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1

Evans, Michelle Louise. "Socioeconomic status and domains of creativity: Is the artist really starving?" CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3240.

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Socioeconomic status (SES) influences many aspects of a person's life, and stereotypes concerning level of SES and the domain of creativity exist. It was hypothesized that children classified as low SES would perform more creatively in the visual arts and language arts domains of creativity than in the mathematic and scientific domains.
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Håkansson, Frida. "Associations between autistic traits and creativity domains ​in the average adult population." Thesis, Högskolan Kristianstad, Fakulteten för lärarutbildning, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-19681.

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The present study aimed to research links between autistic traits and creativity in the average adult population. The sample consisted of 108 adults,​ 60 females, 48 males, age 18-66 (M=34,90; SD=10,85), from 20 different social media pages who participated in the study through self-report questionnaires about autistic traits and creativity. The result shows that the autistic traits of difficulties in imagination and difficulties in social skills has associations with difficulties in creativity, while the autistic trait of attention to detail has associations with benefits in creativity. The creativity domains, differences between men and women and the method of self-report are discussed.
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3

Lewis, Tyler. "Creativity and Innovation: A Comparative Analysis of Assessment Measures for the Domains of Technology, Engineering, and Business." BYU ScholarsArchive, 2011. https://scholarsarchive.byu.edu/etd/2865.

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The purpose of this literature review is to investigate and discuss: (1) the characteristics measured by innovation assessments, and (2) the comparison of characteristics measured by creativity assessments with those of innovation assessments. This will be done by: (1) collecting creativity and innovation assessments, and (2) comparing and contrasting the characteristics measured by each assessment. This study reveals that innovation assessments do not measure the innovation process in its entirety. The findings show that creativity and innovation assessments lack in assessing the entire innovation process, assessing the innovation process on an individual level, and assessing an individual's change or growth in the innovation process. Based on the findings, future research needs to be done to develop an individualized innovation assessment.
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Kruger, Maria Elizabeth. "Creativity in the entrepreneurship domain." Thesis, Pretoria : [s.n.], 2004. http://upetd.up.ac.za/thesis/available/etd-08242004-145802.

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5

Tyagi, Vaibhav. "The risky side of creativity : a scientific investigation of creativity and domain specific risk taking." Thesis, University of Plymouth, 2017. http://hdl.handle.net/10026.1/9647.

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Previous researchers have often speculated about the role of risk taking in creativity, however this association has rarely been systematically investigated. This thesis explores the association between domain specific risk taking and creativity in human participants. It presents a systematic review of the speculations and scientific studies which aimed at uncovering the association between creativity and risk taking in various populations. This discussion aims to bring together the current knowledge centred around the link between risk taking and creativity and poses two overarching questions – Are creative individuals risk takers and if so, is this association domain specific? In five studies, the present research investigated these questions and found that creativity is strongly associated with risk taking in the social domain (but not in the financial, ethical, health/ safety or recreational domains). Additionally, with an aim to further disentangle the association between creativity and risk taking in specific populations and social situations, this thesis explored creativity in a specific group of individuals (sexual minority) who are speculated to be highly creative and are known to be more likely to take health/ safety risks such as smoking tobacco, consuming illegal drugs or engaging in unsafe sexual encounters. It was found that sexual minority (specifically bisexual individuals) were highly creative and were also more likely to take risks in various domains. As opposed to the sexual minority, another group of individuals in which creativity and risk taking are hypothesised to be different, consists of individuals who subscribe to the right-wing socio-political ideologies. As predicted, individuals who affiliated to the right-wing socio-political ideologies (in the United States) were found to be low on creativity and were significantly less likely to take risks, specifically in the social domain. A mediating role of social risk taking on the relationship between sociopolitical attitudes and creativity was also found. The research work presented in this thesis illustrates the role that social risk taking plays in creativity and paves way for the development of new ways to foster creativity.
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Blain, Peter J., and N/A. "A Computer Model of Creativity Based on Perceptual Activity Theory." Griffith University. School of Information and Communication Technology, 2007. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070823.171325.

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Perception and mental imagery are often thought of as processes that generate internal representations, but proponents of perceptual activity theory say they are better thought of as guided exploratory activities. The omission of internal representations in the perceptual activity account has led some to see it as computationally implausible. This thesis clarifies perceptual activity theory from a computational perspective, and tests its viability using a computer model called PABLO. The computer model operates in the Letter Spirit domain, which is a framework for creating stylistic variations on the lowercase letters of the Roman alphabet. PABLO is unlike other computer models of perception and mental imagery because it does not use data-structures to represent percepts and mental images. Mental contents are instead modelled in terms of the exploratory activity in which perceptual activity theory says they consist. PABLO also models the flexibility of imagery, and simulates how it can be harnessed and exploited by the system to generate a creative product. PABLO is a first attempt at an implementation of perceptual activity theory, but the results suggest that the theory is computationally viable, and that it has advantages over other theories of mental imagery in the context of creativity.
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De, Villiers Mary Ruth. "The dynamics of theory and practice in instructional systems design." Diss., Pretoria : [s.n.], 2002. http://upetd.up.ac.za/thesis/available/etd-02212003-180121.

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8

Li, Boyang. "Learning knowledge to support domain-independent narrative intelligence." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53376.

