<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Creativity Profiling Server: Modelling the Principal Components of Human Creativity over Texts</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>George Panagopoulos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pythagoras Karampiperis</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonis Koukourikos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sotiris Kon- stantinidis</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computational Systems &amp; Human Mind Research Unit, Institute of Informatics &amp; Telecommunications, National Center for Scientific Research “Demokritos”</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Within the field of Computational Creativity, significant effort has been devoted towards identifying variegating aspects of the creative process and constructing appropriate metrics for determining the degree that an artefact exhibits creativity with respect to these aspects. However, the formalization of a person's creativity (i.e. a creativity user profile) as a derivative of such creations is not straightforward, as it requires a transition to a space reflecting the core principles of creativity as perceived by humans. This becomes a necessity in domains where personalization goes beyond timely and personalized knowledge provision, targeting the encouragement and fostering of creative thinking. Thus, it becomes essential to develop methodologies for modelling creativity to support personalization based on creativity aspects / characteristics of users. The paper proposes a user modelling framework for formulating creativity user profiles based on an individual's creations, by transitioning from traditional computational creativity metrics to a space that adheres to the principal components of human creativity. Furthermore, the paper presents the Creativity Profiling Server (CPS), a system implementing the aforementioned user modelling framework for computing and maintaining creativity profiles and showcases the results of experiments over storytelling educational activities.</p>
      </abstract>
      <kwd-group>
        <kwd>Human Creativity Modelling</kwd>
        <kwd>Creativity Profiling</kwd>
        <kwd>Computational Creativity</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Human creativity is a multifaceted, vague concept, combining undisclosed or
paradoxical characteristics. As a general notion, creativity adheres to the ability to move
beyond traditional and established patterns and associations, by transforming them to
new ideas and concepts or using them in innovative, unprecedented contexts and
settings [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The usage of computational methods for producing creative artefacts, as
well as, unveiling the essence of human creativity and using computers understanding
it, is the subject of extensive debate [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Along with such philosophical approaches,
research results from neuroscience should also be considered in the process of
revealing/ understanding the human creative process. In general, the creativity of a person
can be expressed qualitatively by taking into account its origin in psychometric or
cognitive aspects of their thinking process [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. An example of the former is the work
of [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], who examine how the human mind perceives complex auditory stimuli e.g.
music. In this case, they look at the brains of improvising musicians and study what
parts of the brain are involved in the kind of deep creativity that happens when a
musician is really in the groove. Their research has deep implications for the
understanding of creativity of all kinds. In any case, while machines can mimic human creativity,
or provide the necessary stimuli for encouraging and promoting the production of
creative ideas and artefacts, it is not straightforward to assess the exhibited creativity
by using automated techniques. Rather, most efforts have been focused on analyzing
creativity on different aspects and producing different metrics, based on the nature of
the examined artefacts.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Hence, the core assumption for building a user’s creativity profile, is that his/her creativity is showcased by his/her creations, named Creativity Exhibits. These exhibits can follow different modalities, corresponding to the aforementioned reasoning patterns, e.g. texts, diagrams/pictures, actions etc.</title>
    </sec>
    <sec id="sec-3">
      <title>The calculation of a creativity profile, constitutes the process of (a) measuring the</title>
      <p>creativity expressed by given creativity artifacts; (b) associating these measurements
with dimensions of human creativity corresponding to the given dimension.</p>
    </sec>
    <sec id="sec-4">
      <title>For achieving (a), we employ creativity metrics derived from computational creativity and formulate them in accordance to the characteristics of the examined exhibits. A number of different creativity metrics are proposed from the literature on computational creativity.</title>
      <p>
        More specifically, Novelty reflects the deviation from existing knowledge/
experience and can be measured as a difference metric between what is already known and
the given piece of content. Novelty is a generally accepted dimension of creativity
within the area of computational creativity and an essential candidate for measuring
elements of creativity within the human-created content when interacting with the
machine. It has been used as a heuristic for driving the generation of novel artefacts in
exploratory creativity [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] known as novelty search, an approach to open-ended
evolution in artificial life [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Surprise is another essential characteristic which may be
represented as the deviation from the expected [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The higher the deviation the
higher the perceived surprise. Surprise offers a temporal dimension to unexpectedness [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
Likewise, impressive artefacts readily exhibit (ease of recognition) significant design
effort and may be described via two heuristics, Rarity (rare combination of properties)
and Recreational Effort (difficult to achieve) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. These four metrics will be used to
construct the creativity profile of a human user, as expressed by the artefacts that this
user has been constructed alone or as a participating member of a group of users. In
the case of Textual Exhibits, examples of such artefacts include a written story, a
dialogue and any other textual creation.
