engineering problem. We show how the standard CBR framework should be extended and we describe an architecture we are developing to experiment with these ideas. 1 Please summarise all the given information.

Paper #1128407 has the title `Understanding Creativity: A Case-Based Approach  
` and the abstract `Dissatisfaction with existing standard case-based reasoning (CBR) systems has prompted us to investigate how we can make these systems more creative and, more broadly, what would it mean for them to be more creative. This paper discusses three research goals: understanding creative processes better, investigating the role of cases and CBR in creative problem solving, and understanding the framework that supports this more interesting kind of case-based reasoning. In addition, it discusses methodological issues in the study of creativity and, in particular, the use of CBR as a research paradigm for exploring creativity.
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Question: Which category should Paper #1128407 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #1128407 has the title `Understanding Creativity: A Case-Based Approach  
` and the abstract `Dissatisfaction with existing standard case-based reasoning (CBR) systems has prompted us to investigate how we can make these systems more creative and, more broadly, what would it mean for them to be more creative. This paper discusses three research goals: understanding creative processes better, investigating the role of cases and CBR in creative problem solving, and understanding the framework that supports this more interesting kind of case-based reasoning. In addition, it discusses methodological issues in the study of creativity and, in particular, the use of CBR as a research paradigm for exploring creativity.
`.
Question: Which category should Paper #1128407 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].

This paper should be classified into: Case_Based