Academic literature on the topic 'Creative technologies'

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Journal articles on the topic "Creative technologies"

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Hatton, Richard. "Review: Creative Technologies—Futures, Creative Technologies—Images." Electronics Education 1995, no. 3 (1995): 36. http://dx.doi.org/10.1049/ee.1995.0087.

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KAČERAUSKAS, Tomas. "TECHNOLOGIES IN CREATIVE ECONOMY AND CREATIVE SOCIETY." Technological and Economic Development of Economy 21, no. 6 (May 29, 2015): 855–68. http://dx.doi.org/10.3846/20294913.2015.1036325.

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The article deals with issues of technologies in the environment of creative economy and creative society, mostly focusing on the following topics: 1) invasion of technologies, which is accompanied by technical illiteracy or simplification of intellection presupposed by a certain technique (e.g. computers); 2) new technologies emerge in the environment dominated by consumption in order to boost consumption; 3) political, media and communication technologies are intertwined to the extent that allows us to speak about the technologized society; 4) technologies are inseparable from creative activities: on the one hand, development of technologies needs creativity, on the other hand, every branch of creative industries needs certain technologies; 5) technologic development is conditioned by their syncretism, i.e. their ability to serve the art (technē) of life and creative intentions; 6) in the creative society, happiness does not depend on constantly upgraded (i.e. consumed) technologies but is rather possible in spite of them; 7) unlimitedness is the greatest limitation of global technologies: unconnected with any existential region, they billow in the wind of ever newer technologies.
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Kačerauskas, Tomas. "CREATIVE ECONOMY AND TECHNOLOGIES: SOCIAL, LEGAL AND COMMUNICATIVE ISSUES / KŪRYBOS EKONOMIKA IR TECHNOLOGIJOS: SOCIALINIAI, TEISINIAI IR KOMUNIKACINIAI ASPEKTAI." Journal of Business Economics and Management 13, no. 1 (February 21, 2012): 71–80. http://dx.doi.org/10.3846/16111699.2011.620151.

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The article deals with the philosophical questions of creative economy. Appealing to J. Howkins, R. Florida and other theorists of creative economy, the author analyses such aspects of creative economy as the need for enterprise, obsession by consuming, fusion of labour and leisure, integrality of the activities, striving for individual autonomy and privacy. The response to economical changes and social challenges could be creativeness that emerges in certain social and economical environment. The author pays attention to legal aspects of creative economy and analyses the role of technologies in the creative society. The author also focuses on the contradictory aspect of the copyright and patent right in creative economy. By expressing the creators’ right to just reward copyright restricts creative communication while patent right expresses aspirations to privatize social property, including nature. The relations between technologies and creative economy refer to social changes, too. Firstly, economic relations could be treated as social technologies. Secondly, technologies (especially e-technologies) are the base of creative industries that ensure economical growth. Thirdly, technologies are indispensable to the consuming that both demands new products and generates the very economy. Santrauka Straipsnyje nagrinėjami kūrybos ekonomikos filosofiniai klausimai. Apeliuodamas į J. Howkinsą, R. Floridą ir kitus kūrybos ekonomikos teoretikus, autorius nagrinėja tokius kūrybos ekonomikos aspektus, kaip verslumo reikmė, vartojimo manija, darbo ir laisvalaikio susiliejimas, veiklų integralumas, individualios autonomijos ir privatumo siekis. Atsakas į ekonominius ir socialinius pokyčius galėtų būti kūrybingumas, kuris kyla tam tikroje socialinėje (ekonominėje) aplinkoje. Autorius atkreipia dėmesį į teisinius kūrybos ekonomikos aspektus ir analizuoja technologijų vaidmenį kūrybinėje visuomenėje. Pabrėžiamas autorių ir patentų teisės prieštaringumas kūrybos ekonomikoje. Išreikšdama kūrėjo teisę į teisingą atlygį, autorių teisė apriboja kūrybos komunikaciją, o patentų teisė išreiškia siekius privatizuoti visuomeninį turtą įskaitant gamtą. Technologijų ir kūrybos ekonomikos santykiai taip pat išreiškia visuomeninius pokyčius. Pirma, ekonominiai santykiai gali būti traktuojami kaip socialinės technologijos. Antra, technologijos (ypač e. technologijos) yra kūrybinių industrijų, užtikrinančių ekonominį augimą, pamatas. Trečia, technologijos neatsiejamos nuo vartojimo, kuris reikalauja naujų produktų ir generuoja pačią ekonomiką.
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Pryshchenko, Svitlana Valeriivna. "CREATIVE TECHNOLOGIES IN ADVERTISING DESIGN." Creativity Studies 12, no. 1 (May 24, 2019): 146–65. http://dx.doi.org/10.3846/cs.2019.8403.

