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Artykuły w czasopismach na temat "Brainstorming"

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Chandra Sekhar, Savanam, i K. Lidiya. "Brainstorming". Management 2, nr 4 (1.12.2012): 113–17. http://dx.doi.org/10.5923/j.mm.20120204.05.

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Parbury, R. "Brainstorming". British Dental Journal 200, nr 2 (styczeń 2006): 65. http://dx.doi.org/10.1038/sj.bdj.4813188.

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Seaker, Robert, i Matthew A. Waller. "Brainstorming". International Journal of Quality & Reliability Management 13, nr 1 (luty 1996): 24–31. http://dx.doi.org/10.1108/02656719610108305.

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Carter, Ruth C. "Brainstorming". Journal of Internet Cataloging 5, nr 2 (czerwiec 2002): 1–2. http://dx.doi.org/10.1300/j141v05n02_01.

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PUTMAN, VICKY L., i PAUL B. PAULUS. "Brainstorming, Brainstorming Rules and Decision Making". Journal of Creative Behavior 43, nr 1 (marzec 2009): 29–40. http://dx.doi.org/10.1002/j.2162-6057.2009.tb01304.x.

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Bezzi, Claudio. "Evaluational Brainstorming". Sociology Mind 01, nr 04 (2011): 151–55. http://dx.doi.org/10.4236/sm.2011.14019.

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Dabholkar, S., i M. Thattai. "Brainstorming biology". IET Synthetic Biology 1, nr 1 (1.06.2007): 17–20. http://dx.doi.org/10.1049/iet-stb:20070016.

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Zahn, Laura M. "Brainstorming diseases". Science 360, nr 6395 (21.06.2018): 1310.13–1312. http://dx.doi.org/10.1126/science.360.6395.1310-m.

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Remmel, Ethan. "Brainstorming Babies". American Scientist 97, nr 5 (2009): 413. http://dx.doi.org/10.1511/2009.80.413.

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Mareis, Claudia. "Brainstorming Revisited". Cultural Politics 16, nr 1 (1.03.2020): 50–69. http://dx.doi.org/10.1215/17432197-8017256.

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This article discusses a particular strand in the history of creativity in the mid-twentieth century shaped by an instrumental, production-oriented understanding of the term. When the field of creativity research emerged in the United States after World War II, debates around creativity were driven not only by humanist intents of self-actualization but also by the aim of rendering individual creative potentials productive for both society and economy. Creativity was thus defined in terms of not mere novelty and originality but utility and productivity. There was a strong interest, too, in methods and techniques that promised to systematically enhance human creativity. In this context, the article looks at the formation of brainstorming, a group-based creativity method that came into fashion in the United States around 1950. It discusses how this method had been influenced by concepts of human productivity developed and applied during World War II and prior to it. Using the brainstorming method as a case in point, this article aims not only to shed light on the quite uncharted history of creativity in the mid-twentieth century, but also to stress the conducive role of allegedly trivial creativity methods in the rise of what sociologist Andreas Reckwitz has identified as the “creativity dispositif”: a seemingly playful, but indeed rigid, imperative in post-Fordist and neoliberal societies that demand the constant production of innovative outcomes under flexible, yet self-exploitative working conditions.
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Rozprawy doktorskie na temat "Brainstorming"

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Bendandi, Andrea <1988&gt. "Brainstorming: an empirical analysis". Master's Degree Thesis, Università Ca' Foscari Venezia, 2016. http://hdl.handle.net/10579/8660.

