Creativity and Digitalization

Epistemology and Philosophy of Science 59 (3):38-45 (2022)
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Abstract

This article is a part of the discussion of Ilya Kasavin’s article “Creativity as a social phenomenon” and is devoted to the analysis of creativity in the era of digitalization. The author discusses creativity in computer programs and the actions of assistant robots. They can be creative because they are able to find new solutions to various problems. The Go program used new strategies that human players had never played before; another program predicted the crystal structure of various substances that had not yet been studied experimentally. The concept of implicit knowledge is used to answer the question about the specifics of creativity. H. Collins singled out three types of tacit knowledge: relative, somatic and collective. The first is associated with the acquirement of various procedures – like cooking, the second – various skills related to body control, such as swimming or cycling, the third – social and cultural rules. Only the third type of tacit knowledge is associated with creativity. Programs and assistant robots can master relative and somatic implicit knowledge. They are not able to work with collective implicit knowledge. Creativity cannot be digitized. At the same time, digitalization forms important social prerequisites for the development of creativity. Currently, a new social group is being formed – the precariat. This is a marginal group; its representatives are not very firmly included in social structures. It is possible to single out the scientific precariat. With the help of digital technologies, it forms new ways, mechanisms, strategies and tools for solving various problems, form new ideas that expand our collective tacit knowledge.

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