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The purpose of this article was analyses the existing methodological approaches to art, culture, design, advertising for the further effective designing of advertising products, increasing its positive value orientations and aesthetic level. The research area is the visualization of advertising ideas taking into account of regional specificity and ethno-cultural identification. Scientific study of cultural-aesthetic component in advertising design has the aim to systematize visual means of information and make a complex definition of their functional specifics in contemporary society, which is much wider than thirty years ago. The advertising graphics presented as visual art, visual culture and visual communication. On examples, we considered the creative advertising technologies: metaphors, hyperbole, associations, allegories and metonymies using colour-graphic imaginative means. Orientation of products to regional consumer groups, significant change of market policy presupposed cardinal change in tasks and character of advertising: socio-psychological, cultural and art-aesthetical indices become actual. Definition of imagery as specific tool of creativity on the point of view different aesthetic ideals is a key to understanding the process of art projecting. So, our comprehensive research summarizes stylistics of advertising graphics in the context of cross-cultural communications from posters to new advertisings forms – digital media
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Connor, A. M., and R. Sosa. "The A-Z of Creative Technologies." EAI Endorsed Transactions on Creative Technologies 5, no. 15 (April 10, 2018): 154460. http://dx.doi.org/10.4108/eai.10-4-2018.154460.

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Lunin, Lois F., Kathi Martin, and Samantha K. Hastings. "Design: Information technologies and creative practices." Journal of the American Society for Information Science and Technology 60, no. 9 (September 2009): 1874–76. http://dx.doi.org/10.1002/asi.21177.

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Ushvitsky, Lev, Alexander Stepanov, and Margarita Savina. "ONLINE LEARNING TECHNOLOGIES: CREATIVE-AUTHORIZED METHOD." Вестник Северо-Кавказского федерального университета, no. 3 (2020): 202–8. http://dx.doi.org/10.37493/2307-907x.2020.3.25.

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Bekmanova, J. A. "Innovative Technologies Of Musical Education In Kindergarten." American Journal of Social Science and Education Innovations 03, no. 03 (March 31, 2021): 360–64. http://dx.doi.org/10.37547/tajssei/volume03issue03-54.

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The practice of preschool education is constantly in search of ways of comprehensive development of children, since at an early age they need not only skillful guidance of their education and upbringing, but also psychological support, creating a favorable emotional background for their socialization and self-realization. The techniques of art pedagogy and art therapy, provided they are used appropriately, have rich opportunities for comfortable adaptation and active, interested, creative activity of children.
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Lozina, O. I., V. N. Rogozhnikova, and L. A. Tutov. "Model of a Creative Man in Modern Economy: Experience of Creation." Scientific Research of Faculty of Economics. Electronic Journal 12, no. 4 (December 31, 2020): 7–20. http://dx.doi.org/10.38050/2078-3809-2020-12-4-7-20.

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This article is an experience of creating a model of a creative man in the economy. Economics is a creative activity, because the essence of Economics is the constant creation of new things: new technologies, products, services, institutions, and the economic reality itself. Creativity is also one of the most important characteristics of the age of uncertainty – creative work is opposed to mechanical work that robots can perform, and needs special protection in the world of algorithms and opportunistic behavior; creativity is impossible without freedom, which depends on a variety of individual and institutional factors; creativity is expressed in the creation of new technologies that radically change the world and people. Thus, creativity is a factor of unpredictability, novelty in human behavior, so for a modern economy focused on the analysis of this behavior, the problem of creativity is particularly acute.The purpose of the work is to create a model of a creative person in the economy. The paper uses comparative analysis, systematic and interdisciplinary approaches, and a historical approach.
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Gaveika, Artūrs. "PERSONALITY DEVELOPMENT, EDUCATION AND COMPETENCE AS BASIC ELEMENTS OF CREATIVITY." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 4 (May 26, 2016): 48. http://dx.doi.org/10.17770/sie2016vol4.1546.

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The task of modern technologies is not only to reproduce the obtained information, but also to motivate students to new knowledge, competence and creativity in a wider spectrum of a professional sphere. In this article the connection between education, development and competence in creation of a creative individual has been researched. The author comes to the main conclusion that the creative individual is based on the education and personal development throughout their lives through educational competence of teachers, creating individual and professional competences of a modern person as a base for creative personality.
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Dissertations / Theses on the topic "Creative technologies"

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Atimoyoo, Ryan Scott. "Creative freedom in developing technologies." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/57730.

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This paper and the web series, “Paradox” explores the research question “In what capacity do higher end tools affect innovation and creative freedom within low to no-budget filmmaking?” Initially, I had high hopes of producing a feature film I wrote previously titled “Blood Brothers” for the requirements of writing and directing a project for my Masters of Fine Art in Film Production and Creative Writing. I set out with a clear and direct path and felt fortunate to have learned so much through the writing portion of this program, which in turn, enabled me to further develop my storytelling skills. Repeated funding rejections forced me to evaluate backup options and so, during my first year in the program, I shot the first episode of “Paradox.” My whole time at UBC was a creative journey unlike anything I had encountered previously. Winning a chance to direct a Crazy 8, a separately funded Canada Council Short film entitled “Mahcimanitonahk- The Devil Dwelling” which was developed throughout Peggy Thompson’s screenwriting class, employment as a VFX Editor at FuseFX and 7 days of shooting Blood Brothers brought together a host of questions and answers of which I had no previous knowledge. As such, I would say that higher end tools greatly affect creative freedom and innovation within low to no-budget filmmaking with stipulations. In my experience, initial ideas evolve through testing both high-end gear and software allowing deviations to create a more efficient filmmaker.
Arts, Faculty of
Graduate
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Pinchbeck, Daniel Mcguire. "Story as a function of gameplay in First Person Shooters and an analysis of FPS diegetic content, 1998-2007." Thesis, University of Portsmouth, 2009. https://researchportal.port.ac.uk/portal/en/theses/story-as-a-function-of-gameplay-in-first-person-shooters-and-an-analysis-of-fps-diegetic-content-19982007(ae0dcf2e-43a0-4549-973f-340c88ba4815).html.

