Academic literature on the topic 'Electronic creativity'

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Journal articles on the topic "Electronic creativity"

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Imran, Naveed. "Electronic media, creativity and plagiarism." ACM SIGCAS Computers and Society 40, no. 4 (December 2010): 25–44. http://dx.doi.org/10.1145/1929609.1929613.

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SIAU, KENG L. "Electronic Creativity Techniques for Organizational Innovation." Journal of Creative Behavior 30, no. 4 (December 1996): 283–93. http://dx.doi.org/10.1002/j.2162-6057.1996.tb00774.x.

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Shaw, Duncan. "Creativity and learning through electronic group causal mapping." International Journal of Innovation and Learning 1, no. 4 (2004): 364. http://dx.doi.org/10.1504/ijil.2004.005497.

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Suprayitno, Suprayitno. "Creativity and Impact of Advertising Electronic Led Billboards in Jakarta." Humaniora 7, no. 2 (April 30, 2016): 167. http://dx.doi.org/10.21512/humaniora.v7i2.3513.

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The creativity and the impact of advertising electronic LED billboards in Jakarta was an approach to see, to know and to understand in a deeper way. Creativity decisions affect all advertising, art, and knowledge combined with the phrase creative strategy. Creative advertising ideas must be original, unique, different, new, unexpected and right on target. The approach used was qualitative research methods, including data collection in the form of literature review, interviews with the actors and the surrounding communities, as well as documenting the billboard directly outside the media was lo
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Yagolkovskiy, Sergey R. "Stimulation of Individual Creativity in Electronic Brainstorming: Cognitive and Social Aspects." Social Behavior and Personality: an international journal 44, no. 5 (June 4, 2016): 761–66. http://dx.doi.org/10.2224/sbp.2016.44.5.761.

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I examined the extent to which idea exchange in an electronic brainstorming session stimulates individual creativity. The influence of idea exchange on particular parameters of creativity was assessed in an idea exposure paradigm. Characteristics of stimuli were manipulated by presenting common, rare, and absurd ideas to 144 high school undergraduate participants. I assessed fluency, flexibility, and originality parameters of creativity using the Russian version of the Alternate Uses test. The results revealed a significant effect of stimulus type on originality, and showed that rare stimulus
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Hikmawan, T., N. Sutarni, and A. Hufad. "The role of electronic learning media in creativity learning." Journal of Physics: Conference Series 1375 (November 2019): 012030. http://dx.doi.org/10.1088/1742-6596/1375/1/012030.

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Dennis, Alan R., Randall K. Minas, and Akshay P. Bhagwatwar. "Sparking Creativity: Improving Electronic Brainstorming with Individual Cognitive Priming." Journal of Management Information Systems 29, no. 4 (April 2013): 195–216. http://dx.doi.org/10.2753/mis0742-1222290407.

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Schwarz, K. K. "Methodical creativity." Manufacturing Engineer 77, no. 1 (February 1, 1998): 17–20. http://dx.doi.org/10.1049/me:19980105.

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Dempsey, P. "The science of creativity." Engineering & Technology 4, no. 19 (November 7, 2009): 78–79. http://dx.doi.org/10.1049/et.2009.1919.

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Lau, Sing, and Ping Chung Cheung. "Creativity assessment: Comparability of the electronic and paper-and-pencil versions of the Wallach–Kogan Creativity Tests." Thinking Skills and Creativity 5, no. 3 (December 2010): 101–7. http://dx.doi.org/10.1016/j.tsc.2010.09.004.

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Dissertations / Theses on the topic "Electronic creativity"

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Tonrey, Donna Ann. "Creativity and psychotherapy." View full text, 2001.

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Sisarica, Anja. "Creativity support in games for motivated learning." Thesis, City University London, 2015. http://openaccess.city.ac.uk/14543/.