      </p>
      <p>
        In our previous work [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] we presented the formulization of the Computational
Creativity Metrics for Novelty, Surprise, Rarity and Recreational Effort over textual
artefacts. In the present work, we use these text-based metrics for the core aspects of
creativity and examine their conformance with the human perception of what constitutes a
creative artefact. We proceed to identify the deviations between these two
perspectives (computational metrics and human judgment) and propose a model for
transforming the automatic measures to a space that more accurately reflects the human
opinion. In this way, the constructed human creativity profiles can be used for
providing personalized material / content that is suitable for a specific user or addresses
his/her limitations regarding creativity.
      </p>
    </sec>
    <sec id="sec-5">
      <title>The rest of the paper is structured as follows. We examine the correlation of the</title>
      <p>proposed metrics with the human perception of creativity. Afterwards, we build on
these observations to propose a transition model from computational metrics to a
twodimensional orthogonal space which aims to closely reflect the way human beings
perceive creativity. We present the experiments for assessing the effectiveness of the
proposed model towards this goal, describe the architecture and functionality of the</p>
    </sec>
    <sec id="sec-6">
      <title>Creativity Profiling Server, a system that incorporates the proposed model and report on the experiments for a preliminary evaluation of the system. Finally, we summarize the present research and report on our next steps.</title>
      <p>2</p>
      <p>Correlation of Computational Creativity Metrics With the
Human Perception of Creativity
In order to assess the adherence of the proposed metric formulization with the human
perception for creativity, we organized and conducted an experimental session based
on storytelling activities. For the execution of the experiment, we employed forty (40)
human participants, split in ten (10) teams of four (4) members each. All teams were
asked to construct a story, on a specified premise, the survival of a village’s habitants
under a ravaging snow storm. The stories were created incrementally, with twenty
(20) fragments produced for each story.</p>
      <p>Following the completion of the stories, the teams were organized in two groups,
each consisting of five teams. Without any interaction between the groups, each team
was called to rate the stories of the remaining four teams belonging to their group,
using a rank-based 4-star scale (i.e. the best story received 4 stars, the second-best
story received 3 stars etc.). In this way, we obtained a ranked list of the five stories in
each group. The goal of our experiment was to determine if, using the ranked lists of
one of the test groups and a formalized representation of the computational creativity
metrics, we can identify their correlation and examine if the distribution of values for
the metrics follow the pattern of human judgment. To this end, we define a
constrained optimization problem over functions of the aforementioned metrics, which is
described below.