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The relationship between game content and gameplay remains underexplored. High level debate about the relative narrativity of games remains common, but there is a gap in the understanding about the particularities of how diegetic objects relates to the business of managing player experience and behaviour at the heart of gameplay. The first half of this thesis proposes a new model for understanding gameplay as a network of affordance relationships which define supported actions. The theoretical focus upon supported actions rather than object characteristics enables a better understanding of the framework of gameplay created by a complex system of interrelated objects. In particular, it illustrates how the essential ludic structure of first-person games can be described in very simple terms, thus defining a discontinuity between complexity of experience and simplicity of structure. It is proposed that story is a primary means of managing this discontinuity to provide an immersive and seamless experience. Traditional models of narrative and interactive narrative are discussed to illustrate the problems of attempting to apply them directly to gameplay, and this is summarised in a discussion of the narratology/ludology debate. Instead, a new conceptualisation of narrative, drawn from the use of narrative as a model and metaphor in psychology, and based on schema theory is offered. It is argued that this new, game-specific conceptualisation - of a network of protonarrative units - maps efficiently and effectively onto the affordance model of gameplay and thus resolves the historical problem. In the second half of the thesis, evidence is offered to support the argument that not only can story be understood as a form of affordance, but that by examining commercial FPS titles, it is clear that story is used to manipulate player behaviour - that it serves a distinct gameplay function. This is achieved by analysing core elements of story: worlds and their populations; the avatar as a key device in managing the player/system relationship; and plot as the predetermined changes to object relationships over the course of a game. It is concluded that when gameplay is understood as a network of affordances, and story as a network of proto narrative units, and when the genre is analysed with this model in mind, not only is an understanding of the gameplay function of story evident, but this analysis yields a deeper level of understanding about the nature of FPS games and gameplay than has previously been available.
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Powell, Wendy. "Virtually walking : factors influencing walking and perception of walking in treadmill-mediated virtual reality to support rehabilitation." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/virtually-walking(1c81024c-8242-45fb-8ca1-6c74b1a1956c).html.

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Psychomotor slowing, and in particular slow walking, is a common correlate of illness or injury, and often persists long after the precipitating condition has improved. Since slow walking has implications for long term physical and social wellbeing, it is important to find ways to address this issue. However, whilst it is well established that exercise programmes are good approaches to increase movement speed, adherence to therapy remains poor. The main reasons for this appear to be pain and lack of interest and enjoyment in the exercise. Virtual Rehabilitation combines physical therapy with Virtual Reality (VR). This is a rapidly growing area of health care, which seems to offer a potential solution to these issues, by offering the benefits of increased patient engagement and decreased perception of pain. However, the question of how to encourage patients to increase their walking speed whilst interacting with VR has remained unanswered. Moreover, to maximise the benefits of this type of therapy, there needs to be a greater understanding of how different factors in treadmill-mediated VR can facilitate (or hinder) optimal walking. Therefore this thesis investigated the factors influencing walking and perception of walking in treadmill-mediated VR, using a series of empirical investigations to determine the effect of a variety of factors in VR, which can then be applied in a clinical setting. A review of the literature identified that high contrast stereoscopic virtual environments, calibrated to real-world dimensions, with a wide field of view and peripheral visual cues, are likely to facilitate accurate self-motion perception. Empirical studies demonstrated that decreasing the visual gain (ratio of optic flow to walk speed) in VR can lead to a sustained increase in walk speed. However, these lower rates of visual gain are likely to be perceived as unrealistic, and may decrease immersion. Further investigation demonstrated that there is a range of visual gain which is perceived as acceptably normal, although even the lower bound of this acceptable gain is still higher than the optimum gain for facilitating faster movements. Thus there is a trade-off between visual gain for realistic perception, and visual gain for improved walking speeds. Therefore other components that can improve walking speed need to be identified, particularly for those applications where reduction of the visual gain is undesirable. Further empirical studies demonstrated that fast audio cues (125% of baseline cadence), in the form of a footstep sound, can increase the walk speed without disrupting the natural walk ratio. This effect was demonstrated in healthy populations, and also shown to be evident in a group of patients with chronic musculoskeletal pain. It was noted that in all the studies comparing a pain and non-pain group, the pain group walked more slowly across all conditions. Additional empirical studies demonstrated that the use of self-paced treadmills for interfacing with VR was found to be associated with somewhat lower baseline walk speeds than normal overground walking, although the self-paced treadmills preserved the normal walk ratio. This slowing of walking and preservation of walk ratio was seen in both healthy participants and also in participants with chronic musculoskeletal pain. Therefore, whilst self-paced treadmills can support natural walking, additional factors need to be considered if treadmill-mediated VR is to be used to facilitate the increase in walking speeds desirable for rehabilitation. Thus designing VR for rehabilitation is likely to involve consideration of a number of factors, and making individualised design decision based on specific therapeutic goals.
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Li, Hongyi. "Robust control design for vehicle active suspension systems with uncertainty." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/robust-control-design-for-vehicle-active-suspension-systems-with-uncertainty(5f7f911c-288e-4868-b82b-154598d5b6d8).html.