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Narrative Intelligence is the ability to craft, tell, understand, and respond appropriately to narratives. It has been proposed as a vital component of machines aiming to understand human activities or to communicate effectively with humans. However, most existing systems purported to demonstrate Narrative Intelligence rely on manually authored knowledge structures that require extensive expert labor. These systems are constrained to operate in a few domains where knowledge has been provided. This dissertation investigates the learning of knowledge structures to support Narrative Intelligence in any domain. I propose and build a system that, from an corpus of simple exemplar stories, learns complex knowledge structures that subsequently enable the creation, telling, and understanding of narratives. The knowledge representation balances the complexity of learning and the richness of narrative applications, so that we can (1) learn the knowledge robustly in the presence of noise, (2) generate a large variety of highly coherent stories, (3) tell them in recognizably different narration styles and (4) understand stories efficiently. The accuracy and effectiveness of the system have been verified by a series of user studies and computational experiments. As a result, the system is able to demonstrate Narrative Intelligence in any domain where we can collect a small number of exemplar stories. This dissertation is the first step toward scaling computational narrative intelligence to meet the challenges of the real world.
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9

Kilgour, A. Mark. "The Creative Process: The Effects of Domain Specific Knowledge and Creative Thinking Techniques on Creativity." The University of Waikato, 2007. http://hdl.handle.net/10289/2566.

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As we move further into the 21st century there are few processes that are more important for us to understand than the creative process. The aim of this thesis is to assist in deepening that understanding. To achieve this a review of the literature is first undertaken. Combining the many different streams of research from the literature results in the development of a four-stage model of the creative thinking process. The four stages are problem definition, idea generation, internal evaluation, and idea expression. While a large range of factors influence the various stages in this model, two factors are identified for further analysis as their effect on creativity is unclear. These two factors are domain-specific knowledge and creative thinking techniques. The first of these factors relates to the first stage of the creative thinking process (problem definition), specifically the extent to which informational cues prime domain specific knowledge that then sets the starting point for the creative combination process. The second factor relates to stage two of the model (idea generation), and the proposition by some researchers and practitioners that creative output can be significantly improved through the use of techniques. While the semantics of these techniques differ, fundamentally all techniques encourage the use of divergent thinking by providing remote associative cues as the basis for idea generation. These creative thinking techniques appear to result in the opening of unusual memory categories to be used in the creative combination process. These two potential influences on the creative outcomes of individuals: 1) domain specific knowledge, and 2) creative thinking techniques, form the basis for an experimental design. Qualitative and quantitative research is undertaken at two of the world's leading advertising agencies, and with two student samples, to identify how creative thinking techniques and domain-specific knowledge, when primed, influence creative outcomes. In order to measure these effects a creative thinking measurement instrument is developed. Results found that both domain-specific knowledge and creative thinking techniques are key influences on creative outcomes. More importantly, results also found interaction effects that significantly extend our current understanding of the effects of both primed domain-specific knowledge and creativity techniques on different sample populations. Importantly, it is found that there is no 'one size fits all' for the use of creative thinking techniques, and to be effectively applied, creative thinking techniques must be developed based upon the respondent's current domain and technique expertise. Moreover, the influence of existing domain-specific knowledge on individual creativity is also dependent upon how that information is primed and the respondent's knowledge of cognitive thinking strategies.
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Magnusson, Marcus. "The Creative Networker : Predicted Relations between Network Behavior and Creativity." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-377155.

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The purpose of the present study was to analyze the significance ofcreativity for network behavior. Similar to other network behavioral studiesthe multidimensional approach was utilized where networking was dividedinto sub dimensions with external and internal counterparts. The domainspecific approach to creativity was used in order to attempt to determinewhich creative domain is significant for different networking behaviors.106 individuals participated in the study and the sample is considered anon-random convenience sample. The results showed that certain networkbehaviors interacted with different creative domains. The creative domainof everyday and verbal creativity were both unique predictors of networkbehavior and were the creative domains who were the most relevant.Structural facets in the form of work experience, organizational size andbiological gender were also explored. Work experience was shown to be aweak moderating variable to the relationship of network behavior andcreativity. Organizational size had no significant results and biologicalgender was significant for two of the creative domains: Math / scientificand artistic creativity. Results from the present study provide furtherevidence towards an area which is relatively new. The findings can be usedto create an empirical foundation in recruitment scenarios which mayrequire individuals with particular set of psychological traits.
Syftet med denna studie var att undersöka interaktionen mellannätverksbeteende och kreativitet, samt att analysera om kreativitet är avsignifikant betydelse för nätverksbeteende. I linje med tidigare forskningom nätverksbeteende är denna studie av multidimensionell karaktär, därnätverksbeteende delas upp i interna samt externa komponenter. Dendomänspecifika paradigmen för kreativitet användes för att undersökavilka av de kreativa domänerna som är mest relevanta vidnätverksbeteende. 106 individer deltog i studien och urvalet var ettbekvämlighetsurval. Resultatet visade att några av de kreativa domäneninteragerade med nätverksbeteende, där vardaglig samt verbal kreativitetvar av högst relevans samt även unika prediktorer för nätverksbeteende. Destrukturella faktorerna arbetslivserfarenhet, organisationsstorlek samtbiologiskt kön undersöktes också. Arbetslivserfarenhet visade sig ha enmodererande effekt i relation till sambandet nätverksbeteende ochkreativitet, medan organisationsstorlek inte hade någon signifikant effekt.Resultatet för biologiskt kön indikerade att de kreativa domänenmatematisk/vetenskaplig och konstnärlig kreativitet var signifikanta, därmän skattade sig som något mer kreativa än vad kvinnor gjorde. Studiensresultat kan användas för att skapa en evidensbaserad grund irekryteringssammanhang samt i utformningen av psykometriska tester.
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Mace, Mary-Anne. "Modelling the creative process: A grounded theory analysis of creativity in the domain of art making." Thesis, University of Canterbury. Psychology, 1998. http://hdl.handle.net/10092/4577.