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Al giorno d’oggi l’abilità di saper lavorare in gruppo è un must-have tra le sof skills nel curriculum di chiunque, quante volte prima di iniziare un lavoro di gruppo abbiamo sentito la frase: “Ok ragazzi, cominciamo con un brainstorming”? È probabile sentire questo genere di frase in diverse situazioni: all’università prima di cominciare un lavoro di gruppo, ad un meeting di lavoro, discutendo con gli amici per scegliere la destinazione delle vacanze e via discorrendo. Molte importanti società sono diventate famose per i loro uso del brainstorming, l’esempio più famoso è Google, dove condividere idee è un leitmotiv, ci sono anche altre importanti aziende come IBM e il suo brainstorming elettronico oppure IDEO, la compagnia che sviluppò il design del primo Apple mouse, ma non dobbiamo andare così lontano per trovare qualcuno che usa il brainstorming, H-FARM a Treviso è diventata famosa per il suo utilizzo massivo di attività di gruppo. Facciamo brainstorming perché crediamo che condividendo le idee e discutendole con altre persone si possa innescare la produttività, alzando alle stelle il numero di idee prodotte. Quest’ultimo è un pregiudizio comune che viene solitamente definito illusion of group productivity, crediamo che la performance di gruppo sia superiore di quella individuale, inoltre percepiamo la nostra personale performance in maniera più efficiente quando lavoriamo in gruppo perché non siamo in grado di distinguere le nostre idee da quelle degli altri (Paulus, Dzindolet, Poletes, & Camacho, 1993). L’idea del brainstorming fu sviluppata alla fine degli anni ’50, da allora molti ricercatori hanno speso il loro tempo cercando di studiare se la comune assunzione dell’efficienza dei gruppi sia vera e se il brainstorming porta effettivamente ad un output superiore in termini di qualità e quantità. Ci sono diverse prove le quali supportano l’idea che condividere idee non sia sempre così efficiente come crediamo, il risultato del group thinking è strettamente legato al modo in cui creiamo i gruppi e quali regole poniamo. Dopo un’introduzione sul brainstorming, discuteremo il concetto supportando le nostre idee con dati empirici i quali derivano da due esperimenti condotti presso l’università Ca’ Foscari di Venezia. Presenteremo dati in parte coerenti con la letteratura e scopriremo che non si può prendere sempre per scontata l’efficienza dei gruppi.
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Kohn, Nicholas William. "An examination of fixation in brainstorming". [College Station, Tex. : Texas A&M University, 2008. http://hdl.handle.net/1969.1/ETD-TAMU-3057.

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Alsenaidi, Sami Fahad. "Electronic brainstorming in Saudi primary education". Thesis, University of Exeter, 2012. http://hdl.handle.net/10036/3910.

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This study explores the use of electronic brainstorming in classrooms in primary schools in Saudi Arabia. It involves teachers and students in primary school who used computers in their Islamic Education lessons. The main aim of my study is to explore the students’ interest in Islamic Education in primary schools in Saudi Arabia, to improve their creativity skills through electronic brainstorming and to investigate the influence of the pedagogical affordances of the electronic brainstorming method on classroom activity. To this end, I compared three groups, electronic brainstorming (EBS), verbal brainstorming (VBS) and the traditional method (T), in different classrooms and with different teachers. Mixed qualitative and quantitative methods of data collection and analysis were employed. The data collection methods used in this study were classroom and online forum observations, teacher and the student interviews, and pre- and post-tests (using the Torrance test, TTCT, to measure students’ creativity skills). The sample consisted of 61 primary school students aged between 11 and 12 years old and three Islamic Education teachers. The study took place in a classroom within the students' primary school in Saudi Arabia, and lasted around three months. The interview and observation findings indicated the greater student participation, motivation and creativity in the EBS method. The observation and interview findings revealed positive differences between electronic brainstorming (EBS) on side and verbal brainstorming (VBS) and traditional methods (T) on the other side in Islamic Education lessons in primary schools in Saudi Arabia. Furthermore, the analysis of the research findings demonstrated how pedagogical affordance of EBS lead to a significant improvement of creativity skills, dialogue and engagement in learning environment where EBS had been employed. Finally, this study concluded that EBS method has considerable potential to improve the Islamic Education curricula in primary schools in Saudi Arabia.
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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 of group interactive brainstorming to individual brainstorming on individual creativity assessed in the final product.The hypothesis which was tested in this study was that participation in group verbally interactive brainstorming prior to developing a design solution would not facilitate creativity in the final product more than individual brainstorming. Indeed, it was hypothesized that individuals brainstorming in teams.Participants were 36 interior design students in a FIDER accredited program at Virginia Tech. The Multidimensional Stimulus Fluency Measure (MSFM) was administered before beginning the experiment in order to determine individual differences in creativity. Subjects were randomly assigned to either a treatment group than participated in group verbally interactive brainstorming prior to developing a product individually, or a control group that participated in an individual brainstorming session. All subjects then created a design project individually that was assessed for creativity by judges who were recruited from professional interior design organizations. Creativity was measures using the Consensual Assessment for Interior Design Creativity (Barnard, 1992). A post session questionnaire also was used to measure attitudes and perceptions of the subjects about the creative process.Analysis of variance revealed no significant differences when creativity scores were compared between two brainstorming groups. That is, projects developed by interior design students did not differ significantly in creativity systematically between the two brainstorming techniques. When scores on the two dependent variables of secondary interest (novelty and appropriateness) were compared between groups they also did not differ significantly.Responses to post-session questionnaires indicated that although students found it more difficult to generate ideas in a group, they still believed they would generate more ideas and preferred to generate ideas in a group rather than alone. However, when developing a project students preferred to work independently.This study supports past research which suggests that group verbally interactive brainstorming does not enhance creativity. In this study, interactive brainstorming neither enhanced nor constrained creativity in the final product. The creativity scores were higher for those in the individual brainstorming condition, although not significantly so. This study also supports findings which indicate that people still believe they will generate more ideas in a group and that they prefer to generate ideas as a group.
Ph. D.
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Spruyt, Jon. "Gamified Individual Brainstorming : Reaching for the stars". Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-133603.