2.1</p>
      <p>Extracting a Model for the Human Perception of Creativity</p>
      <p>
        Each artefact (story)   is characterized (via the application of the computational
creativity metrics presented in the previous section) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] by a set of 4 independent
properties    = ( 1  ,  2  ,  3  ,  4  ) where  1 stands for “Novelty”,  2 for
“Surprise”,  3 for “Rarity” and  4 for “Recreational Effort”. We define as partial
creativiportant is a specific value of the property  
artefact   . This function is defined by the following formula:
ty function (PCF) related to artefact property   a function that indicates how
imwhen calculating the creativity of an

  (    ) =    ∗
      </p>
      <p>∗ 1−  
    ∗    +</p>
      <p>
        2
   , where     ∈ [
        <xref ref-type="bibr" rid="ref2">0,2</xref>
        ]is the value of
creativity function:
property   for the artefact   , and 0 ≤    ≤ 5, −4 ≤    ≤ 4, 0 ≤    ≤ 1,
0 ≤    ≤ 2 are parameters that define the form of the partial creativity function,
whereas 0 ≤    ≤ 1 represents the weight of property   in the calculation of the
overall creativity. The calculation of the above parameters for all   properties lead to
the calculation of the complete creativity function (CCF), as the aggregation of the
partial creativity functions, as follows: 
(   ) =
If 
 1
is the complete creativity of an artefact  1
1
4
∗ ∑4=1 
and 
 2
  (    )
is the complete
creativity of an artefact  2, then the following properties generally hold for the complete


 1 &gt; 
 1 = 
 2 ⇔ ( 1) ( 2)
 2 ⇔ ( 1) ( 2)
set and   = 
artefacts in the ranked set.
      </p>
      <p>− 
where P is a strict preference relation and I is an indifference relation, as perceived by
humans when evaluating the creativity of these artefacts.</p>
    </sec>
    <sec id="sec-7">
      <title>Given a preference ranking of a reference set of artefacts, we define the creativity</title>
      <p>differences  =  1,  2, … ,   −1 , where q is the number of artefacts in the reference
  +1 ≥ 0 is the creativity difference between two subsequent</p>
      <sec id="sec-7-1">
        <title>We then define an error parameter  for each creativity difference:</title>
        <p>= 
  − 
  +1 +   ≥ 0
We can then solve the following constrained optimization problem:

 −1
parameters for each property   .Based on these values and the human assessment of
the story rankings, the results of the constrained optimization problem defined in the
previous section resolves in the calculation of the partial creativity parameters (a, b, c,
d and w). Regarding the impact of the various metrics in the computation of the
overall creativity, we observed that Novelty is generally considered a particularly positive
attribute creativity-wise for the stories, its partial creativity (PC) increasing as its
value increases (see Figure 1). In contrast, the remaining metrics reached their maximum
partial creativity at a certain value, after which their partial creativity started to
decrease, indicating that e.g. recreational effort greater than a certain point is not
perceived as a direct indication of creativity (see Figure 1).</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Hence, the obtained results indicate that, while the proposed computational creativity</title>
      <p>metrics are correlated with the perception of humans for creativity, this correlation is
not direct for all metrics. The following section discusses on the implications of these
observations and details our approach for using the proposed metrics towards building
a dimensional plane that more accurately reflects the human perspective for creativity.
3</p>
      <p>Transferring Computational Creativity Metrics to the</p>
      <p>Human Perspective
As stated, each textual artefact can be described by 4 computational creativity
metrics, namely, Novelty, Surprise, Rarity and Recreational Effort. Following the
formulation of the creativity metrics, therefore, the next hypothesis that was examined was
the reduction of the dimensional space for representing creativity as expressed
through creative artefacts, in an orthogonal space. In order to effectively
conceptualize human creativity, orthogonality is a particularly desirable attribute of the
conceptualization space to be used, since it allows the examination of independent variables
when trying to analyse and influence / encourage certain creativity aspects. Hence, the
first step towards identifying the adherence of the computational creativity metrics
with the human perspective is to examine the orthogonality of the proposed metrics
formulation. To this end, we ran an experiment for calculating the four basic
computational creativity metrics on two datasets derived from distinct and distant domains,
and determined whether the four metrics are orthogonal.</p>
      <p>
        The first dataset comprised transcriptions of European Parliament Proceedings
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Given the formulation of computational creativity metrics described in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], we
consider as a “story” the proceedings of a distinct Parliament session and as a
fragment the speech of an individual MP within the examined session. The second dataset
was derived from a literary work, Stories from Northern Myths, by E.K. Baker,
available via the Project Gutenberg collection. In this case, the story is a book chapter and
the story fragment is a paragraph within the chapter.