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A natural extension of play for creative thinking can innovatively drive technology-led changes to the facilitation of creative problem solving, and generate a new genre in serious gaming. Whilst the use of serious games has grown considerably in recent years, support for players to think creatively is often implicit in the game, and does not exploit the wide range of creativity techniques and software tools available. The work reported in this thesis is the first to explicitly integrate creativity support into serious games. The results show that creative serious games can systematically supp
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Byrne, William Frederick. "Situated creativity-inspired problem-solving." Thesis, University of Birmingham, 2016. http://etheses.bham.ac.uk//id/eprint/6956/.

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Creativity is a useful attribute for people to have. It allows them to solve unfamiliar problems, introduce novelty to established domains, and to understand and assimilate new information and situations - all things we would like computers to be able to do too. However, these creative attributes do not exist in isolation: they occur in a context in which people tend to solve problems routinely where possible rather than consider non-standard ideas. These more mundane attributes might also be useful for problem solving computers, for the same reasons they are useful for us. However, they are o
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Nouri, M. "Creativity-supporting environments : an emotion-based framework for influencing designers' creativity through using design environments." Thesis, City, University of London, 2016. http://openaccess.city.ac.uk/16161/.

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Organisations need to develop their physical/psychological environments in order to build more creative, positive, activated and motivated spaces for people to work. Although previous research has investigated the effect of environment on creative performance, there has been little research into how it might support creative work that evolves through a sequence of divergent and convergent activities based on people’s emotions. This research proposes a theoretical framework with which to design the environments to support creative thinking that recognize and apply components that link creativit
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de, Rooij A. "Hacking into the emotion-creativity link : two new approaches to interactive systems that influence the relationship between emotion and creativity." Thesis, City University London, 2016. http://openaccess.city.ac.uk/15121/.

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Emotions can influence creative thinking. The ability of people to have the emotions that augment creativity can therefore help them to achieve higher creative task performance. How to design interactive systems that can effectively make use of this potential is, however, still an unanswered question. To explore possible answers to this question we have developed two novel approaches to interactive systems that can be used to effectively hack into the emotion-creativity link. One approach we developed enables a system to hack into the function of motor expressions in emotion regulation, in ord
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Sutanonpaiboon, Janejira. "The effects of creativity software's characteristics on electronic brainstorming in different proximity settings /." Available to subscribers only, 2006. http://proquest.umi.com/pqdweb?did=1232407751&sid=9&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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Deadrick, Anna V. "The case of Jack London : plagiarism, creativity, and authorship /." Electronic version (PDF), 2003. http://dl.uncw.edu/etd/2003/deadricka/annadeadrick.pdf.

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Maybury, Terrence, and n/a. "Internal+/-External Terrains: A Meditation On the Productive Skein of Electracy." Griffith University. School of Film, Media and Cultural Studies, 2002. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20031009.112120.

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Internal+/-External Terrains is a meditation on the nature of electronic creativity, primarily from a production point of view. It seeks to arbitrate and synthesise a range of skills, attributes and ideas that might constitute the field of electronic aesthetics. It does this from the perspective of electronic artists, and the socio/economic/cultural system they increasingly serve. The aesthetics of electronic production, as looked at through the framework of electracy, serves as a model through which to locate some specific shifts in both self-making, and capitalism, in both their Post-Fordi
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Park-Gates, Shari Lane. "Effects of Group Interactive Brainstorming on Creativity." Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/28577.

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Corporations spend a great deal of time and money trying to facilitate innovation in their employees. The act of introducing something new, a product or a service that is viable and innovative is often increased by enhancing or nurturing creativity.This experimental study investigated the effect of group verbally interactive brainstorming (social interaction) on creativity, not by comparing the number of ideas generated on a simple task in a brainstorming session, but by assessing creativity in the final product of a complex heuristic task. The purpose of this study was to compare the effect
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Santanen, Eric Lawrence. "Directed brainstorming and the Cognitive Network Model of Creativity: An empirical investigation of cognitive factors related to the formation of creative solutions using an electronic brainstorming environment." Diss., The University of Arizona, 2002. http://hdl.handle.net/10150/279925.