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Ideation is a critical step in the creation of new solutions to problems. Brainstorming, being the most commonly known ideation method, is mostly done in groups. However, research points out that brainstorming individually is more effective than brainstorming in groups. This paper investigates if negative aspects (reduced enjoyment, motivation and self-rated performance) associated with brainstorming alone can be overcome by using a gamified approach to brainstorming. Gamified and non-gamified prototypes have been made and used in combination with a questionnaire to measure differences in these negative aspects. From the within-subject study including 20 participants, it appears that the implemented gamification approach was not different from the non-gamified approach for most of the negative aspects. Self-rated performance was however significantly higher in the non-gamified version. Using the gamified or non-gamified approach seems to largely come down to the preference of the user.
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APPLEGATE, LYNDA MCDONALD. "IDEA MANAGEMENT IN ORGANIZATION PLANNING (BRAINSTORMING, STRATEGY)". Diss., The University of Arizona, 1986. http://hdl.handle.net/10150/183905.

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Aided by advances in information technology, decision support systems (DSS) are widely used throughout organizations. These DSS are limited to support of specific structured and semi-structured management tasks for individual decision-makers and use primarily quantitative models. The next step in the evolution of DSS is to support complex, unstructured decision processes using qualitative, creativity enhancement models. The purpose of this research was to design, implement and evaluate an automated system to support complex, unstructured group decision processes. Idea generation and management in organization planning has been chosen as the domain for the system. A DSS architecture has been developed that includes a process management system component in addition to traditional data, dialogue and model management components. A group DSS and knowledge-based management system approach are central features of the system architecture. Software engineering methods were used to design, implement and evaluate the technical feasibility of the prototype system. Action research using participant and structured observation methods was used to study the (1) dynamics of the idea generation process during automated brainstorming, (2) influence of the technology on the idea generation process and (3) satisfaction of the planners with automated brainstorming for idea generation in a group setting. The findings of the research indicate that automated, networked idea generation can assist groups of planners in generating ideas during planning sessions. These ideas were accurately represented and stored and efficiently retrieved using a semantic inheritance network and frame knowledge management system implemented using a specially-designed knowledge representation language developed by the author. Over 100 planners from a variety of organizations used the system. Data indicated that computer brainstorming changed group dynamics, especially group interaction and participation. The anonymity provided by EBS neutralized social inhibitions and, in combination with the capability for parallel idea generation on the computer network, helped equalize participation. Minimal group interaction occurred. Planners using interactive computer brainstorming reported high levels of satisfaction with the process and outcome of the planning session.
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Alexandersson, Christer, i Anthony Kumlin. "Brainstorming VS Nominal group technique online : En jämförelse mellan idégenereringsmetoderna brainstorming och nominal group technique i en online miljö". Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-49096.

