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Evaluating creativity of verbal responses or texts is a challenging task due to psychometric issues associated with subjective ratings and the peculiarities of textual data. We explore an approach to objectively assess the creativity of responses in a sentence generation task to 1) better understand what language-related aspects are valued by human raters and 2) further advance the developments toward automating creativity evaluations. Over the course of two prior studies, participants generated 989 four-word sentences based on a four-letter prompt with the instruction to be creative. We developed an algorithm that scores each sentence on eight different metrics including 1) general word infrequency, 2) word combination infrequency, 3) context-specific word uniqueness, 4) syntax uniqueness, 5) rhyme, 6) phonetic similarity, and similarity of 7) sequence spelling and 8) semantic meaning to the cue. The text metrics were then used to explain the averaged creativity ratings of eight human raters. We found six metrics to be significantly correlated with the human ratings, explaining a total of 16% of their variance. We conclude that the creative impression of sentences is partly driven by different aspects of novelty in word choice and syntax, as well as rhythm and sound, which are amenable to objective assessment.
After almost two decades of development, modern Security Information and Event Management (SIEM) systems still face issues with normalisation of heterogeneous data sources, high number of false positive alerts and long analysis times, especially in large-scale networks with high volumes of security events. In this paper, we present our own prototype of SIEM system, which is capable of dealing with these issues. For efficient data processing, our system employs in-memory data storage (SAP HANA) and our own technologies from the previous work, such as the Object Log Format (OLF) and high-speed event normalisation. We analyse normalised data using a combination of three different approaches for security analysis: misuse detection, query-based analytics, and anomaly detection. Compared to the previous work, we have significantly improved our unsupervised anomaly detection algorithms. Most importantly, we have developed a novel hybrid outlier detection algorithm that returns ranked clusters of anomalies. It lets an operator of a SIEM system to concentrate on the several top-ranked anomalies, instead of digging through an unsorted bundle of suspicious events. We propose to use anomaly detection in a combination with signatures and queries, applied on the same data, rather than as a full replacement for misuse detection. In this case, the majority of attacks will be captured with misuse detection, whereas anomaly detection will highlight previously unknown behaviour or attacks. We also propose that only the most suspicious event clusters need to be checked by an operator, whereas other anomalies, including false positive alerts, do not need to be explicitly checked if they have a lower ranking. We have proved our concepts and algorithms on a dataset of 160 million events from a network segment of a big multinational company and suggest that our approach and methods are highly relevant for modern SIEM systems.
Design thinking is acknowledged as a thriving innovation practice plus something more, something in the line of a deep understanding of innovation processes. At the same time, quite how and why design thinking works-in scientific terms-appeared an open question at first. Over recent years, empirical research has achieved great progress in illuminating the principles that make design thinking successful. Lately, the community began to explore an additional approach. Rather than setting up novel studies, investigations into the history of design thinking hold the promise of adding systematically to our comprehension of basic principles. This chapter makes a start in revisiting design thinking history with the aim of explicating scientific understandings that inform design thinking practices today. It offers a summary of creative thinking theories that were brought to Stanford Engineering in the 1950s by John E. Arnold.
About 15 years ago, the first Massive Open Online Courses (MOOCs) appeared and revolutionized online education with more interactive and engaging course designs. Yet, keeping learners motivated and ensuring high satisfaction is one of the challenges today's course designers face. Therefore, many MOOC providers employed gamification elements that only boost extrinsic motivation briefly and are limited to platform support. In this article, we introduce and evaluate a gameful learning design we used in several iterations on computer science education courses. For each of the courses on the fundamentals of the Java programming language, we developed a self-contained, continuous story that accompanies learners through their learning journey and helps visualize key concepts. Furthermore, we share our approach to creating the surrounding story in our MOOCs and provide a guideline for educators to develop their own stories. Our data and the long-term evaluation spanning over four Java courses between 2017 and 2021 indicates the openness of learners toward storified programming courses in general and highlights those elements that had the highest impact. While only a few learners did not like the story at all, most learners consumed the additional story elements we provided. However, learners' interest in influencing the story through majority voting was negligible and did not show a considerable positive impact, so we continued with a fixed story instead. We did not find evidence that learners just participated in the narrative because they worked on all materials. Instead, for 10-16% of learners, the story was their main course motivation. We also investigated differences in the presentation format and concluded that several longer audio-book style videos were most preferred by learners in comparison to animated videos or different textual formats. Surprisingly, the availability of a coherent story embedding examples and providing a context for the practical programming exercises also led to a slightly higher ranking in the perceived quality of the learning material (by 4%). With our research in the context of storified MOOCs, we advance gameful learning designs, foster learner engagement and satisfaction in online courses, and help educators ease knowledge transfer for their learners.