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This dissertation presents the Cognitive Network Model of Creativity. This causal model posits that creative solutions occur when new associations are formed between disparate elements from memory. The likelihood of forming new associations is a positive function of the disparity between these elements and an inverse function of the problem solver's cognitive load. Cognitive load is, in turn, a positive function of the disparity between elements and the quantity of stimuli per unit of time to which the problem solver is exposed. Cognitive load is also an inverse function of the extent to which
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Books on the topic "Electronic creativity"

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Clusters of Creativity. New York: John Wiley & Sons, Ltd., 2003.

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Writing in the electronic environment: Electronic text and the future of creativity and knowledge. Halifax, N.S: Dalhousie University, School of Library and Information Studies, 1996.

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The music producer's survival guide: Chaos, creativity, and career in independent and electronic music. Boston, MA: Cengage Learning PTR, 2014.

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American Institute of Architects. Computer-aided Task Force. Creativity and architecture: The impact of new electronic tools : June 9, 1993, Anaheim, California. Washington, DC (1735 New York Ave., NW, Washington 20006): American Institute of Architects, 1993.

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Making waves in the information and space age: Creativity and management in the electronic era. Portland, Or: Binford & Mort Pub., 1992.

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Metcalf, George F. Making waves in the information and space age: Creativity and management in the electronic era. New York: Vantage Press, 1997.

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Ahamed, Syed V. The art of scientific innovation: Cases of classic creativity. Upper Saddle River, N.J: Pearson Prentice Hall, 2005.

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Clusters of creativity: Enduring lessons on innovation and entrepreneurship from Silicon Valley and Europe's Silicon Fen. Chichester: Wiley, 2002.

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CHI Conference (1995 Denver, Colo.). Human factors in computing systems: CHI '95 Conference Proceedings : CHI '95 Mosaic of Creativity, Conference on Human Factors in Computing Systems, Denver, Colorado, May 7-11, 1995. New York: Association for Computing Machinery, 1995.

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CHI '95 Conference (1995 Denver, Colo.). Human factors in computing systems: CHI '95 Conference companion, CHI '95 Mosaic of Creativity, Conference on Human Factors in Computing Systems, Denver, Colorado, May 7-11, 1995. New York: Association for Computing Machinery, 1995.

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Book chapters on the topic "Electronic creativity"

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Goodstein, Zachary. "Electronic Cigarettes." In Ethical Ripples of Creativity and Innovation, 111–18. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/9781137505545_13.

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Mabe, Michael. "Quality in the Electronic Era." In Growth, Creativity, and Collaboration: Great Visions on a Great Lake, 165–73. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781315864464-18.

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López Rúa, Paula. "Keeping up with the times: Lexical creativity in electronic communication." In Studies in Functional and Structural Linguistics, 137–59. Amsterdam: John Benjamins Publishing Company, 2007. http://dx.doi.org/10.1075/sfsl.58.18lop.

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Beebe, Linda. "Licensing Electronic Products at the American Psychological Association." In Growth, Creativity, and Collaboration: Great Visions on a Great Lake, 175–84. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781315864464-19.

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Jewell, Timothy D., and Anne Mitchell. "Electronic Resource Management: The Quest for Systems and Standards." In Growth, Creativity, and Collaboration: Great Visions on a Great Lake, 137–63. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781315864464-17.

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Antelman, Kristin, and Susan Davis. "Implementing a Serial Work in an Electronic Resources Management System." In Growth, Creativity, and Collaboration: Great Visions on a Great Lake, 285–88. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781315864464-34.

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Seitter, Keith L. "The Print/Electronic Tightrope: A Case Study in Publication Finances for a Medium-Sized Nonprofit Society." In Growth, Creativity, and Collaboration: Great Visions on a Great Lake, 123–33. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781315864464-15.

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Mockford, Clive D. "A Teaching Strategy to Promote Student Confidence and Creativity in the Design and Prototyping of Digital Electronic Systems." In Technology Education, Innovation, and Management, 147–54. Berlin, Heidelberg: Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/978-3-642-79875-7_17.