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A vehicle active suspension system, in comparison with its counterparts, plays a crucial role in adequately guarantee the stability of the vehicle and improve the suspension performances. With a full understanding of the state of the art in vehicle control systems, this thesis identifies key issues in robust control design for active suspension systems with uncertainty, contributes to enhance the suspension performances via handling tradeoffs between ride comfort, road holding and suspension deflection. Priority of this thesis is to emphasize the contributions in handing actuator-related challenges and suspension model parameter uncertainty. The challenges in suspension actuators are identified as time-varying actuator delay and actuator faults. Time-varying delay and its effects in suspension actuators are targeted and analyzed. By removing the assumptions from the state of the art methods, state-feedback and output-feedback controller design methods are proposed to design less conservative state-feedback and output-feedback controller existence conditions. It overcomes the challenges brought by generalized timevarying actuator delay. On the other hand, a novel fault-tolerant controller design algorithm is developed for active suspension systems with uncertainty of actuator faults. A continuous-time homogeneous Markov process is presented for modeling the actuator failure process. The fault-tolerant H∞ controller is designed to guarantee asymptotic the stability, H∞ performance, and the constrained performance with existing possible actuator failures. It is evident that vehicle model parameter uncertainty is a vital factor affecting the performances of suspension control system. Consequently, this thesis presents two robust control solutions to overcome suspension control challenges with nonlinear constraints. A novel fuzzy control design algorithm is presented for active suspension systems with uncertainty. By using the sector nonlinearity method, Takagi-Sugeno (T-S) fuzzy systems are used to model the system. Based on Lyapunov stability theory, a new reliable fuzzy controller is designed to improve suspension performances. A novel adaptive sliding mode controller design approach is also developed for nonlinear uncertain vehicle active suspension systems. An adaptive sliding mode controller is designed to guarantee the stability and improve the suspension performances. In conclusion, novel control design algorithms are proposed for active suspension systems with uncertainty in order to guarantee and improve the suspension performance. Simulation results and comparison with the state of the art methods are provided to evaluate the effectiveness of the research contributions. The thesis shows insights into practical solutions to vehicle active suspension systems, it is expected that these algorithms will have significant potential in industrial applications and electric vehicles industry.
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Eyles, Mark. "An investigation of ambient gameplay." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/an-investigation-of-ambient-gameplay(323edcb3-ad44-4db1-ac15-dfacdc3b1d3a).html.

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Inspired by Brian Eno's ambient music, which is persistent and supports different levels of engagement, this research explores ambient gameplay in computer, video and pervasive games. Through the creation of original games containing ambient gameplay and looking for ambient gameplay in existing commercial games, this research focuses on gameplay that supports a range of depths of player engagement. This research is not concerned with ambient intelligent environments or other technologies that might support ambience, but focusses on gameplay mechanisms. The definition of ambient music is used as a starting point for developing a tentative set of properties that enable ambient gameplay. A game design research methodology is initially used. Two very different research games, Ambient Quest (using pedometers) and Pirate Moods (using RFID, radio-frequency identification, technology) are analysed. The resulting qualitative ambient gameplay schema contains themes of persistence, discovery, engagement, invention, ambiguity and complexity. In order to confirm the wider applicability of this result a case study of an existing commercial game, Civilization IV, is undertaken. Ambient gameplay properties of engagement, complexity, abstraction, persistence and modelessness identified in Civilization IV, and other commercial games, are combined with the ambient gameplay schema to develop a definition of ambient gameplay. This definition is the basis for a set of investigative lenses (lenses of persistence, attention, locative simultaneity, modelessness, automation and abstraction) for identifying ambient gameplay. This research creates a deeper understanding of computer games and hence gives game designers new ways of developing richer gameplay and gives games researchers new ways of viewing and investigating games.
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Ju, Zhaojie. "A fuzzy framework for human hand motion recognition." Thesis, University of Portsmouth, 2010. https://researchportal.port.ac.uk/portal/en/theses/a-fuzzy-framework-for-human-hand-motion-recognition(ab9117f6-f66a-421f-90b5-d8308ce4fe26).html.