      </p>
      <p>In total, we examined 50 distinct parliament sessions from the Europarl dataset and
40 chapters from the storybook. Based on the obtained results, we calculated the
correlation between the four computational creativity metrics. Tables 1 and 2 provide the
correlation values between the four metrics. It is evident that the computational
creativity metrics by themselves are not orthogonal. In order to better approximate the
human perception for creativity, we propose the following abstraction for modelling
the examined aspects of creativity to a space more closely resembling human
thinking:</p>
    </sec>
    <sec id="sec-9">
      <title>Novelty is the perspective to be held as the one dimension of the dimensional space, as the conducted showed that it has a monotonic incremental relation with the perception of humans on what is creative. Further more, it is a generally accepted dimension of creativity. [11]</title>
    </sec>
    <sec id="sec-10">
      <title>Atypicality, that is, the tendency to deviate from the norm without actually breaking through. In other words, to what extend (without necessarily being novel) the artefact differs from the ordinary (thus being surprising, rare and difficult to construct)</title>
    </sec>
    <sec id="sec-11">
      <title>We consider Atypicality as a combination of the Surprise, Rarity and Recreational</title>
    </sec>
    <sec id="sec-12">
      <title>Effort metrics, each bearing a different weight towards determining Atypicality.</title>
    </sec>
    <sec id="sec-13">
      <title>These two axes also provide a rough conceptualization of the two major qualitative</title>
      <p>aspects of creative work: whether the said work is visionary, i.e. it provides a
groundbreaking approach on a given field; and whether it is constructive, i.e. it uses in a
novel way established techniques and ideas in order to produce a high-quality artefact.</p>
    </sec>
    <sec id="sec-14">
      <title>As stated, Novelty has an analogous and close to monotonic association with the human judgment for creativity. Therefore, and in order to satisfy our requirement of elty.</title>
      <p />
    </sec>
    <sec id="sec-15">
      <title>Novelty</title>
    </sec>
    <sec id="sec-16">
      <title>Atypicality</title>
    </sec>
    <sec id="sec-17">
      <title>Novelty</title>
    </sec>
    <sec id="sec-18">
      <title>Atypicality</title>
      <p>orthogonality, we consider Novelty as the strictly defined dimension of our space and
seek for the formulation of Atypicality that results to a dimension orthogonal to
Nov</p>
      <sec id="sec-18-1">
        <title>More specifically, let Atypicality of a text  be the normalized weighted sum of its</title>
        <p>
          Surprise, Rarity, and Recreational Effort:  ( ) =   
  ,   ,   ∈ [
          <xref ref-type="bibr" rid="ref1">−1,1</xref>
          ] . We aim to find the weight values that constitute Atypicality
orthogonal to Novelty, i.e. those weight values for which Correl(Novelty,
Atypicality)= 0. We thus define the following optimization problem:
( )+
        </p>
        <p>
          ( )+  
  +  + 
( ) , with

∑ =1(  
 (     ,   
 ) )2, s.t.   ,   ,   ∈ [
          <xref ref-type="bibr" rid="ref1">−1,1</xref>
          ]
where n is the number of the combined datasets.