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Denna studie har två syften, det första är att undersöka om idégenereringsmetoderna brainstorming och nominal group technique kan förväntas ge liknande resultat, beroende på om idégenereringsprocessen genomförs på en fysisk plats eller i en online miljö. Det andra syftet är att testa de båda idégenererings metoderna i en mer verklig situation, med en fråga som ställdes av studiens uppdragsgivare och samarbetspartner Coompanion. Detta genomfördes i form utav en workshop som hölls tillsammans med Coompanion. Med tanke på den rådande världssituationen våren 2020, så testades detta i form utav ett kvasiexperiment, där ingen kontrollgrupp kunde skapas. Anledningen till detta var den rådande pandemin som gör att personer inte gärna ska samlas i grupper, vilket ledde till att man i denna studie jämför med de resultat man fått med ett fysiskt experiment utav Miller (2009). Resultatet i studien pekar på att den skillnad i genererade idéer som normalt finns mellan brainstorming och nominal group technique fortfarande existerar. Däremot visar studien att det totala antalet idéer från online grupperna, genererade lite mer än hälften så många idéer som Millers (2009) grupper, vilket pekar på att idégenerering online fortfarande inte håller måttet mot en fysisk idégenerering. Man såg även att de idéer som genererades av nominal group technique gruppen, var mer kreativa än brainstorming gruppen, när det kom till frågan tillhörande Coompanion.
The aim of this study can be separated into two purposes. The first purpose is to explore if the idea generation methods known as brainstorming and nominal group technique would give similar results depending on if the idea generating process was conducted in a physical space, compared to an online space. The second purpose of this study was to test both of the idea generating methods with a less lab focused situation, by asking a question that focuses on a real problem that the Company Coompanion, our partner in this study wanted answered. These purposes were tried in a workshop held with our partner Coompanion. Given the prevailing world situation in the spring of 2020, the experiment had to take on the form of a quasi-experiment where no control group could be created. The reason for this was the global pandemic and the government recommendation of not gathering in groups if it is avoidable, which led this study to compare with results obtained by a physical experiment made by Miller (2009). The results of the study indicates that the difference in the amount of generated ideas that normally exists between brainstorming and nominal group technique still exists. Although in contrast, the study shows that the total number of ideas from the online groups generated just a little more than half of the ideas compared to Millers (2009) physical groups. This indicates that idea generating online still doesn't measure up to a physical idea generating process. It was also shown that the ideas generated by the online nominal group technique group were more creative then the brainstorming group when it came to the question that Coompanion asked.
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Shaw, Duncan Andrew. "Exploring what happens in a JOURNEY Making gathering : using group communication software to support brainstorm-type activities". Thesis, University of Strathclyde, 2001. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=20363.