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It is argued that a comprehensive account of creativity can only be provided if creativity is viewed as the product of the interaction of multiple contributing variables, including the creative individual's cognitive, emotional, motivational, and behavioural processes, and how these intra-personal variables complement the social and cultural context in which the creative person works. Because multivariable perspectives explore creativity as the outcome of the interaction of multiple variables, and in particular the interaction between the individual and the environment, there is a particular emphasis on exploring creative activity as it takes place in its normal production context and on self-initiated work. These directives of the multi-variable perspective are adopted in a grounded theory study of visual artists' creative process while making self-initiated art works in the domain of visual art making. In study one sixteen professional visual artists were interviewed over the course of making an art work, which provided a descriptive data base of artists' working processes during the making of self-initiated art work from inception to completion. A grounded theory method was used to analyse the data and develop a dynamically interactive model that describes the developmental process of making visual art works in a real world context. This model is comprised of four developmental phases of activity associated with the production of art works from idea inception to completion and exhibition. A second study was conducted in order to determine the validity of the model produced from study one. The successful coding of data from study two into the model produced from study one suggests that the model has sufficient scope to accommodate the working processes of a range of artists, including those who did not contribute to the formation of the model. The model is evaluated in terms of its particular strengths and key features. There is a discussion of how the model advances existing models of creativity, of its implications for other domains of creativity, and of the relationship between everyday and eminent varieties of creativity.
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12

Milashevich, Anna. "Re-visioning business : archetypal patterns in the business domain and their relation to the concept of business creativity." Thesis, University of Essex, 2017. http://repository.essex.ac.uk/21358/.

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The principal aim of the thesis is to re-vision what I am calling ‘the business domain’ by showing how different archetypal energies of the collective unconscious operate in it and how they structure the domain’s creative dynamics. In this task, I am drawing on a range of Jungian theories. While the psychoanalytic organisational approach, with its focus on the personal/group unconscious, is well developed, the Jungian organisational approach is in its infancy with the result that little is said in the relevant literature to date about collective unconscious dominants, the archetypes. The introduction of this perspective involves arguing against the prevailing psychoanalytic emphasis on the pathological aspects of the business domain. The key value of the archetypal approach is that it exposes the inherent tensions within business life. In addition, it adds a much-needed catalyst for bringing insight into creativity and innovation as they manifest in the business domain. Jungian psychology, as I argue, offers a perspective that is instructive for grasping the complexities of creativity in business, which differs from manifestations of creativity in other domains such as the arts and sciences. Jungian psychology could thus make a valuable contribution to the analysis of business dynamics. I will also demonstrate how the archetypal approach can be helpful in containing the unconscious projected contents (both personal and collective) inherent in the business domain. As a first step in delineating the value and scope of an archetypal understanding of the dynamics in the business domain, this thesis invites further consideration of the question about how this approach can be used to construct a theoretical framework for analysing the business domain and what this framework could look like.
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Ferrer, Marie-Hélène. "Créativité adaptative et résilience : recherche de leviers favorisant l’adaptation et la réadaptation dans le domaine de la santé." Thesis, Aix-Marseille, 2013. http://www.theses.fr/2013AIXM3010.

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L'être humain doit, au cours de sa vie, faire face à des évènements pouvant être douloureux, traumatisants et handicapants. Face à ces accidents de vie, il doit s'adapter afin de retrouver un équilibre et une qualité de vie satisfaisante. Ce travail de thèse permet d'étudier, dans le domaine de la santé, les facteurs impliqués dans la créativité adaptative et la résilience afin d'identifier des leviers susceptibles de favoriser l'adaptation et la réadaptation. Un entraînement cognitif informatisé testé auprès d’une population de traumatisés crâniens, a un effet favorable sur les fonctions cognitives entraînées mais un effet plus limité sur la vie quotidienne et la réinsertion sociale. Ce constat nous a conduit à proposer un nouveau concept de réadaptation associant résilience et créativité. Nous avons ainsi vérifié que la résilience peut être considérée comme une forme de créativité adaptative s'appliquant aux aléas de notre vie quotidienne. Une tâche utilisable comme outil de stimulation cognitive a plus précisément été étudiée: la tâche du Tangram. Cette tâche entraîne certains processus impliqués lors de l'élaboration des représentations mentales qui ont un rôle majeur dans la résolution de problème. A l'issue de ce travail, quatre grandes orientations sont proposées en vue de la création d'un programme de rééducation cognitive destiné à favoriser l'adaptabilité des patients en s'appuyant sur leurs réserves psycho-cognitives. Elles concernent: la redéfinition d'un problème en challenge, la stimulation mnésique et attentionnelle, l'entraînement au Mindfulness et la prise en compte des processus impliqués dans la résolution créative de problème
Throughout their lives, humans have to deal with various events, which can sometimes be painful, traumatic and disabling. Facing these accidents of life, they must adapt in order to find a balance and a satisfactory quality of life. This thesis allows the study, in the field of health, of the factors involved in the adaptive creativity and the resilience, in order to identify levers likely to promote adaptation and rehabilitation.The starting point is the observation of the favorable effect of a cognitive training conducted by means of a digital device on stimulated functions but a more limited impact on daily life and social reintegration. This observation, made on a population of TBI, leads us to propose a new concept of rehabilitation based on the resilience and the creativity. We check that resilience can be considered as a form of adaptive creativity used to respond to the vagaries of everyday life. The task of Tangram is more precisely studied since it appears to be usable as a tool of cognitive stimulation. This task entails some processes involved in the development of mental representations, which have a major role in problem solving.At the end of this work, four orientations are proposed for the creation of a cognitive rehabilitation program designed to promote the adaptability of patients by relying on their psychological and cognitive reserve. They consist in the redefinition of a problem into a challenge, the mnesic and attentional stimulation, the training in Mindfulness and the consideration of the processes involved in creative problem solving
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Hallberg, Fredrik. "Kreativiteten i Humor : Domängenerella Mätningar av ett Domänspecifikt Område." Thesis, Karlstads universitet, Institutionen för sociala och psykologiska studier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-35865.