        </p>
        <p>Although the search space of the optimization problem above is highly non-linear
solving this problem is straightforward. The resulting model defines two orthogonal
axes, Novelty and Atypicality, which define the space for measuring and
characterizing the observed creativity, as an Euclidean vector, the length of which indicates the
quantitative aspect of the creativity exhibited by the artefact, while its direction
indicates the tendency for either Novelty (visionary creativity) or Atypicality
(constructive creativity). The following tables present the novelty and atypicality in the two
datasets, as well as, the correlation between these two dimensions for the found
optimum weight values.</p>
      </sec>
    </sec>
    <sec id="sec-19">
      <title>The Creativity Profiling Server (CPS) allows the storage, maintenance and update of</title>
      <p>creativity profiles of users using creativity exhibits that are produced from
applications of the outside world. CPS provides a simple and straightforward API in order to
expose its functionalities and to facilitate the communication with the outside world.</p>
    </sec>
    <sec id="sec-20">
      <title>Through the CPS API, the example application can submit creativity exhibits and receive the corresponding creativity measurements, create group of users and finally receive the creativity profile of a user. The aforementioned functionalities and the internal structure of CPS are depicted in Figure 2.</title>
      <p>Computational
Creativity Metrics</p>
      <p>Calculator
Creativity Exhibits</p>
      <p>Analysis
User Profile
Update</p>
      <p>Submit CreativityExhibit
Computational Creativity Measurements
User Validation
Creativity Exhibit
Model Controller
Creativity Evidence &amp;</p>
      <p>Measurements
Creativity
Exhibits
User Manager
Application
Validation</p>
      <p>Client Application</p>
      <p>Validator
Machine Learning</p>
      <p>Components</p>
    </sec>
    <sec id="sec-21">
      <title>In a typical situation an application creates a user through the CPS API. The CPS API</title>
      <p>send the request to the User Management. Afterward User Management verifies
through the Application Validation module that the application is registered to CPS.
Since the application is validated User Management creates a unique user profile id
and sends it to the application. Since a user profile is created then the application can
submit creativity exhibits of this user. More specifically the application submits the
creativity exhibit to the CPS API along with type of the creativity exhibit and the
timestamp the creativity exhibit was created. After submission the API sends the
creativity exhibit and its type to the Creativity Exhibit Model Controller module. After
validating the user and the application through the User Management and the
Application Validator respectively, the module sends the creativity exhibit to the
Computational Creativity Metrics Calculator module. The Computational Creativity Metrics</p>
    </sec>
    <sec id="sec-22">
      <title>Calculator returns back the measurements of the creativity exhibit. Afterwards, the</title>
    </sec>
    <sec id="sec-23">
      <title>Creativity Exhibit Model Controller module stores the creativity exhibit along with</title>
      <p>the measurements to the CPS database. Finally, the Creativity Exhibit Model
Controller invokes the Machine Learning Components. Machine Learning Components take
as input the creativity exhibit and calculate the values of the profile properties of the
user. Afterwards the newly calculated values are send to the Creativity User
Modelling Controller module, which stores the values to the CPS database.</p>
    </sec>
    <sec id="sec-24">
      <title>Once a user creativity profile is created, then the application can request through</title>
      <p>the CPS API the User Profile Properties and also the Model which describes the
profile. After sending the request to the API, the request is redirected to the Creativity</p>
    </sec>
    <sec id="sec-25">
      <title>User Modelling Controller module. This module, after validating the user and the application through the User Management and the Application Validator respectively, retrieves from the CPS database the properties for the corresponding user and send them back to the application.</title>
      <p>5</p>
      <sec id="sec-25-1">
        <title>Incorporation of the model in CPS</title>
      </sec>
    </sec>
    <sec id="sec-26">
      <title>Following the definition of the model, we combine within CPS the Surprise, Rarity</title>
      <p>and Recreational Effort metrics in order to form another metric, which we call