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Unconstrained human hand motions consisting of grasp motion and inhand manipulation lead to a fundamental challenge that many recognition algorithms have to face, in both theoretical and practical development, mainly due to the complexity and dexterity of the human hand. The main contribution of this thesis is a novel fuzzy framework of three proposed recognition algorithms. This consists of extended Time Clustering (TC), Fuzzy Gaussian Mixture Model (FGMM) and Fuzzy Empirical Copula (FEC), using numerical values, Gaussian pattern and data dependency structure respectively in the context of optimal real-time human hand motion recognition. First of all, a fuzzy time-modeling approach, TC, is proposed based on fuzzy clustering and Takagi-Sugeno modeling with a numerical value as output. The extended TC is not only capable of learning repeated motions from the same subject but also can effectively model similar motions from various subjects. The recognition algorithm itself can identify the start point and end point of the testing motion. It is applicable to motion planning directly transfered from the recognition result. Secondly, FGMMis developed to effectively extract abstract Gaussian patterns to represent components of hand gestures with a fast convergence. The dissimilarity function in fuzzy C-means, which maintains the exponential relationship between membership and distance, is refined for FGMM with a degree of fuzziness in terms of the membership grades. Not only does it possess non-linearity but it also offers the characteristic of computationally inexpensive convergence. It is applicable to applications which have a small model storage space and require a method to generate the desired trajectory. Thirdly, FEC is proposed by integrating the fuzzy clustering by local approximation of memberships with Empirical Copula (EC). To save the computational cost, fuzzy clustering reduces the required sampling data and maintains the interrelations before data dependence structure estimation takes over. FEC utilizes the dependence structure among the finger joint angles to recognize the motion type. It is capable of effectively recognizing human handmotions for both single subject andmultiple subjects with a few training samples. It can be used in applications requiring high recognition rate and no desired trajectory with limited training samples. All the proposed algorithms have been evaluated on a wide range of scenarios of human hand recognition: a) datasets including 13 grasps and 10 in-hand manipulations; b) single subject and multiple subjects. c) varying training samples. The experimental results have demonstrated that all the proposed methods in the framework outperform Hidden Markov Model (HMM) and Gaussian Mixture Model (GMM) in terms of both effectiveness and efficiency criteria.
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Khoury, Mehdi. "A fuzzy probabilistic inference methodology for constrained 3D human motion classification." Thesis, University of Portsmouth, 2010. https://researchportal.port.ac.uk/portal/en/theses/a-fuzzy-probabilistic-inference-methodology-for-constrained-3d-human-motion-classification(74f66479-a548-400c-a6cc-8f44bf996cb0).html.

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Enormous uncertainties in unconstrained human motions lead to a fundamental challenge that many recognising algorithms have to face in practice: efficient and correct motion recognition is a demanding task, especially when human kinematic motions are subject to variations of execution in the spatial and temporal domains, heavily overlap with each other,and are occluded. Due to the lack of a good solution to these problems, many existing methods tend to be either effective but computationally intensive or efficient but vulnerable to misclassification. This thesis presents a novel inference engine for recognising occluded 3D human motion assisted by the recognition context. First, uncertainties are wrapped into a fuzzy membership function via a novel method called Fuzzy Quantile Generation which employs metrics derived from the probabilistic quantile function. Then, time-dependent and context-aware rules are produced via a genetic programming to smooth the qualitative outputs represented by fuzzy membership functions. Finally, occlusion in motion recognition is taken care of by introducing new procedures for feature selection and feature reconstruction. Experimental results demonstrate the effectiveness of the proposed framework on motion capture data from real boxers in terms of fuzzy membership generation, context-aware rule generation, and motion occlusion. Future work might involve the extension of Fuzzy Quantile Generation in order to automate the choice of a probability distribution, the enhancement of temporal pattern recognition with probabilistic paradigms, the optimisation of the occlusion module, and the adaptation of the present framework to different application domains.
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Mzenda, Bongile. "Computational intelligence margin models for radiotherapeutic cancer treatment." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/computational-intelligence-margin-models-for-radiotherapeutic-cancer-treatment(c91a87fd-a7af-416d-9336-ada908feda33).html.

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The derivation of margins for use in external beam radiotherapy involves a complex balance between ensuring adequate tumour dose coverage that will lead to cure of the cancer whilst sufficiently sparing the surrounding organs at risk (OARs). The treatment of cancer using ionising radiation is currently witnessing unprecedented levels of new treatment techniques and equipment being introduced. These new treatment strategies, with improved imaging during treatment, are aimed at improved radiation dose conformity to dynamic targets and better sparing of the healthy tissues. However, with the adoption of these new techniques for radiotherapy, the validity of the continued use of recommended statistical model based margin formulations to calculate the treatment margins is now being questioned more than ever before. To derive margins for use in treatment planning which address present shortcomings, this study utilised novel applications of fuzzy logic and neural network techniques to the PTV margin problem. As an extension of this work a new hybrid fuzzy network technique was also adopted for use in margin derivation, a novel application of this technique which required new rule formulations and rule base manipulations. The new margin models developed in this study utilised a novel combination of the radiotherapy errors and their radiobiological effects which was previously difficult to establish using mathematical methods. This was achieved using fuzzy rules and neural network input layers. An advantage of the neural network procedure was that fewer computational steps were needed to calculate the final result whereas the fuzzy based techniques required a significant number of iterative computational steps including the definition of the fuzzy rules and membership functions prior to computation of the final result. An advantage of the fuzzy techniques was their ability to use fewer data points to deduce the relationship between the output and input parameters. In contrast the neural network model requires a large amount of training data. The previously stated limitations of currently recommended statistical techniques were addressed by application of the fuzzy and neural network models. A major advantage of the computational intelligence methods from this study is that they allow the calculation of patient-specific margins. Radiotherapy planning currently relies on the use of ‘one size fits all’ class solutions for margins for each tumour site and with the large variability in patient physiology these margins may not be suitable for use in some cases. The models from this study can be applied to other treatment sites, including brain, lung and gastric tumours.
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Smart, Edward. "Detecting abnormalities in aircraft flight data and ranking their impact on the flight." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/detecting-abnormalities-in-aircraft-flight-data-and-ranking-their-impact-on-the-flight(d9678b70-41e6-459a-82fb-ba2d12a0f971).html.