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Dennis, Alan R., and Mike L. Williams. "Electronic Brainstorming." In Group Creativity, 160–78. Oxford University Press, 2003. http://dx.doi.org/10.1093/acprof:oso/9780195147308.003.0008.

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"Creativity as discourse/creativity as experience in electronic dance music and electronica." In Sonic Technologies. Bloomsbury Academic, 2017. http://dx.doi.org/10.5040/9781501310652.0009.

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Conference papers on the topic "Electronic creativity"

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Al-Shahrani, Malawi Abdullah. "Creativity Culture and its Relationship with Electronic Education." In 2013 Fourth International Conference on e-Learning "Best Practices in Management, Design and Development of e-Courses: Standards of Excellence and Creativity". IEEE, 2013. http://dx.doi.org/10.1109/econf.2013.76.

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Dennis, Alan R., Randall K. Minas, and Akshay Bhagwatwar. "Sparking Creativity: Improving Electronic Brainstorming with Individual Cognitive Priming." In 2012 45th Hawaii International Conference on System Sciences (HICSS). IEEE, 2012. http://dx.doi.org/10.1109/hicss.2012.541.

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Choi, Suk Kyoung, and Steve DiPaola. "How a Painter Paints: An Interdisciplinary Understanding of Embodied Creativity." In Electronic Visualisation and the Arts (EVA 2013). BCS Learning & Development, 2013. http://dx.doi.org/10.14236/ewic/eva2013.28.

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DiPaola, Steve, and Graeme McCaig. "Using Artificial Intelligence Techniques to Emulate the Creativity of a Portrait Painter." In Electronic Visualisation and the Arts. BCS Learning & Development, 2016. http://dx.doi.org/10.14236/ewic/eva2016.32.

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Candy, Linda. "Creativity and Evaluation: and Research in the Supporting Practice Interactive Arts." In Electronic Visualisation and the Arts (EVA 2013). BCS Learning & Development, 2013. http://dx.doi.org/10.14236/ewic/eva2013.30.

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Sulaj, Manjola, and Olieta Polo. "SEVERAL THEMES AND MOTIVES IN THE POETIC CREATIVITY OF GIUSEPPE SCHIRÒ DI MAGGIO." In The 5th Electronic International Interdisciplinary Conference. Publishing Society, 2016. http://dx.doi.org/10.18638/eiic.2016.5.1.553.

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Salevati, Sara, and Steve DiPaola. "A Creative Artificial Intelligence System to Investigate User Experience, Affect, Emotion and Creativity." In Electronic Visualisation and the Arts (EVA 2015). BCS Learning & Development, 2015. http://dx.doi.org/10.14236/ewic/eva2015.13.

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DiPaola, Steve. "Future trends: Adding Computational Intelligence, Knowledge and Creativity to Interactive Exhibits and Visualisation Systems." In Electronic Visualisation and the Arts (EVA 2013). BCS Learning & Development, 2013. http://dx.doi.org/10.14236/ewic/eva2013.4.

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López-González, Mónica. "Cognitive psychology meets art: exploring creativity, language, and emotion through live musical improvisation in film and theatre." In IS&T/SPIE Electronic Imaging, edited by Bernice E. Rogowitz, Thrasyvoulos N. Pappas, and Huib de Ridder. SPIE, 2015. http://dx.doi.org/10.1117/12.2083880.

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Khawari, Hanifa, Mohd Isa Hamzah, Mohd Hanafi Mohd Yasin, and Hamsi Mansur. "Electronic Information Resources Usage of Afghan International University Students in Malaysia." In Proceedings of the 1st International Conference on Creativity, Innovation and Technology in Education (IC-CITE 2018). Paris, France: Atlantis Press, 2018. http://dx.doi.org/10.2991/iccite-18.2018.20.

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Reports on the topic "Electronic creativity"

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Freeman, Charles, Sara Marcketti, and Elena Karpova. Evaluating Student Creativity: A Modified Electronic Consensual Assessment Tool for Classroom Use. Ames: Iowa State University, Digital Repository, 2014. http://dx.doi.org/10.31274/itaa_proceedings-180814-892.

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Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. Th
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