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Brainstorming is a technique widely used in organisations to help groups of people share their knowledge of an issue. This research explores what happens during JOURNEY Making gatherings, which are similar to electronic brainstorms. It explores the reaction of participants' to the gatherings and builds a rich picture of how the process of facilitation might be enhanced for participants. The thesis reflects on the development of a new format of gathering which aims to enable participants to consider a wider range of issues when decision making, by breaking bounded vision and encouraging an explosion of views. It gives participants incubation with the problem before stimulating them to consider aspects which they may have previously forgotten about. This technique has been used nine times during four workshops with real-world organisations. This thesis reports on the exploration of five sources of data to enable an Integrative Evaluation of how participants work in gatherings, inclu ding computer logs of the participants' ideas and interviews with participants. Findings indicate that this thesis can make contributions to knowledge on three levels. Firstly, the thesis has implications for practice. Facilitators might benefit from knowing that alternative forms of gathering exist and that findings suggest that participants benefit from them. For example, participants working in the proposed format were found to explore, on average, a wider range of themes in the problem than participants of other gathering formats, and might be able to share more contributions to that diverse range. Also participants have difficulty in accurately identifying causal links in the group map. Secondly, this thesis makes contributions to academic knowledge. For example, the thesis develops innovative techniques for analysing participants' contributions and causal links. Finally, this thesis contributes to future research directions by suggesting six areas for future research into JOURNEY Making and Group Decision Support.
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Weller, Tomer. "This is how : story centric distributed brainstorming and collaboration". Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/107549.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 67-69).
Collaborations between Makers and Nonprofits are mutually beneficial. They give makers an opportunity to practice their skills, understand their value and have a real world impact. In turn, Nonprofits gain different perspectives on their challenges and get to collaborate towards solutions that otherwise may not be in their reach. These collaborations also pose unique challenges. Nonprofits with fewer resources will often have difficulties defining their problems, not to mention specifying a solution. They do, however, have a compelling story to tell, the story of their mission, their processes and their constraints. Makers, with their unique cross-discipline skill set can extract challenges, problems and solutions from these stories. This thesis outlines this process of story-centric brainstorming and collaboration, and presents a web application, This is How, in which stories are represented as videos, enriched with timeline based discussion and collaborative pads.
by Tomer Weller.
S.M.
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Brillinger, Marc Andrew. "Brainstorming : how the brain sciences can inform social justice strategies". Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/51352.

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Anthropogenic climate disruption (global warming) and income inequality are in the process of spiraling out of control, pushing humanity to the brink of global collapse and mass extinction of species. Underlying this profound issue is an epic struggle taking place between two alternate worldviews. Corporate institutional power has morphed economics, capitalism and the “free market” into a suicide machine that increasingly extracts, exploits and selfishly hordes the bulk of the world’s wealth for the few. The obscene wealth and power of the plutocrats and oligarchs has rigged both economics and politics to benefit the one percent and destroy the environment. Alternately, social justice led by activists have made valiant attempts to slow down this process and regain some sanity with a return to community, sociality and cooperation. A world worth living in hangs precariously in the balance. This interdisciplinary research focuses on the critical, yet unexplored, intersection of social justice and the burgeoning brain sciences. The “brain sciences” refers to the rapidly increasing interdisciplinary understanding (from neuroscience, biology, social sciences etc.) of the human brain, mind, consciousness and their relationship to institutions, cultures, society and human belief and behaviour. A synthesis of the knowledge arising out of the brain sciences, as it applies to existing social activist strategies and tactics, now seems a necessity in the attempt to restrain corporate institutional power that is currently running amok in North America and globally. Extensive interviews with fifteen North American activists on the current state of social justice movements and their understandings of the brain sciences comprised the core of the research. Using grounded theory methodology, initial analysis confirmed that corporate institutional power was the roadblock, obfuscating any positive social change on both anthropogenic climate disruption and income inequality. Deeper analysis of the data, along with the integration of the brain sciences, resulted in a specific strategic recommendation: A global mythology for the 21st century, cognizant of the science of our time and powered by moral outrage, has to “culturally evolve” and spread around the world inhabiting many minds in many places enabling a global cultural environment that nurtures connection, cooperation, cognition and childhood. We can be magnificent, together.
Graduate Studies, College of (Okanagan)
Graduate
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Książki na temat "Brainstorming"

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Ball, Graham. Brainstorming for openness. Trowbridge: Wiltshire County Council, 1989.

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Rickards, Tudor. Search widely, choose wisely: A case study exploring structural and behavioural factors in idea generation and evaluation following brainstorming on a strategic problem. Manchester: Manchester Business School, 1992.

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Creative thinking and brainstorming. Aldershot: Gower, 1996.

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Nigeria, NEPAD. NEPAD brainstorming concept document. Abuja, Nigeria: NEPAD Nigeria, 2006.

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Creative Thinking and Brainstorming. London: Taylor and Francis, 2017.

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Graphic design thinking: Beyond brainstorming. New York: Princeton Architectural Press, 2011.