Atypicality and is orthogonal to Novelty. Atypicality is calculated as a weighted average of
Surprise, Rarity and Recreational Effort, as follows:    =   ∗  +  ∗  +  ∗  , where:
  +  + 
i refers to an artifact, Si , Ri ,Ei and ATi to Surprise, Rarity, Recreational Effort and</p>
    </sec>
    <sec id="sec-27">
      <title>Atypicality metrics respectively for the given artifact i, and wS,wR and wE are posi</title>
      <p>tive weights assigned to Surprise, Rarity and Effort respectively, in order to calculate
the Atypicality metric in a way as much uncorrelated (and thus, orthogonal) with</p>
    </sec>
    <sec id="sec-28">
      <title>Novelty as possible. A user’s Creativity Profile, thus, consists of a two-dimensional</title>
      <p>vector expressing two types of user’s creativity. The Visionary Creativity, which is
measured by the Novelty metric, and the Constructive Creativity, which is measured
by the Atypicality metric. CPS gathers all Creativity Exhibits (artefacts) that are
produced by its users within external applications. In discrete time intervals, which we
call Time Window, CPS calculates and/or updates the Creativity Profile of each user.</p>
    </sec>
    <sec id="sec-29">
      <title>The calculation of the creativity profiles for the users of the CPS is a repeated (once per Time Window) two-phase process, and is explained below:</title>
    </sec>
    <sec id="sec-30">
      <title>Phase A:</title>
      <p>Calculation of optimum Computational Creativity Metric Weights for the
Application Domain</p>
    </sec>
    <sec id="sec-31">
      <title>We aim to find/ update the weight values [wS,wR,wE] of Surprise, Rarity and Recreational Effort that constitute Atypicality orthogonal to Novelty, i.e. those weight values for which Correl(N, AT) = 0. The optimum vector [wS,wR,wE] will be used in</title>
    </sec>
    <sec id="sec-32">
      <title>Phase B for the calculation of the users’ Creativity Profiles for the new CPS Time</title>
    </sec>
    <sec id="sec-33">
      <title>Window.</title>
    </sec>
    <sec id="sec-34">
      <title>We thus define the following non-linear optimization problem:</title>
      <p>.  
 ( ,</p>
      <p>)2,  .   ,   ,   ≥ 0 ,   +   +   ≠ 0</p>
      <p>Each time where a new CPS Time Window starts, we solve the above minimization
problem for all the artefacts of the application domain (all the creativity exhibits
collected for all CPS users and for all CPS Time Windows so far). It is evident that in
each execution of this process there is a strong probability of discovering a new
vector [wS,wR,wE] that makes Atypicality (AT) more orthogonal to Novelty (N). In
order to reduce the sensitivity of the system to this continuous change, we update the
vector [wS,wR,wE] to be used in Phase B with the new vector retrieved by solving
the optimization problem defined in Eq. 1 only when the improvement (minimization)
in Correl(N, AT)2 exceeds 5%.</p>
      <p>Phase B: Construct/update of Users’ Creativity Profiles
A user’s creativity profile is determined by the creativity exhibits produced by the
user alone or as a member of a group. Groups are treated by CPS as a user, meaning
that CPS will construct a creativity profile also for each group. In this case, the
creativity profile is constructed/ updated based on the creativity exhibits of the group
during the last (just finished) time window. In the case of simple users (not groups) their
creativity profile is constructed/ updated based on all the creativity exhibits they
constructed (either alone or as a group member). The first step for computing the
creativity profiles is to transform the space (N,S,E,R) to the space (N, AT) and compute the
average of N and AT measures for the creativity exhibits for a given user and for the
time window that just finished, as follows:
B1. Calculate Average Novelty and Atypicality of Creativity Exhibits</p>
    </sec>
    <sec id="sec-35">
      <title>In the general case, let a user U which participates in groups UG. In the case of computing the creativity profile of a group, we have only the user U, which represents the group.</title>
      <p>≡ [</p>
      <p>Such
 ,   
a
user
cannot
be
part
of
other
groups.</p>
      <p>Let
] of a user U, calculated for the creativity exhibits in the
time window T, after the transformation of the space (N,S,E,R) to the space (N, AT)
using the optimal weight vector [wS,wR,wE] (calculated in Phase A). Let also
 
≡ [  
 ,</p>
      <p>] of a user U, calculated for the creativity exhibits of UG
in the time window T, after the transformation of the space (N,S,E,R) to the space (N,</p>
    </sec>
    <sec id="sec-36">
      <title>AT) using the optimal weight vector [wS,wR,wE] (calculated in Phase A).</title>
    </sec>
    <sec id="sec-37">