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To the best of the author’s knowledge, this is one of the first times that a large quantity of flight data has been studied in order to improve safety. A two phase novelty detection approach to locating abnormalities in the descent phase of aircraft flight data is presented. It has the ability to model normal time series data by analysing snapshots at chosen heights in the descent, weight individual abnormalities and quantitatively assess the overall level of abnormality of a flight during the descent. The approach expands on a recommendation by the UK Air Accident Investigation Branch to the UK Civil Aviation Authority. The first phase identifies and quantifies abnormalities at certain heights in a flight. The second phase ranks all flights to identify the most abnormal; each phase using a one class classifier. For both the first and second phases, the Support Vector Machine (SVM), the Mixture of Gaussians and the K-means one class classifiers are compared. The method is tested using a dataset containing manually labelled abnormal flights. The results show that the SVM provides the best detection rates and that the approach identifies unseen abnormalities with a high rate of accuracy. Furthermore, the method outperforms the event based approach currently in use. The feature selection tool F-score is used to identify differences between the abnormal and normal datasets. It identifies the heights where the discrimination between the two sets is largest and the aircraft parameters most responsible for these variations.
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Dansey, Neil. "A grounded theory of emergent benefit in pervasive game experiences." Thesis, University of Portsmouth, 2013. https://researchportal.port.ac.uk/portal/en/theses/a-grounded-theory-of-emergent-benefit-in-pervasive-game-experiences(8dbbf795-4917-4a7a-9c12-0d0ce7ac57e7).html.

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The phenomenon of pervasive games is a relatively new and unexplored area of games research. These are games that, unlike card, computer, or board games, incorporate elements from outside the perceived boundaries of play, in order to blur the line between reality and fiction and make the game feel more ‘real’. This thesis investigates the player experience of pervasive games, using a novel approach that is informed by the methodology of Glaserian Grounded Theory (Glaser 1978; 1998) in order to clarify understanding and explore issues that players of pervasive games would be likely to encounter. Following a discussion of various themes such as player interpretation, creative play, ambiguity in games and the ‘magic circle of play’, and guided by the preparatory work of the researcher, SF0 (www.sf0.org) is identified as a particularly suitable example of a pervasive game to use for an in-depth study. 24 players of SF0 are interviewed about the gameplay process, and their responses are analysed using the methods implied by Grounded Theory. A theory evolves regarding their experiences, namely that SF0 is providing the means and motive to take part in everyday activities that they somehow could not, or might not, have done before. In particular, SF0 is helping players to be artistic, outgoing and wise. Informed by the methodology, no formal literature review is conducted prior to the main study, therefore the literature is mainly consulted after theory generation in order to more widely situate the results in the context of games literature. Real-world benefit, such as that promoted by ‘serious games’, appears to be emerging from the gameplay in SF0, despite SF0 not appearing to be marketed as a serious game. This unexpected outcome is discussed in terms of implicit rules (Salen & Zimmerman, 2004), player satisfaction, knowledge transfer, and emergence (Johnson, 2001). It is suggested that one explanation for this outcome is the positive attitude SF0 holds towards contradictions in implicit rules which occur from player-to-player. It is recommended that the future study of emergent benefit in games should not be limited to the games overtly labelled as serious games.
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Books on the topic "Creative technologies"

1

Campbell, Molly. Creative constructions: Technologies that make adaptive design accessible, affordable, inclusive, and fun. [Cambridge, MA]: [Creative Constructions], 2000.

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In the mind's eye: Creative visual thinkers, gifted dyslexics, and the rise of visual technologies. 2nd ed. Amherst, N.Y: Prometheus Books, 2009.

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The innovator's manifesto: Deliberate disruption for transformational growth. New York: Crown Business, 2011.

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Ashby, Daphne J. Creative embroidery techniques using colour through gold. East Sussex: Guild of Master Craftsman Publications, 1998.

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International perspectives on business innovation and disruption in the creative industries: Film, video and photography. Cheltenham, UK: Edward Elgar, 2014.

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Disrupt: Think the unthinkable to spark transformation in your business. Upper Saddle River, N.J: FT Press, 2011.

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Christensen, Clayton M. The innovator's dilemma: When new technologies cause great firms to fail. New York: HarperBusiness, 2000.

