ⓘ Random stimulus. A random stimulus is any class of creativity techniques that explores randomization. Most of their names start with the word random, such as ra ..

                                     

ⓘ Random stimulus

A random stimulus is any class of creativity techniques that explores randomization. Most of their names start with the word "random", such as random word, random heuristic, random picture and random sound. In each random creativity technique, the user is presented with a random stimulus and explores associations that could trigger novel ideas. The power of random stimulus is that it can lead you to explore useful associations that would not emerge intentionally.

                                     

1. Random word technique

Random Word is the simplest technique of this class. A randomly picked word is used to generate new associations. The intent is to reveal a different angle of attack on the problem.

Implementations

Low-tech implementations of random word often randomly shuffle a pile of index cards. For example, the "Oblique Strategies" created by Brian Eno and Peter Schmidt in 1975 is a set of 100 cards, each of which is a suggestion of a course of action or thinking to assist in creative situations, where standard logical solutions do not produce the desired result. High-tech implementations adopt computers, random number generators and internet resources. Simple random techniques are classified by modality of association. Multi-modal techniques combine different random elements from multiple domains. A random article link is an example of this kind of technique implemented by MediaWiki software. Stumbleupon is such a tool.

                                     

2. Evolutionary-computation model

The evolutionary-computation model of creativity views random stimulus creativity techniques as mutation operators. Each such operator has some potential to bring a relatively small and beneficial change innovation. Success of this process can be measured by the innovation rate. The innovation rate depends on the distribution from which the random stimuli are sampled. Improving innovation rate is an important research problem in human-based evolutionary computation.

                                     
  • English Dictionary randomization RQube - Generate quasi - random stimulus sequences for experimental designs RandList - Randomization List Generator
  • subliminality is achieved by masking the subliminal stimulus with a second stimulus composed of either random parts of letters or numbers, or containing different
  • Stimulus response S R compatibility is the degree to which a person s perception of the world is compatible with the required action. S R compatibility
  • similar to those found in HDLs. Many HVLs will provide constrained random stimulus generation, and functional coverage constructs to assist with complex
  • theory was stimulus - sampling theory, which conceives of learning as establishing associations to hypothetical stimulus elements that are randomly drawn from
  • verification of microprocessors. Their primary use lies in providing input stimulus to a device under test. In a simulation testbench verification environment
  • Psychophysics has been described as the scientific study of the relation between stimulus and sensation or, more completely, as the analysis of perceptual processes
  • amplitude, 500 or more repetitions of the auditory stimulus are required in order to average out the random background electrical activity. Although it is
  • unconditioned stimulus given to them, but through learning, conditionally, came to salivate conditioned response to the tone conditioned stimulus that predicted
  • threshold is the weakest stimulus that an organism can detect. Unless otherwise indicated, it is usually defined as the weakest stimulus that can be detected
  • phase begins. If the subject rates a stimulus to be above the threshold, the next stimulus will be chosen in a random process to be a stair higher than
  • regarded as a random sample of an observer s memory for the entire display. This type of sampling revealed that immediately after stimulus offset, participants