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The aim was to examine whether measurements of creativity as a domain general trait can explain possible connections between a domain general creative performance and one of the creative domain specific areas, humor. Another aim was to examine whether the maladaptive humor styles can explain possible differences in creative performances. An Internet-based survey was used on 281 students from a Swedish university. The survey was composed of three parts consisting of three separate measuring instruments – Sense of Humor Questionnaire (SHQ-6) was used to measure the respondents’ sense of humor, Humor Style Questionnaire (HSQ) measured the respondents’ humor style and Alternate Uses Test (AUT) gave the respondents an opportunity to account for their creative performances. The results showed no significant correlations between the respondents’ sense of humor and their creative performances. Neither could the maladaptive humor styles explain any significant differences in creative performances. However it was found that a low degree of self-defeating humor style had a significant interaction effect on differences in elaboration between low and high degrees of aggressive humor style.
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15

Bolanowski, Daniel. "The Leadership Perspective of Promoting Creativity and Innovation : A case study of an R&D organization." Thesis, Uppsala University, Department of Business Studies, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9385.

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This paper focuses on leadership problems and possibilities regarding creativity in a specific R&D organization. This is done with the help of a model consisting of four domains of special interest for R&D leaders. A survey in the form of personal interviews was conducted with leaders and staff members of two R&D sections in the organization. The analysis pointed towards problems on work load and stress issues. Furthermore the organizational structure of the two sections provided a discussion on optimal structural build‐up in order to maximize creativity. Trust issues arose because of the apparent use of control by upper management as described by lower level leaders and the employees. Indications showed that the trust issues put up obstacles for learning and dealing with failure. On the other hand the relationships between section management and staff were perceived as good. Also the ground works of a good creative work was laid with the trusting relationships between fellow professionals within the group.

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Bartz, Márcia Roberta Lessa. "A influência do etnocentrismo na percepção do consumer innovativeness." Universidade do Vale do Rio dos Sinos, 2015. http://www.repositorio.jesuita.org.br/handle/UNISINOS/5223.

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Partindo do pressuposto de que vivemos em meio a mercados nos quais exigem cada vez mais que se conheça melhor os consumidores, o presente estudo tem como objetivo principal desta pesquisa analisar a influência do etnocentrismo gaúcho no processo de percepção do consumer innovativeness. A pesquisa tem apenas uma abordagem quantitativa com viés descritivo e inferencial. A coleta de dados quantitativa aconteceu em universidades gaúchas, de duas formas. A primeira foi através de uma pesquisa denominada “estudo piloto” entre 100 alunos, onde se questionou quais as 5 marcas mais lembradas do Estado do Rio Grande do Sul, com o resultado pegou-se as 2 mais citadas, sendo elas: Polar e Fruki. Estas foram as marcas utilizadas em todo o estudo como base nos questionários. A segunda forma deu-se através de um questionário estruturado com 400 alunos. A amostra do presente estudo totalizou 500 respondentes. Os dados foram purificados e analisados através de técnicas e ferramentas. Na sua maioria, foram processados com o auxílio do Software Statistical Package for the Social Sciences (SPSS). Por fim, mostrou-se quais as influências do etnocentrismo (baixo “versus” alto) no processo de percepção do consumer innovativeness. Pode-se dizer que as médias encontradas nestes dois construtos apontam que as pessoas com baixo etnocentrismo têm médias menores em Domínio Específico da Inovação e Comportamento Inovador do que as que têm alto etnocentrismo, o que não aconteceu no construto da Criatividade Original. Conclui-se que devido o Domínio Especifico da Inovação e o Comportamento Inovador estarem mais ligados ao meio externo e as influências existentes nele o etnocentrismo se torna alto, o que não ocorre com a Criatividade Original que está relacionada a parte inata do indivíduo.
From the assumption that we are in touch with markets that increasingly demand a better knowledge about the consumers, this research primarily aims to analyze the influence of gaucho ethnocentrism in the process of perception of consumer innovativeness. This research has a quantitative approach with a descriptive and inferential view. The quantitative data collection took place in universities in Rio Grande do Sul, by means of two instruments. The first one, denominated “pilot study”, consisted of a survey with 100 students, asking them about what are the five most recognized trends in Rio Grande do Sul: the results of this survey showed that the two most mentioned trends were Polar and Fruki; thus, they were used as the questionnaires basis in the whole study. The second instrument was a structured questionnaire, carried out with 400 students. The study sample totalized 500 responding individuals. The data were purified and analyzed by means of techniques and tools. Most of the data were processed with the aid of Statistical Package for the Social Sciences Software (SPSS). Finally, the influences of ethnocentrism (low versus high) in the process of perception of consumer innovativeness were revealed. It is possible to asseverate that the averages found in those two constructs indicate that people with low ethnocentrism have lower averages in Specific Domain of Innovation and Innovative Behavior than those ones who have high ethnocentrism, what did not occur in the construct of Original Creativity. Then, the conclusion of this study is that the ethnocentrism becomes high due to the fact that Specific Domain of Innovation and Innovative Behavior are most linked to the external environment and to the influences existent on it, what does not occur with Original Creativity, which is related to the individual’s innate element.
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Sousa, Maria Manuel Tavares Figueiredo de. "Out of ordinary bounds : levels of creativity and self-evaluation of creativity by domains of the Portuguese Catholic University’ students." Master's thesis, 2018. http://hdl.handle.net/10400.14/27055.