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Kiff, Andrew. Electronic brainstorming: A feasibility study. Manchester: UMIST, 1997.

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Lupton, Ellen. Graphic design thinking: Beyond brainstorming. New York: Princeton Architectural Press, 2011.

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Eismann, Beate. Brainstorming: Zu Gehirn und Bewusstsein. Dresden: Smac Staatliches Museum für Archäologie Chemnitz, 2020.

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India) Brain Storming Session on "Strategies for Propagation and Augmenting Productivity of Mithun in NEH Region" (2012 Dimapur. Souvenir, Brainstorming & Mithun festival 2012. Medziphema: National Research Centre on Mithun, 2012.

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Części książek na temat "Brainstorming"

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Schawel, Christian, i Fabian Billing. "Brainstorming". W Top 100 Management Tools, 57–59. Wiesbaden: Springer Fachmedien Wiesbaden, 2017. http://dx.doi.org/10.1007/978-3-658-18917-4_15.

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Hicks, Michael J. "Brainstorming". W Problem Solving in Business and Management, 87–107. Boston, MA: Springer US, 1991. http://dx.doi.org/10.1007/978-1-4899-7148-7_6.

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Schawel, Christian, i Fabian Billing. "Brainstorming". W Top 100 Management Tools, 44–46. Wiesbaden: Gabler Verlag, 2012. http://dx.doi.org/10.1007/978-3-8349-4105-3_14.

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Greetham, Bryan. "Brainstorming". W How to Write Better Essays, 52–60. London: Macmillan Education UK, 2013. http://dx.doi.org/10.1007/978-1-137-29336-7_9.

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Hernández, Eleazar. "Brainstorming". W Leading Creative Teams, 57–74. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2056-6_5.

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Brühwiler, Herbert. "Brainstorming". W Methoden der ganzheitlichen Jugend- und Erwachsenenbildung, 69–70. Wiesbaden: VS Verlag für Sozialwissenschaften, 1994. http://dx.doi.org/10.1007/978-3-322-93638-7_22.

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Schawel, Christian, i Fabian Billing. "Brainstorming". W Top 100 Management Tools, 43–45. Wiesbaden: Gabler Verlag, 2014. http://dx.doi.org/10.1007/978-3-8349-4691-1_14.

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Schawel, Christian, i Fabian Billing. "Brainstorming". W Top 100 Management Tools, 45–46. Wiesbaden: Gabler, 2011. http://dx.doi.org/10.1007/978-3-8349-6605-6_14.

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Dalton, Jeff. "Brainstorming". W Great Big Agile, 139–41. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4206-3_18.

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Yoe, Charles. "Brainstorming". W Principles of Risk Analysis, 235–50. Second edition. | Boca Raton : Taylor and Francis, CRC Press, 2019.: CRC Press, 2019. http://dx.doi.org/10.1201/9780429021121-8.

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Streszczenia konferencji na temat "Brainstorming"

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Atzeni, Sophia, Annemiek van Drunen, Aljosja Jacobs i Dirk Verhagen. "A New Approach to Brainstorming: Multitouch Brainstorming". W Create10 - The interaction design conference. BCS Learning & Development, 2010. http://dx.doi.org/10.14236/ewic/create2010.4.

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Muller, Michael, i Sacha Chua. "Brainstorming for Japan". W the 2012 ACM annual conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2207676.2208668.

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Chitu, Catalin, i Sabin Marcu. "ARROW BRAINSTORMING APPLICATION". W eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-132.