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Christensen, Clayton M. The innovator's dilemma: When new technologies cause great firms to fail. Boston, Mass: Harvard Business School Press, 1997.

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The fast path to corporate growth: Leveraging knowledge and technologies to new market applications. Oxford: Oxford University Press, 2007.

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Ranky, Paul G. Concurrent/simultaneous engineering (methods, tools & case studies): A practical and consistent approach centred around powerful creative & innovative manufacturing and product design methods, tools and technologies. Guildford, England: CIMware, 1994.

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Book chapters on the topic "Creative technologies"

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Holt, W. V. "Reproductive technologies." In Creative Conservation, 144–66. Dordrecht: Springer Netherlands, 1994. http://dx.doi.org/10.1007/978-94-011-0721-1_7.

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Jones, Phil. "Creative practice." In Bodies, Technologies and Methods, 81–100. Abingdon, Oxon ; New York, NY : Routledge, 2020. | Series: Routledge series on digital spaces: Routledge, 2020. http://dx.doi.org/10.4324/9780429203305-5.

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Cesarini, Paul. "Creative Commons." In Encyclopedia of Education and Information Technologies, 1–6. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-60013-0_52-1.

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Cesarini, Paul. "Creative Commons." In Encyclopedia of Education and Information Technologies, 473–79. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-10576-1_52.

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Mikats, Jana, Susanne Kink-Hampersberger, and Libora Oates-Indruchová. "Introduction: Creative Families: Gender and Technologies of Everyday Life." In Creative Families, 1–16. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70803-0_1.

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Adenauer, Julian, Johann Habakuk Israel, and Rainer Stark. "Virtual Reality Technologies for Creative Design." In CIRP Design 2012, 125–35. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4507-3_13.

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Arnott, Lorna, Pauline Duncan, and Deirdre Grogan. "Creative and Dramatic Play with Technologies." In Digital Technologies and Learning in the Early Years, 47–57. 1 Oliver’s Yard, 55 City Road London EC1Y 1SP: SAGE Publications Ltd, 2017. http://dx.doi.org/10.4135/9781526414502.n5.

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Sauer, Sebastian, Kerstin Osswald, Xavier Wielemans, and Matthias Stifter. "U-Create: Creative Authoring Tools for Edutainment Applications." In Technologies for Interactive Digital Storytelling and Entertainment, 163–68. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11944577_16.

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Ericsson, Daniel. "Space technologies and cultural organizations." In The Metamorphosis of Cultural and Creative Organizations, 141–54. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003134671-13.

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Jochum, Richard. "Forward Design: Creative Technologies in Art Education." In The Future of Education and Labor, 181–202. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-26068-2_11.

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Conference papers on the topic "Creative technologies"

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Erfaneh, Allameh, and Mohammadali Heidari. "Smart technologies in the future housing constructions." In Creative Construction Conference 2018. Budapest University of Technology and Economics, 2018. http://dx.doi.org/10.3311/ccc2018-014.

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Shchennikova, Nina. "CREATIVE TECHNOLOGIES IN LANGUAGE EDUCATION." In 5th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS SGEM2018. STEF92 Technology, 2018. http://dx.doi.org/10.5593/sgemsocial2018/3.5/s13.015.

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Callejas Sandoval, Susana. "Smart Wearable Technologies to Promote Safety in Aging Construction Labor." In Creative Construction Conference 2019. Budapest University of Technology and Economics, 2019. http://dx.doi.org/10.3311/ccc2019-100.

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Shahparvari, Mehdi, Herbert Robinson, Daniel Fong, and Obas J. Ebohon. "Exploiting Automated Technologies for Reduction of Rework in Construction Housing Supply Chain." In Creative Construction Conference 2019. Budapest University of Technology and Economics, 2019. http://dx.doi.org/10.3311/ccc2019-008.

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Romero, Margarida, and Niki Lambropoulos. "Digital game creation as a creative learning activity." In 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL). IEEE, 2015. http://dx.doi.org/10.1109/imctl.2015.7359615.

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Talipov, Nozim, and Nigmatjon Talipov. "CREATIVE TECHNOLOGIES FOR THE DEVELOPMENT OF STUDENTS' CREATIVE ACTIVITY THROUGH ART EDUCATION." In EDUCATION AND SCIENCE OF TODAY: INTERSECTORAL ISSUES AND DEVELOPMENT OF SCIENCES. European Scientific Platform, 2021. http://dx.doi.org/10.36074/logos-19.03.2021.v3.12.

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Gadgil, Omkar, and Keith A. Rahn. "Assessment of Emerging Cooling Technologies by Analyzing Their Impact on Reducing the Power Usage Effectiveness Ratio of Data Centers." In Creative Construction Conference 2019. Budapest University of Technology and Economics, 2019. http://dx.doi.org/10.3311/ccc2019-088.

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Shen, Tsuilien, and Jiin-Chyuan Lai. "EXPERIMENTAL EFFECTS OF CREATIVE TECHNIQUE TEACHING IN CREATIVE THINKING AND WORKS ANALYSIS." In International Conference on Education and New Learning Technologies. IATED, 2016. http://dx.doi.org/10.21125/edulearn.2016.0999.

