Tesis sobre el tema "Electronic creativity"
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Tonrey, Donna Ann. "Creativity and psychotherapy". View full text, 2001.
Buscar texto completoSisarica, Anja. "Creativity support in games for motivated learning". Thesis, City University London, 2015. http://openaccess.city.ac.uk/14543/.
Texto completoByrne, William Frederick. "Situated creativity-inspired problem-solving". Thesis, University of Birmingham, 2016. http://etheses.bham.ac.uk//id/eprint/6956/.
Texto completoNouri, 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/.
Texto completode, 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/.
Texto completoSutanonpaiboon, 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.
Texto completoDeadrick, Anna V. "The case of Jack London : plagiarism, creativity, and authorship /". Electronic version (PDF), 2003. http://dl.uncw.edu/etd/2003/deadricka/annadeadrick.pdf.
Texto completoMaybury, Terrence y 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.
Texto completoPark-Gates, Shari Lane. "Effects of Group Interactive Brainstorming on Creativity". Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/28577.
Texto completoPh. D.
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.
Texto completoSpowage, Neal. "Physical interaction with electronic instruments in devised performance". Thesis, De Montfort University, 2016. http://hdl.handle.net/2086/13237.
Texto completoFrehner, 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.
Texto completoWilliams, 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.
Texto completoFernandez, 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/.
Texto completoThere has been a growing interest in introducing physical programming activities in educational environments, and there are several published works that comment on the benefits provided by such activities, stating they can provide a way to stimulate creativity in classrooms. However, there are still few scientific publications that present empirical analysis related to the evaluation of the effects of physical programming activities on the development of the creative potential of students. This research investigated how physical programming activities, designed from a tinkering approach, influenced the potential and creative feeling of Elementary School students. Our curriculum, based on the constructivist theoretical framework, was elaborated with the goal of engaging every student, and to develop their creative potential and creative confidence. Given the need to adapt and develop materials for the application of the proposed curriculum, we created a physical programming toolkit, as well as new learning resources. This curriculum was applied from successive reformulations at two private schools and one public school in Brazil. In addition to observing students\' behavior in classrooms and periodic follow-up interviews with them, three data collection instruments were used: (1) interviews, (2) questionnaires about creative self-efficacy and motivation for learning, and (3) a divergent thinking test. The instruments (2) and (3) were also applied to a control group, with pre and post tests. We share the learnings that emerged from the activities, the difficulties found during the development of the curriculum, and strategies that may help with the implementation of introductory physical programming curricula in Elementary School. The results indicate that the application of the activities had a positive impact on students , as well as in their creative confidence and motivation for learning. The results also suggest that students have developed new perspectives about themselves and about the world around them.
Wessely, Michael. "Fabricating Malleable Interaction-Aware Materials". Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS542/document.
Texto completoPersonal fabrication machines, such as 3D printers, allow casual makers to create custom objects, which may also contain soft, flexible, or shape-changeable parts. Making use of these mechanical properties and developing novel forms of interaction opens up new possibilities for research in Human-Computer-Interaction (HCI). However, embedding sensing and output capabilities into material is still challenging. Although research in materials science has introduced a range of methods for producing interaction-aware materials, these methods require significant domain expertise and often rely on specialized and expensive equipment. My dissertation focuses on casual makers, designers, and HCI researchers, and investigates how to support their design and physical modeling tasks with interactive, non-rigid materials that are stretchable, shape configurable, or cuttable. I explore three directions on how such materials can enhance user interaction, with applications to wearables and ubiquitous computing, DIY product design, and interactive fabrication. First, I introduce a new fabrication method for embedding touch sensing, proximity sensing, and electroluminescent displays into stretchable silicone materials. Based on screen printing, the method allows for rapidly fabricating inexpensive and highly stretchable user interfaces than can be embedded in wearables and other everyday objects. Second, I present an approach for creating interactive paper-folded building blocks that we call Interactive Tangrami. Interactive Tangrami are made of flexible materials such as paper, folded and combined together to form modular 3D structures. They support touch sensing and actuation and can also integrate rigid electrical components, such as LEDs. We use a rapid ink-jet printing technique to apply sensors and circuits on paper. We also offer a software tool that helps makers to design the geometry and interactive behavior of their physical user interfaces and then print them on paper. Third, I introduce a method for fabricating shape-aware material, which is modeling material that captures and streams its own shape while being cut by an artist. The method is based on a novel inkjet-printable sensing technology that can be embedded into a variety of cuttable material such as foam-core. Our software toolkit helps makers produce 2D or 3D shape-aware material and customize its sensing topology for higher sensing accuracy. It also allows them to link the physical model with its digital copy in a 3D CAD environment, such as Blender and Unity. Overall, our approach supports a bi-directional fabrication workflow that combines both physical and digital modeling tools
Albertson, Margaret E. "Creativity and the evolution of semiotic units using Internet communication". 1997. http://catalog.hathitrust.org/api/volumes/oclc/39350116.html.