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Arrow is a brainstorming application with millions of uses. The starting point for this application was creating an Outliner for the web. An outliner is an application that creates, in essence, nested check lists. However, one of the formats in which an outline can be saved is the OPML format, which can be used for a lot of other things, one of which being mind-mapping. Mind-mapping is a way of displaying ideas as an idea tree, starting from the most basic and general topic or the concept itself, and then the branches go in deeper, analyzing a particular subtopic of its parent. Sounds familiar? This is the idea behind outlines, as well. Starting from this idea, and the two ways of displaying the data, there is no limit to the domain in which the Arrow application can be of use. Education, development, or maybe just domestic to-do lists. Everything goes. Arrow is a web application designed to work in the cloud, connecting people to share ideas, outline projects and imagine the world. Take education for example: A teacher can always bring a summary of the lesson to class structured as a mind-map or an outline. This way, he can keep track of what he's taught already, and what to teach next. At the same time, student can be given access to that outline, and can follow the teacher as he goes through it, and furthermore, can use it to study easier. Possibilities are endless. It all depends on the user!
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Mackay, Wendy E., i Anne Laure Fayard. "Video brainstorming and prototyping". W CHI '99 extended abstracts. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/632716.632790.

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Huh, Jina, Andrea Hartzler, Sean Munson, Nick Anderson, Kelly Edwards, John L. Gore, David McDonald i in. "Brainstorming design for health". W CSCW '12: Computer Supported Cooperative Work. New York, NY, USA: ACM, 2012. http://dx.doi.org/10.1145/2141512.2141519.

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Hender, J. M., T. L. Rodgers, D. L. Dean i J. F. Nunamaker. "Improving group creativity: brainstorming versus non-brainstorming techniques in a GSS environment". W Proceedings of Hawaii International Conference on System Sciences. HICSS-34. IEEE, 2001. http://dx.doi.org/10.1109/hicss.2001.926248.

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Chandrasegaran, Senthil, Lorraine Kisselburgh i Karthik Ramani. "Understanding Brainstorming Through Text Visualization". W ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13362.

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Automated content analysis software tools have significantly aided in the study of design processes in the recent past. However, they suffer from the lack of domain knowledge and insight that a human expert can provide. In this paper, we adopt the use of text visualization techniques that help in gaining insights and identifying relevant patterns from the results obtained through a content analysis software. We motivate our approach with the observation that examining overall patterns in data aids us significantly in identifying interesting and relevant details concerning specific contexts in the data. We use the proposed approach to study the effect of adopting Laseau’s “design funnel” of alternating divergent and convergent design processes among student teams in a toy design course, and compare it to student teams that follow a free brainstorming process. We demonstrate the application of lexical dispersion plots and text concordances as a means to further examine the output of a conventional content analysis tool, and use these techniques to separate patterns from anomalies. We identify cases of concept consistency across teams using the dispersion plots, and identify cases of multiple word senses through text concordances. Finally, we present insights that were obtained through these visualizations and propose contexts for further studies of the data.
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Kolfschoten, G. L. "Cognitive Load in Collaboration - Brainstorming". W 2011 44th Hawaii International Conference on System Sciences (HICSS 2011). IEEE, 2011. http://dx.doi.org/10.1109/hicss.2011.107.

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Gardiner, Matthew, Christopher Lindinger, Roland Haring, Horst Hörtner, Hideaki Ogawa i Emiko Ogawa. "Social brainstorming via interactive fabrication". W the 8th International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2071423.2071516.

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Liikkanen, Lassi A., Kai Kuikkaniemi, Petri Lievonen i Pauli Ojala. "Next step in electronic brainstorming". W the 2011 annual conference extended abstracts. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1979742.1979929.

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Raporty organizacyjne na temat "Brainstorming"

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Jacobs, R. A., i M. R. Poirier. DWPF recycle minimization: Brainstorming session. Office of Scientific and Technical Information (OSTI), październik 1993. http://dx.doi.org/10.2172/10106861.

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Dornburg, Courtney C., Susan Marie Stevens, George S. Davidson i James Chris Forsythe. Yellow sticky, PHP software for an electronic brainstorming experiment. Office of Scientific and Technical Information (OSTI), wrzesień 2007. http://dx.doi.org/10.2172/920454.

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Dornburg, Courtney C., Susan Marie Stevens, George S. Davidson i James Chris Forsythe. Assessing the effectiveness of electronic brainstorming in an industrial setting : experimental design document. Office of Scientific and Technical Information (OSTI), wrzesień 2007. http://dx.doi.org/10.2172/920462.