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Considering the increasing demand for forms of creative thinking in school, social and organizational contexts, and taking into account the diversified development of instruments for evaluating creativity, it becomes urgent to characterize the levels of creativity and perception of creativity levels of students and to what extent the levels of creativity relate to their perception of their levels of creativity. The sample consists of 200 students of the Faculty of Human Sciences of the Portuguese Catholic University, 157 female (78.5%) and 43 male (21.5%), mostly first-year undergraduates (73.5%). The Test of Creative Thinking - Drawing Production (TCT-DP) and the Kaufman Creativity Domains Scale (K-DOCS) aim to evaluate, respectively, the levels of creativity and the students' perception of their levels of creativity by certain domains. As main results it is possible to highlight a significant correlation between the total level of creativity and the self-perception of artistic creativity. In addition, differences are found regarding the self-perception of creativity between men and woman, with men perceiving themselves as more creative than women. In future studies it would be useful to do the same study with a more diverse sample of students or even other samples, such as workers. Besides that, it would be useful to do the validation and adaptation study of K-DOCS for Portugal.
Considerando a cada vez maior exigência de formas de pensamento criativo nos contextos escolares, sociais e organizacionais, e tendo em conta a aposta no desenvolvimento diversificado de instrumentos de avaliação da criatividade torna-se urgente a caracterização dos níveis de criatividade e percepção dos níveis de criatividade dos alunos e em que medida os níveis de criatividade se relacionam com a percepção dos seus níveis de criatividade. A amostra é constituída por 200 alunos da Faculdade de Ciências Humanas da Universidade Católica Portuguesa, 157 do sexo feminino (78.5%) e 43 do sexo masculino (21.5%), na sua maioria do primeiro ano da Licenciatura (73.5%). O Test of Creative Thinking - Drawing Production (TCT-DP) e a Escala de Domínios de Criatividade de Kaufman (K-DOCS) visam avaliar, respectivamente, os níveis de criatividade e a percepção dos alunos de seus níveis de criatividade em determinados domínios. Como principais resultados, é possível destacar uma correlação significativa entre o nível total de criatividade e a autopercepção da criatividade artística. Além disso, são encontradas diferenças em relação à autopercepção da criatividade entre homens e mulheres, com os homens se percebendo mais criativos do que as mulheres. Em estudos futuros, seria útil fazer o mesmo estudo com uma amostra mais diversificada de estudantes ou mesmo outras amostras, como, por exemplo, trabalhadores. Para além disso, seria útil fazer o estudo de validação e adaptação do K-DOCS para Portugal.
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Huang, Yu-Ting, and 黃郁庭. "The Alternative Practice of Creativity - The Case Study of Domaine de Boisbuchet." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/h4hmwu.

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碩士
國立臺灣師範大學
歐洲文化與觀光研究所
107
Domaine de Boisbuchet is nestled in the southwest part of France and possesses an isolated environment. Boisbuchet, seems to be remoted from the hustle and bustle metropolitan, however, is able to assemble visitors from all over the world. They gather to discusss the latest trend of cultural and design industry. Each summer, Domaine de Boisbuchet opens to the public and offer the visitors guided tours, including tours of Architechral Park and the annual exhibition. Boisbuchet also hosts the summer design workshop and invite international designers to play the role as workshop mentors who aid the workshop members to utilize diverse media and infuse local resource to members’ creation. Domaine de Boisbuchet establishes a unique creative milieu with local resource and international members. This research will examine Domaine de Boisbuchet in order to analyze the creative milieu in Boisbuchet and how they utilize the environment to practice the alternative creativity efficiently. Moreover, the discussion will also concentrate on the transformation from cultural tourism to creative tourism. Derived from creative tourism, the specific aesthetic and taste of creative class will be going through. Through the base of previous argument, the tourist practice and experience of creative tourists will be presented. This research aims to apply multiple methodologies. Aside from interview method, document analysis and participant observation will be utilized for data collecting. In order to compile different perspective and present the creative practice of Boisbuchet, participants, the founder of Boisbuchet and workshop manager will be interviewed. Besides, the document analysis will be based on references such as Boisbuchet’s published work, media. Last but not least, the fieldwork about summer design workshop’s operation in 2016 will be analyzed.
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19

Hsin-TingHuang and 黃新珽. "Open Personality, Domain Knowledge and Employee Creativity, mediated by Creative Process Engagement." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/92299561370128151744.