Texto completoLin, Kai-jiun y 林楷峻. "An electronic brainstorming system for improving creativity in topic sentence through keywords". Thesis, 2015. http://ndltd.ncl.edu.tw/handle/cek8aa.
Texto completo國立中央大學
資訊工程學系
103
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 opportunity to produce creative idea. Verbal brainstorming is the most used technique to develop creative ideas in group. However, researches indicate that experimental subjects generated more creative idea in electronic brainstorming (EBS). We want to combine above two elements to research on the effect of improving creativity when using EBS with word priming of the words produced during thinking process. In order to know whether the word priming can be used to influence individual cognition, increase idea quantity and alter group cognition, in this research, we developed a web-based EBS system for group brainstorming through word priming of the words produced during thinking process. Besides, we also developed visualized icon into the system to support experimental subjects to connect their idea with word priming and record their thinking.
Yu, Chih-Chun y 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.
Texto completo國立交通大學
資訊科學系所
93
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 activities of creative thinking. We introduced a web-based brainstorming system. It helps participants to make the activities of creative thinking efficiency and facilitation. Through the technical assistance, we acquired the positive outcome to the experiment.
Lin, Sih-Ci y 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.
Texto completoLo, Chun-hung y 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.
Texto completo大同大學
資訊工程學系(所)
106
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'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-professionals and children can use electronic material easily. To making sure the circuits will be correct and safe, we used the polarity of magnets between different blocks. User can design and make many kinds of IoT devices by blocks and their imagination.
Lee, Wen-Yi y 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.
Texto completo國立中央大學
資訊工程研究所
99
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, we present an electronic trombone-like toy for children who try to experience playing a trombone or pretend to play a trombone at the professional level as a truly professional trombonist does. We tried to extend the traditional trombone by providing tutorial and entertaining elements via the use of IR sensors, a wireless transmission module, a microprocessor, a microphone and a computing device (e.g., PC) with a MIDI software application which provide three playing modes: tutorial mode、play mode and performance entertainment mode. The design of the electronic trombone aimed to achieve several goals. First of all, we wanted to provide an easy and entertaining approach to learning to play a trombone-like instrument. Secondly, we tried to make the entry level of playing a trombone for children as low as possible. Thirdly, we hope to preserve as much of the physical interactions needed for playing an actual trombone as possible while one plays the electronic trombone. Experiments were designed to evaluate the proposed electronic trombone.
Gong, Yu-Tin y 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.
Texto completo樹德科技大學
資訊管理系碩士班
104
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 finding from this study is summarized as follows. (1) The use of animated e-books in teaching through appropriate instructional design motive children to read. (2) Teaching children via animated e-books increase children’s creativity. (3) Animated e-books better attracts children’s attention, which helps achieve the goal of effective teaching. In addition, Kindergarten teachers can use animated e-books as a multimedia tool to enhance the teaching quality so that the teaching activities are no longer limited to the traditional physical picture books. The use of animated e-books withtheir special effects and sound also help improve the teacher’s proficiencyin technology and resourcefulness of the internet information, which allows us to reach the ultimate goal of education in reading motivation and creativity. Based on results of this study, we suggest that it is feasible and necessary to adopt suitable e-book content and teaching strategies in education activities. By appropriate use of animated e-books, teachers are more likely to identifysetbacks, discuss issues with students, and finally solve the problems. This is the essence of education.
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.
Texto completo國立交通大學
理學院碩士在職專班網路學習學程
97
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 organizational culture and supportive organizational culture. More findings were discussed in the thesis.
Lee, Yi-Jung y 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.
Texto completo國立高雄應用科技大學
商務經營研究所
97
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 to reduce environmental pollution had to be considered to create a win-win opportunity. Therefore, to reach new goals for business management, new environmental protection strategies for development and usage of green products would bring about the concepts of permanent management for environmental protection among business organizations. This research was operated with questionnaires and there were questionnaires delivered with 158 valid replies received. From local electronic and electromechanical industries, strategic orientation and the influence caused by green creativities onto new green products were explored. Furthermore, the variable, integration capability, was also explored to understand the influence on correlation of competition edges among new green products. SEM was established with subsequent verification on the hypothesis created for this research. AMOS 7.0 was used to analyze data. The research results confirmed that: The strategic orientation did not exert obvious impact on the green new product competitive advantage; A positive relation was showed between the green creativity and the green new product competitive advantage; The strategic orientation and the green creativity exerted a positive impact on the integration competence; The model added on the integration competence intermediary for variable, knew the strategic orientation and the green creativity exerted a positive impact on the green new product competitive advantage; Finally the green new product competitive advantage exerted a positive impact on the company competitive advantage. It was showed the integration competence can help to improve the green new product competitive advantage. Therefore, a company will develop the green new product to enhance the competitive advantage of the company in the future.
Zainee, N. B. M. y James M. Noras. "Teaching Creative Digital Hardware Design". Thesis, 2013. http://hdl.handle.net/10454/9767.
Texto completoEngineering 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 of creativity in engineering development. (C) 2013 The Authors. Published by Elsevier Ltd.