      <title>The overall Average Novelty and Atypicality (PT) of all creativity exhibits for user</title>
      <p>U is calculated as a fusion of ET and GT, relying on the analogy of the user’s and the
groups’ achievements. If the user’s creativity (ET) surpasses the creativity exhibited
within his/her participation in groups (GT), then only ET is considered. Otherwise, a
part of the difference between groups’ creativity and user’s creativity is also
considered, as follows:</p>
      <p>=   +  ∗ (  −   )   &lt;  
  ≥   , with  =
1</p>
      <p>Though all exhibits must be taken into account, the recent ones are considered
more important, as they depict the exact current status of the user’s creativity whereas
past exhibits play a less vital role. To give our model an essence of decay through
  +</p>
      <p>−1
time, we use this formula:   =</p>
      <p>∗   −1, where:   is the vector describing
the Creativity of the user (or group) at the time window T, and   −1 at the time
window T-1 respectively</p>
      <p>≡ [ 
D, a proportional constant of decaying analogous to the timespan.</p>
      <p>,</p>
    </sec>
    <sec id="sec-38">
      <title>In order to obtain a preliminary assessment for the effectiveness of the proposed ap</title>
      <p>proach, we conducted a two-phase experiment in order to determine (a) the degree to
which the selected computational creativity metrics conform to the opinion of experts
regarding the creativity exhibited in a textual artefact and (b) the degree to which the
proposed model for human creativity reflects the opinion of such experts.</p>
    </sec>
    <sec id="sec-39">
      <title>For the purposes of the experiment, we employed twenty students who were asked</title>
      <p>to produce five stories each under pre-defined topics. For the first stage of the
experiment, we sampled the stories produced during the aforementioned story writing
session, randomly selecting two stories by each student, and asked five experts to rank
them with respect to their creativity, as the latter is perceived by each of these experts.</p>
    </sec>
    <sec id="sec-40">
      <title>We then compared the ranking results with the ranking derived from the results pro</title>
      <p>duced by the CPS. For the second stage of the experiment, we picked the complete set
of stories (i.e. five stories) for five of the users and asked from the same five experts
to rank these users with respect to their creativity, using as evidence the produced
stories. We then compared the expert ranking to the one produced by the CPS.</p>
      <p>In order to evaluate the similarity between the rankings of the experts and the
rankings of the CPS, for the textual exhibits’ and the users’ ranks, we employed a metric
based on Kendall’s Tau, defined by the following equation:  
=
1
2
+
        −</p>
      <p>( −1)
exhibits or users,</p>
      <p>stands for the concordant pairs of ranked
stands for the discordant pairs when comparing the
ordering of the experts and the CPS and  is the number of the examined exhibits or the
users. We calculated this metric for the series of textual exhibits rankings and the
series of participating users rankings. The following table presents the summary
statistics of the two Success metric series we had as an outcome.</p>
      <sec id="sec-40-1">
        <title>Conclusions &amp; Future Work</title>
      </sec>
    </sec>
    <sec id="sec-41">
      <title>The work described in the present paper showcases our findings towards transitioning</title>
      <p>from computational creativity metrics associating specific attributes of text artefacts
with creativity aspects to a creativity calculation model that better reflects the human
perception of creativity. Furthermore, the present manuscript provides a summary of
the architectural design and functionality of the Creativity Profiling Server (CPS).</p>
      <p>Towards the continuation of our research, we aim to examine the effectiveness of
the model in more complex experiments, examining textual exhibits from different
domains and modalities (prose, poetry, speech) in order to obtain a more general
reflection of the human perception of creativity. Observation over more open-ended
experiments will likely lead to further refinements and extensions of the proposed
human creativity model.
8
14. Lehrer, A.:Brendalicious. Lexical creativity, texts and contexts. Amsterdam, John</p>
      <p>Benjamin, , pp. 115-136, (2007).
15. Chiru, C. G.:Creativity Detection in Texts. In ICIW 2013, The Eighth International</p>
    </sec>
    <sec id="sec-42">
      <title>Conference on Internet and Web Applications and Services, (2013).</title>
    </sec>
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