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碩士
國立成功大學
高階管理碩士在職專班(EMBA)
102
SUMMARY This study hopes to understand the relationship among openness, domain knowledge and employee creativity, and mediated by creative process engagement. Then take a manufacturing industry in Taiwan for example. In this study, selected the employees and executives in a manufacturing industry in Taiwan. We sent out 375 questionnaires which is divided into A, B. And retrieve 305 matched questionnaires and the final return is 81%. Our finding can be summarized as follows. 1.When the employee has a more openness personality, the extent of creative process engagement is high. 2.When an employee has a more domain knowledge, the extent of creative process engagement is high. There were a lot of researches about employee creativity, however this study is the first empirical research to discuss the relationship among openness, domain knowledge and employee creativity, and mediated by creative process engagement. Through the research can help enterprise realize the connection and the strategy of management between the employee qualities and employee creativity. Key words:openness, domain knowledge, employee creativity, creative process engagement
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20

Yang, Yu-Ling, and 楊又齡. "Developing an Assessment of Domain Creativity of Products in the Hospitality Industry." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/03900825220531806807.

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碩士
國立屏東科技大學
技術及職業教育研究所
94
Abstract: In order to realize the students’ creative ability in hospitality field, this study tried to develop a set of assessment tools for domain creativity of products in the hospitality industry. This study firstly to explore the items of assessment, the contexts of assessment, development the assessment criteria. Then, this study have shown the performance of students’ domain creativities by theses tools. This study proceeded with the methods of literature review, panel discussion and statistical test to develop “criteria of innovation ability.” The items of assessment are the use of foodstuff, appearance, the creations-naming, seasoning and cuisine-making. The domain creativity contexts are the flexibility of hospitality domain, the originality of hospitality domain, and the practicability of hospitality domain. The Pearson correlation among reviewers is used as the method of coefficient reliability and the correlation coefficient is in a good condition , in which the coefficient is between 0.369 to 0.746. The results of this study can be regarded as a creative ability and the fundamental of the further study for the development of the domain creativity ability. Data gathered in the study are analyzed by frequencies, a mean and a t-test. The results are that the flexibility of hospitality domain of the creations-naming performs is in the good level, but the flexibility of cuisine-making did the worst performance. The University’s students did better performance in flexibility of hospitality domain than high school students did. Keywords: creativity, hospitality industry, domain creativity, products, assessment
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21

Lopez, Ricardo. "Characterizing the Effects of Noise and Domain Distance in Analogous Design." Thesis, 2011. http://hdl.handle.net/1969.1/ETD-TAMU-2011-05-9510.

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Idea generation is one of the major initial steps of the design process. Designers frequently use analogies to explain concepts, predict potential problems, and generate ideas. Analogous design can stimulate idea generation and lead to novelty and creativity. At present, there is little research that explores analogous design under the presence of irrelevant information, 'noise', or the effects of using analogies from semantically distant domains. An "Analogies and Noise" experiment extends previous findings which indicate that the use of two analogues instead of one can enhance analogous transfer. It tests whether this holds true for increased numbers of analogies. This study hypothesizes that analogue transfer improves with increasing number of example analogues and deteriorates under the presence of noise. The experiment evaluated this hypothesis by presenting designers with a design problem and a set of analogues and noise. Improvement was primarily measured by the rate of participants identifying the relevant high level principle (HLP). The results indicate that: (1) recognition of HLPs deteriorates under noise (2) increasing numbers of analogues under noise initially improves HLP recognition; however, once many items are present, designers are overwhelmed and the HLP recognition rate decreases (3) using two analogues is optimal for design and (4) noise cannot be defined as all those items without a functional feature relevant to the problem. A "Distant Domains" pilot experiment explores the use of distant-domain analogies. This study hypothesizes that distant domain analogies lead to more abstraction resulting in more creative designs. The experiment presented participants with a predetermined set of analogues then asked them to solve a problem. The set contained analogies from the problem domain and from a domain of varying distance. The following patterns were observed: (1) the number of emergent features peaked with near-domain analogies and decreased thereafter (2) the mean total number of ideas increased with increasing domain (3) designers deemed analogies from distant domains as 'less useful' and solutions generated using distant domains as 'less effective' and 'less practical'. These trends warrant future experimentation with an increased sample size.
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22

Kilgour, A. Mark. "The creative process : the effects of domain specific knowledge and creative thinking techniques on creativity /." 2006. http://adt.waikato.ac.nz/public/adt-uow20070608.151053/index.html.

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23

Cheng, Fang-yi, and 鄭芳怡. "The Relationships Among Pupils’ Explanatory Style, Domain Knowledge, Creative Life Experience and Their Technological Creativity." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/98139703643288005910.

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碩士
國立中山大學
教育研究所
92
Recent research on creativity has put great emphasis on how multiple systems influence an individual’s development in creativity. The main purposes of this study were (a) to understand the current situation of pupils’ explanatory style, domain knowledge, creative life experience, and technological creativity; (b) to investigate the effects of pupils’ grade, explanatory style, domain knowledge, and creative life experience on their technological creativity; and (c) to analyze the predictive power of pupils’ grade, explanatory style, domain knowledge, creative life experience on their ability group membership of technological creativity. The participants included 418 third to sixth graders sampling from six elementary schools in Taipei City. The employed instruments were The Questionnaire of Children’s Explanatory Style, The Questionnaire of Creative Life Experience, The Test of Technological Creativity, and the scores on the final exam of Science and Living Technology Areas. The employed analysis methods were Descriptives, ANOVA, one-way and two-way MANOVA, Canonical Correlation Analysis, and Discriminant Analysis. The main findings in this study were as follows: 1. There were gender differences on the pupils’ performance of explanatory style, creative life experience, and technological creativity; more specifically, the girls outperformed the boys on explanatory style, creative life experience, and technological creativity. 2. There were grade differences on the pupils’ explanatory style. 3. Although no significant interaction effect of grade ´ explanatory style on technological creativity was found, there were significant main effects of grade on the pupils’ technological creativity. 4. Domain knowledge contributed to the pupils’ performance on technological creativity. 5. Creative life experience had significant effects on the pupils’ technological creativity. Among the indices of both sides, “language and performing arts” had the highest correlation with technological creativity. 6. Grade, explanatory style, domain knowledge, and creative life experience could effectively predict the pupils’ ability group membership of technological creativity, and grade as well as domain knowledge had better predictive power. Finally, some suggestions were proposed for teachers, relative educational institutions, parents, and further studies.
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24

Tsao, Chun-Jung, and 曹純榕. "The Study of Leadership Style, Domain-Relevant Skills, Motivational Orientation, and Employee Creativity for Hospitality Industry in Taiwan." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/30341899151283069403.

