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Dissertations / Theses on the topic 'Electronic creativity'

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1

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

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2

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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3

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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4

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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5

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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7

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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8

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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9

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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10

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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11

Spowage, Neal. "Physical interaction with electronic instruments in devised performance." Thesis, De Montfort University, 2016. http://hdl.handle.net/2086/13237.

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This thesis describes how I took part in a series of collaborations with dancers Danai Pappa and Katie Hall, musician George Williams and video artist Julie Kuzminska. To realise our collaborations, I built electronic sculptural instruments from junk using bricolage, the act of subversion, skip diving and appropriation. From an auto-ethnographic viewpoint, I explored how collaborations began, how relationships developed and how various levels of expertise across different disciplines were negotiated. I examined how the documentation of the performances related to, and could be realised as, vid
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12

Frehner, Carmen. "E-Mail - SMS - MMS : the linguistic creativity of asynchronous discourse in the New Media Age /." Bern [u.a.] : Lang, 2008. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=016392581&line_number=0004&func_code=DB_RECORDS&service_type=MEDIA.

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13

Williams, James Benjamin. "Analytical explorations of creative interaction and collaborative process through composition, rehearsal and performance : a composer-composer case study of acoustic music with live electronics." Thesis, University of Wolverhampton, 2017. http://hdl.handle.net/2436/620604.

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This thesis explores both the creative process and the creative product behind a unique and complex collaboration between two composers, called Endings (2012): firstly Jeremy Peyton Jones and secondly Kaffe Matthews. It interrogates the behavioural aspects and negotiations between the two composers in the compositional and rehearsal processes, in the run-up to three performances. Using ethnomusicological methodologies towards data collection (rehearsal recordings, interviews, studio work) and analysis (discourse in compositional discussion, rehearsal), the thesis offers new understandings on c
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14

Fernandez, Cassia de Oliveira. "Programação física e criatividade: contribuições de uma abordagem exploratória para a introdução da programação física no ensino fundamental." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-05092017-091605/.

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Tem havido um crescente interesse na inserção de atividades envolvendo programação física em ambientes educacionais, e há diversos trabalhos publicados que comentam sobre os benefícios propiciados por tais atividades, inclusive como forma de incentivar a criatividade em sala de aula. Entretanto, são ainda escassas as publicações científicas que apresentam análises empiricamente fundamentadas relacionadas à avaliação dos efeitos de atividades de programação física no desenvolvimento do potencial criativo de estudantes. A presente pesquisa investigou como a introdução de atividades de programaçã
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15

Wessely, Michael. "Fabricating Malleable Interaction-Aware Materials." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS542/document.

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Les machines de fabrication personnelle, comme les imprimantes 3D, permettent aux créateurs occasionnels de fabriquer leurs propres objets. Il est possible de créer des pièces rigides, mais aussi des pièces souples, flexibles ou malléables. Ces propriétés mécaniques ouvrent des perspectives inédites dans la recherche en Interaction Homme-Machine (IHM) puisqu’elles permettent de réaliser de nouvelles formes d’interaction. Le défi reste toutefois d'intégrer des capteurs et du retour visuel dans ces matières. Les sciences des matériaux ont introduit plusieurs techniques pour produire des éléments
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16

Albertson, Margaret E. "Creativity and the evolution of semiotic units using Internet communication." 1997. http://catalog.hathitrust.org/api/volumes/oclc/39350116.html.

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17

Lin, Kai-jiun, and 林楷峻. "An electronic brainstorming system for improving creativity in topic sentence through keywords." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/cek8aa.

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碩士<br>國立中央大學<br>資訊工程學系<br>103<br>In recent year, the importance of creativity in the world is crucial. Creativity is in connection with individual cognition. If a student can get priming when he is thinking, it is beneficial to alter his cognition and improve idea generation and creativity. Purpose of articles is to transfers thinking and viewpoint to other. Without creativity, an article is difficult to make a profound impression on reader. Therefore, creativity is also important in article. In the related research, there is evidence to suggest that different type of word can enhance opportun
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18

Yu, Chih-Chun, and 於之鈞. "A Study of Electronic Brainstorming on Creative Thinking - Taking Technological Creativity as Example." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/50698510922519699882.