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Kharkhurin, Anatoliy V., Ekaterina Kashirskaya, and Agniya Pasechnik. "PLURILINGUAL INTERCULTURAL CREATIVE KEYS (PICK): FOSTERING MULTILINGUAL, INTERCULTURAL, AND CREATIVE COMPETENCES THROUGH EDUCATION." In 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.1401.

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Ylipulli, J., A. Luusua, and T. Ojala. "On Creative Metaphors in Technology Design." In C&T '17: Communities and Technologies 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3083671.3083691.

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Reports on the topic "Creative technologies"

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David, Ruth. Homeland Security Technologies Creating an Asymmetric Advantage. Fort Belvoir, VA: Defense Technical Information Center, April 2002. http://dx.doi.org/10.21236/ada401911.

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Belyaev, E. S., A. I. Ermolaev, E. Yu Titov, and S. F. Tumakov. MAGNETOREOLOGICAL LIQUIDS: TECHNOLOGIES OF CREATION AND APPLICATION. Нижегородский государственный технический университет им. Р.Е. Алексеева, 2017. http://dx.doi.org/10.18411/vntr18-vol7.

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Ivanova, Iryna, and Elena Afanasieva. MODEL OF INTERACTION BETWEEN ADVERTISING, PR AND JOURNALISM. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11060.

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The article is an overview of the journalism – PR – advertising relationship at the terminological, empirical-analytical and practical levels. It traces the state of the discussion of these correlations in the post-soviet media such as Ukraine. The study describes that domesticating the importance of the appropriate partnership between the three communication technologies. The thesis is that journalism, advertising and PR create a mutual connection that takes place in an atmosphere of PR and advertising permissiveness and deepens with the development of digitalization, Social network development. The present research is based on a comprehensive approach. The inductive and deductive methods are adopted to discuss theoretical materials, and the interdisciplinary research method is used to detect PR-specific features as a philosophy of a new journalism project. The interpretive approach, usually employed to analyze media text as a complex synthetic structure, was also taken into consideration. The analytical method application identified the modern means of substantiating the ideological, esthetical and informative value of brand journalism and spin doctor. The innovative character of modern media as a behavioral strategy in the advertising and PR industry consists in the fact that it is a form of creative production and behavior rather than adapting a specific communication situation. The article examines the main directions of contemporary interactions between PR, advertising and journalism as a media content creation. In this context, it is asserted that advertising, journalism and PR activities can contribute to the creation of media content. At some point, good media content is achieved not only as a result of this competition but also from the correlation between PR, advertising and journalism.
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Caulfield, H. John, and Marius Schamchula. Database Creation, Management, and Integration Novel Methodologies, Techniques and Technologies. Office of Scientific and Technical Information (OSTI), June 2005. http://dx.doi.org/10.2172/901436.

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Stanley, April Elisha, and Ellen McKinney. Designing and creating a self-help, bifurcated childrenswear ensemble using experimental patternmaking and digital technologies. Ames: Iowa State University, Digital Repository, 2017. http://dx.doi.org/10.31274/itaa_proceedings-180814-1902.

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Stanley, April Elisha, and Ellen McKinney. Using experimental patternmaking and digital technologies to design and create a self-help childrenswear ensemble. Ames: Iowa State University, Digital Repository, 2017. http://dx.doi.org/10.31274/itaa_proceedings-180814-423.

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Bourque, Cade. Production Through Simulation: Using Simulation Technologies to Create and Evaluate Nuclear Fuel Fabrication Facility Designs. Office of Scientific and Technical Information (OSTI), December 2020. http://dx.doi.org/10.2172/1807819.

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DeCicco, John, John Bradley, and Nessa Richman. Development of information and market creation mechanisms for promoting advanced energy efficient transportation technologies. Final report to the U.S. Department of Energy. Office of Scientific and Technical Information (OSTI), October 2000. http://dx.doi.org/10.2172/807343.

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Daniels, Matthew, and Ben Chang. National Power After AI. Center for Security and Emerging Technology, July 2021. http://dx.doi.org/10.51593/20210016.

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AI technologies will likely alter great power competitions in foundational ways, changing both how nations create power and their motives for wielding it against one another. This paper is a first step toward thinking more expansively about AI & national power and seeking pragmatic insights for long-term U.S. competition with authoritarian governments.
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Iyer, Ananth V., Steven R. Dunlop, Anmol Guram Singh, Mihir Bhatia, and Sazzadur Rahman. Developing a Business Ecosystem around Autonomous Vehicle Infrastructure in Indiana. Purdue University, 2020. http://dx.doi.org/10.5703/1288284317088.

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INDOT will soon be embarking on infrastructure planning to accommodate autonomous vehicles. This new technology affords the ability to impact economic value creation across the supply chain in Indiana, as well as foster economic development in Indiana to support these emerging technologies. This proposal will be a first cut towards exploring the development of a strategy to realize this potential. Our proposal will consist of two phases. Phase 1: A focus on industry choices and plans that can inform INDOT choices. Phase 2: A focus on INDOT’s internal decision making, risk tolerance, and choices regarding infrastructure projects.
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