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碩士
輔仁大學
餐旅管理學系碩士班
93
There are three purposes of this study. First, it wants to know the relationships among leadership style, domain-relevant skills, motivational orientation, and employee creativity in the hospitality industry. Second, it wants to verify that the effects of transformational leadership, transactional leadership on employee creativity are mediated by domain-relevant skills of employee. Finally, it wants to investigate the effects of transformational leadership and transactional leadership on employee creativity are moderated by motivational orientation of employee. The sample for this study has contained 752 questionnaires for employee on hospitality industry in Taiwan, 526 responded questionnaires were collected, 470 of them were fully completed. First, this research found that transformational leadership relates positively to employee creativity, domain-relevant skills of employee relates positively to employee creativity, and transformational leadership relates positively to domain-relevant skills of employee. Second, the effects of transformational Leadership on employee creativity are completed mediated by domain-relevant skills of employee. The result shows that the effects of transformational leadership, transactional leadership on employee creativity are mediated by domain-relevant skills of employee.
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25

Kuo, Yi-Ling, and 郭怡伶. "Effect of a Teaching Program For Inducing Domain-Specific Creativity in Civic Education Class of Junior High School." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/22369853869889180479.

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碩士
國立交通大學
教育研究所
103
The purpose of this research was to design an instructional program to enhance student creativity which could be used in Civic Education course at the junior high school level. The program is to address the concept of “Community Life,” the last unit of fall semester for 7th grade. The componential model of creativity (Amabile, 1996) served as the basis of design framework and the focus was placed toward domain-specific creativity. The effect of this program was examined through expert rating on the post tasks, content analysis of some selected tasks, and students’ motivation. An experiment was conducted with 165 7th grade students, 99 in the experiment group and 66 in the control group. Subjects assigned to the experiment group had 4 classes of teaching for creativity program. This program was designed based on the small progress principle (Amabile &; Kramer, 2011) and “learning by doing (Dewey, 2007) offering the concept of creativity, multiple creativity thinking skills and practices, such as dishabituation skill, divergent thinking, and convergent thinking to stimulate creativity in civic education. While control group subjects were also offered high-quality and smooth teaching. All students must finish a post task, which provided space for imagination and low constraint framework. Finally, a panel of experts rated the post tasks and four domain-specific creativity scores were extracted, including verbal creativity score, drawing creativity score, total novelty score, and total value score. Intrinsic and extrinsic motivation were measured after the completion of the task. The major findings of the research were summarized as the follows. 1.The t-tests show that all four domain-specific creativity scores of the experiment group were significantly higher than those of the control group. The creativity teaching program can effectively enhance creative design performance of in Civic Education task, implying my creativity teaching program is effective in inducing domain-specific creativity. 2.Regarding the result of regression analysis, there was no interaction effect between “group” and “motivation”, showing motivation was not mediating the effect from teaching program to creativity performance. 3.From a content analysis, it is found that the elements students freely chose to construct the post task are of high degree of homogeneity; only limited students of the experiment group can avoid the constraint of habituation (habituated selection of the popular nothing-new elements). Future study could further search and design strategies to help students avoid the trap of habituated thinking or mental set. This study is among limited pioneers in Taiwan to explore and design program to facilitate creative thinking and production in a subdomain (Community Life) of Civic Education course. The study suggests that the program using principles of small progression and learning-by-doing as the foundation could effectively promote the level of product creativity of 7th grade students. The post task, asking students to design, allows exploration and imagination is an adequate task to show students’ creativity. Civic Education course is frequently perceived by junior high students as of low importance in terms of career preparation or social skill training. New program could be designed for Civic Education to promote creative de-composition and re-composition of the traditional concepts about our society, community and interpersonal relations. Teachers could creatively avoid acting as a textbook surface echoer or copier and students could prevent rote memory knowledge of the textbooks. This study is an example to show that thinking creatively and learning to be more creative is possible in the course of Civic Education. A push of teacher momentum and a strategic planning is surely needed.
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26

Abdel-Fattah, Ahmed M. H. "Utilizing Cross-Domain Cognitive Mechanisms for Modeling Aspects of Artificial General Intelligence." Doctoral thesis, 2014. https://repositorium.ub.uni-osnabrueck.de/handle/urn:nbn:de:gbv:700-2014033112354.