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碩士<br>國立交通大學<br>資訊科學系所<br>93<br>In Taiwan, the authority is devoted to the innovation of education. One of the objectives is to turn education towards diversification. Creative education is the key point. People in Taiwan must have the ability of creative thinking、criticizing thinking and problem solving to compete with the other countries in the world. The duty in the stratum of education is to provide the profitable environments for the students to develop the accomplishments in creative. In this paper, our purpose is to discuss the influence of web-environment to the groups on the activitie
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Lin, Sih-Ci, and 林思琪. "Effect of electronic picture books with interactivity on thinking styles and creativity among childern." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/19543514754498365674.

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20

Lo, Chun-hung, and 羅俊弘. "The Design and Development of Electronic Building Blocks for Exploring IoT Creativity and Application." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/j7bf2x.

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碩士<br>大同大學<br>資訊工程學系(所)<br>106<br>Good tools are important for the progress of civilization. In the past, many convenient and useful tools were used by experts. When the Internet appears, people have a chance to get these tools from the Internet. People can&apos;t make good use of it because of most of them are lack of professionalism. Computer science is still in progress so far. If we can design another way so that people can easily use technology. Can we find out more about development of technology application? This thesis proposes the IoT electronic building blocks that make non-profe
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21

Lee, Wen-Yi, and 李玟儀. "Electronic Trombone-An Interactive Tool to Promote Musical Learning and Performance Creativity for Children." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/84887687217730572030.

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碩士<br>國立中央大學<br>資訊工程研究所<br>99<br>Early exposure to music can help children promote their language development, enhance their creative ability, and improve their physical coordination capability. Therefore, a lot of musical toys (e.g., toy guitars, toy drums and percussion, toy keyboards and pianos, toy wind instruments, toy band sets) which can provide a good introduction to musical instruments and give children hours of entertainment are commercially available on the market. With modern electronics and software, the functionalities of music instrument toys can be improved. In this paper,
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22

Gong, Yu-Tin, and 宮郁庭. "Study on the Impact of animated electronic books on motivation for reading and creativity in kindergarten education." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/84608030971145694737.

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碩士<br>樹德科技大學<br>資訊管理系碩士班<br>104<br>This objective of this study is to use focus group approach tostudy the effects of using animated electronic books (e-book) on reading motivation and creativity of young children in kindergarten. Thirty children of three to six years old in a mixed-age class were recruited. During the 1-month study period, the teaching activities using animated e-books were videotaped and recorded, and in-class observation and questionnaire were implemented to assess the change and effect of e-book teaching on children’s reading interest, motivation and creativities. The find
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23

林毓凱. "The Relationships among Organizational Cultures, Organization Innovation, and Innovation, and Individual Creativity: A Study on Electronic Technology Companies in Taiwan." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/93974306620871697598.

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碩士<br>國立交通大學<br>理學院碩士在職專班網路學習學程<br>97<br>The purpose of the study is to examine the relationships among organizational cultures, organizational innovation, and personal creativity. A questionnaire survey was adopted by the study to collect data, and the questionnaires were distributed to three electronic technology companies with 140 valid questionnaires returned. The data analysis shows that personal creativity was positively correlated with organizational innovation and education. Furthermore, organization managerial innovation was discovered to be positively correlated with creative organiz
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Lee, Yi-Jung, and 李依蓉. "An empirical research of relationship amount strategic orientation, green creativity, integral competence and green new products competitive advantage: Take electrical and electronic industries on Taiwan as an example." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/36158631822089315575.

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碩士<br>國立高雄應用科技大學<br>商務經營研究所<br>97<br>For the past 50 years, despite rapid economic development in Taiwan creating a so-called economic miracle, because of overemphasized economic development among business organizations, environmental protection and ecological conservation were ignored to result in tremendous damage to ecological environment. Recently, with increased emphasis on environmental protection awareness, together with the thoughtful consideration of economic, society and environmental protection. Global business activities had to face challenges, business profit and the effort made t
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25

Zainee, N. B. M., and James M. Noras. "Teaching Creative Digital Hardware Design." Thesis, 2013. http://hdl.handle.net/10454/9767.

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yes<br>Engineering undergraduates not only need to learn facts, but also how to be creative in the open-ended situations they will encounter in their professional careers. Our final year Honours module gives students a grounding in digital systems design, mainly using VLSI for design entry and simulation. The second half of our module is a design exercise, which has straightforward aspects, but which allows motivated students to undertake progressively open-ended investigations. Our educational framework is guided by recommendations of professional bodies promoting excellence and encouragement
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