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Murillo, Maria Victoria. The Real Actors and the PMP (Policymaking Process). Inter-American Development Bank, luty 2009. http://dx.doi.org/10.18235/0006824.

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This presentation discusses the policymaking process in Latin America and the real actors involved. The group structure, size, market incorporation and political incorporation all play a part. This presentation was presented at the IDB Seminar "Brainstorming Session: The Political Economy of Productivity: Actors, Arenas, and Policymaking."
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Przeworski, Adam. Structure, Absorb and Regulate. Inter-American Development Bank, luty 2009. http://dx.doi.org/10.18235/0006823.

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This presentation was created for the Seminar: Brainstorming Session: The Political Economy of Productivity: Actors, Arenas, and Policymaking. This discussion includes the point that changes of nominal constitutions do not affect growth as long as the constitutional provisions are observed. In order for institutional growth to occur, institutions must absorb conflicts and process them according to rules. A strategic analysis is needed in order to observe whether the "Strucutre, absorb, regulate" strategy is effective and/or possible and to determine the mechanisms of effect on growth.
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Yatsenko, Halyna, i Andriy Yatsenko. Використання креативних методів навчання під час викладання дисциплін «Історія української журналістики» і «Креативний текст». Ivan Franko National University of Lviv, marzec 2023. http://dx.doi.org/10.30970/vjo.2023.52-53.11736.

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It is emphasized on the use of creative methods in teaching journalism disciplines at the Faculty of Journalism of the Ivan Franko National University of Lviv. The main creative teaching methods are described: the brainstorming method, the «circle of ideas» method, the alternative history method, the morphological analysis method, the hyperbolization method, the «Skamper» method, the Synectics methods. It has been demonstrated that creative teaching methods improve the learning effectiveness and new competencies obtaining. Key words: creative teaching methods; online platform; project work; training courses; personality; learning effectiveness.
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Dornburg, Courtney C., Susan Marie Stevens, Travis L. Bauer, George S. Davidson, James Chris Forsythe i Stacey M. Langfitt Hendrickson. Improving human effectiveness for extreme-scale problem solving : final report (assessing the effectiveness of electronic brainstorming in an industrial setting). Office of Scientific and Technical Information (OSTI), wrzesień 2007. http://dx.doi.org/10.2172/922083.

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Dornburg, Courtney C., Susan Marie Stevens, George S. Davidson i Stacey M. Langfitt Hendrickson. LDRD final report for improving human effectiveness for extreme-scale problem solving : assessing the effectiveness of electronic brainstorming in an industrial setting. Office of Scientific and Technical Information (OSTI), wrzesień 2008. http://dx.doi.org/10.2172/942185.

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Grant. PR-015-15605-R01 In-Situ Proving Techniques for Gas Ultrasonic Meters. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), maj 2016. http://dx.doi.org/10.55274/r0010863.

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The objective of this research was to identify existing technology and conceptualize potential techniques to prove or validate gas ultrasonic meters in-situ using in-body or in meter run methods. The concepts were generated with literature reviews, interviews with industry experts, and brainstorming with experts in several professional interests. In addition to the tools used in flow measurement, tools and concepts from fields such as medicine and micro technology were also considered. An evaluation methodology specifically pertaining to natural gas applications and meter runs with ultrasonic meters was developed with input from the PRCI project team. Using the methodology, a total of thirteen potential ultrasonic meter proving and verification techniques were evaluated. Each concept was described in detail and ranked in order of estimated feasibility for application in industrial natural gas applications.
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The Political Economy of Productivity: Actors, Arenas and Policymaking. Inter-American Development Bank, luty 2009. http://dx.doi.org/10.18235/0006822.

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This presentation was prepared for an IDB Seminar titled "Brainstorming Session: The Political Economy of Productivity: Actors, Arenas, and Policymaking," held on February 6th, 2009. This research project lies at the intersection of two agendas: 1) 2010 Development in the Americas Report (DIA, ex-IPES) on "Productivity in Latin America"; 2) Step in Political Economy agenda at the Research Department IDB Political Institutions and Policymaking in Latin America.
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