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In this era of increasingly rapid availability of resources of all kinds, a widespread need to characterize, filtrate, use, and evaluate what could be necessary and useful becomes a crucially vital everyday task. Neither research in the field of artificial intelligence (AI) nor in cognitive science (CogSci) is an exception (let alone within a crossing of both paths). A promised goal of AI was to primarily focus on the study and design of intelligent artifacts that show aspects of human-like general intelligence (GI). That is, facets of intelligence similar to those exhibited by human beings in solving problems related to cognition. However, the focus in achieving AI’s original goal is scattered over time. The initial ambitions in the 1960s and 1970s had grown by the 1980s into an "industry", where not only researchers and engineers but also entire companies developed the AI technologies in building specialized hardware. But the result is that technology afforded us with many, many devices that allegedly work like humans, though they can only be considered as life facilitators (if they even do). This is mainly due to, I propose, basic changes on viewing what true essences of intelligence should have been considered within scientific research when modeling systems with GI capacities. A modern scientific approach to achieving AI by simulating cognition is mainly based on representations and implementations of higher cognition in artificial systems. Luckily, such systems are essentially designed with the intention to be acquired with a "human like" level of GI, so that their functionalities are supported by results (and solution methodologies) from many cognitive scientific disciplines. In classical AI, only a few number of attempts have tried to integrate forms of higher cognitive abilities in a uniform framework that model, in particular, cross-domain reasoning abilities, and solve baffling cognition problems —the kind of problems that a cognitive being (endowed with traits of GI) could only solve. Unlike classical AI, the intersection between the recent research disciplines: artificial general intelligence (AGI) and CogSci, is promising in this regard. The new direction is mostly concerned with studying, modeling, and computing AI capabilities that simulate facets of GI and functioning of higher cognitive mechanisms. Whence, the focus in this thesis is on examining general problem solving capabilities of cognitive beings that are both: "human-comparable" and "cognitively inspired", in order to contribute to answering two substantial research questions. The first seeks to find whether it is still necessary to model higher cognitive abilities in models of AGI, and the second asks about the possibility to utilize cognitive mechanisms to enable cognitive agents demonstrate clear signs of human-like (general) intelligence. Solutions to cross-domain reasoning problems (that characterize human-like thinking) need to be modeled in a way that reflects essences of cognition and GI of the reasoner. This could actually be achieved (among other things) through utilizing cross-domain, higher cognitive mechanisms. Examples of such cognitive mechanisms include analogy-making and concept blending (CB), which are exceptional as active areas of recent research in cognitive science, though not enough attention has been given to the rewards and benefits one gets when they interact. A basic claim of the thesis is that several aspects of human-comparable level of GI are based on forms of (cross-domain) representations and (creative) productions of conceptions. The thesis shows that computing these aspects within AGI-based systems is indispensable for their modeling. In addition, the aspects can be modeled by employing certain cognitive mechanisms. The specific examples of mechanisms most relevant to the current text are computation of generalizations (i.e. abstractions) using analogy-making (i.e. transferring a conceptualization from one domain into another domain) and CB (i.e. merging parts of conceptualizations of two domains into a new domain). Several ideas are presented and discussed in the thesis to support this claim, by showing how the utilization of these mechanisms can be modeled within a logic-based framework. The framework to be used is Heuristic-Driven Theory Projection (HDTP), which can model solutions to a concrete set of cognition problems (including creativity, rationality, noun-noun combinations, and the analysis of counterfactual conditionals). The resulting contributions may be considered as a necessary, although not by any means a sufficient, step to achieve intelligence on a human-comparable scale in AGI-based systems. The thesis thus fills an important gap in models of AGI, because computing intelligence on a human-comparable scale (which is, indeed, an ultimate goal of AGI) needs to consider the modeling of solutions to, in particular, the aforementioned problems.
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27

蔡文山. "The influence of the mind mapping teaching program on creativity, learning achievement, and learning motivation of fifth-grade students:in the domain of science and technology." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/60060931180700989733.

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博士
國立嘉義大學
國民教育研究所
95
The Influence of the Mind Mapping Teaching Program on Creativity, Learning Achievement, and Learning Motivation of Fifth-Grade Students — in the Domain of Science and Technology Wen Shan Tsai Graduate Institute of Elementary and Secondary Education Abstract The purpose of this study was: (1) to design a “ mind mapping teaching program” to be used in the domain of science and technology for fifth-graders, and (2) to evaluate its influence on the students’ creativity, learning achievement, and learning motivation. The subjects were 126 fifth-graders from four classes with 64 in the experimental group and 62 in the control group. All the subjects took “Williams Creativity Assessment Packet, ” the pretest and the posttest of “Science and Technology Learning Achievement,” and “Science and Technology Learning Motivation Scale.” The experimental group also took a questionnaire on their learning feedback following the end of the experiment. The findings were as follows: 1. Students in the experimental group who received the mind mapping teaching program demonstrated a higher level of creativity than students in the control group. 2. Students at various levels of the science and technology ability demonstrated significant differences on creativity. High-level students outperformed intermediate- and low-level students; intermediate-level students outperformed low-level students. 3. Students in the experimental group who received the mind mapping teaching program demonstrated a higher level of learning achievement than students in the control group. 4. Students at various levels of the science and technology ability demonstrated significant differences on learning achievement. High-level students outperformed intermediate- and low-level students; intermediate-level students outperformed low-level students. 5. Students in the experimental group who received the mind mapping teaching program demonstrated a higher degree of learning motivation than students in the control group. 6. Students at various levels of the science and technology ability demonstrated significant differences on learning motivation. High-level students outperformed intermediate- and low-level students; intermediate-level students outperformed low-level students. Based on the findings, some suggestions were given for teachers and future research. Key words: the mind mapping teaching program, creativity, learning achievement, learning movitvation.
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28

Wei-Lung, Chen, and 陳威龍. "The research was to investigate the science and technology domain with creative problem solving teaching methodology for the efforts of senor students’ creativity and science-and-technology domain courses of learning achievements in the elementary school." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/60491069681990224582.

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