Creative Simulations
Author | : Catherine Mason |
Publisher | : Springer Nature |
Total Pages | : 207 |
Release | : |
Genre | : |
ISBN | : 3031506200 |
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Author | : Catherine Mason |
Publisher | : Springer Nature |
Total Pages | : 207 |
Release | : |
Genre | : |
ISBN | : 3031506200 |
Author | : Iveta Merlinova |
Publisher | : CINNAM |
Total Pages | : 253 |
Release | : 2015 |
Genre | : Business & Economics |
ISBN | : 8890884215 |
Author | : Management Association, Information Resources |
Publisher | : IGI Global |
Total Pages | : 2084 |
Release | : 2010-11-30 |
Genre | : Games & Activities |
ISBN | : 1609601963 |
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Author | : Gerhard Fischer |
Publisher | : Rodopi |
Total Pages | : 370 |
Release | : 2011 |
Genre | : Art |
ISBN | : 904203274X |
Collective Creativity combines complex and ambivalent concepts. While ‘creativity’ is currently experiencing an inflationary boom in popularity, the term ‘collective’ appeared, until recently, rather controversial due to its ideological implications in twentieth-century politics. In a world defined by global cultural practice, the notion of collectivity has gained new relevance. This publication discusses a number of concepts of creativity and shows that, in opposition to the traditional ideal of the individual as creative genius, cultural theorists today emphasize the collaborative nature of creativity; they show that ‘creativity makes alterity, discontinuity and difference attractive’. Not the Romantic Originalgenie, but rather the agents of the ‘creative economy’ appear as the new avant-garde of aesthetic innovation: teams, groups and collectives in business and science, in art and digital media who work together in networking clusters to develop innovative products and processes. In this book, scholars in the social sciences and in cultural and media studies, in literature, theatre and visual arts present for the first time a comprehensive, inter- and transdisciplinary account of collective creativity in its multifaceted applications. They investigate the intersections of artistic, scientific and cultural practice where the individual and the collective merge, come together or confront each other.
Author | : Robin Dynes |
Publisher | : Routledge |
Total Pages | : 193 |
Release | : 2018-10-24 |
Genre | : Education |
ISBN | : 1351699318 |
Presented in a format that immediately allows you to see what materials are needed, how much preparation is required and how each game is played, this book presents practical resource material in an accessible format. Ideas include introduction mixing exercises, games using gentle movement, exuberant games, puzzles brain teasers, verbal games, pen paper games, and more. It includes a special outdoor selection, and advice on how to make your group successful. It is ideal for scout and church leaders, as well as occupational therapists, activity organisers and social workers.
Author | : Michael M. Resch |
Publisher | : Springer |
Total Pages | : 190 |
Release | : 2017-04-07 |
Genre | : Computers |
ISBN | : 3319557629 |
The new book series “The Science and Art of Simulation” (SAS) addresses computer simulations as a scientific activity and engineering artistry (in the sense of a technē). The first volume is devoted to three topics: 1. The Art of Exploring Computer Simulations Philosophy began devoting attention to computer simulations at a relatively early stage. Since then, the unquestioned point of view has been that computer simulation is a new scientific method; the philosophy of simulation is therefore part of the philosophy of science. The first section of this volume discusses this implicit, unchallenged assumption by addressing, from different perspectives, the question of how to explore (and how not to explore) research on computer simulations. Scientists discuss what is still lacking or considered problematic, while philosophers draft new directions for research, and both examine the art of exploring computer simulations. 2. The Art of Understanding Computer Simulations The results of computer simulations are integrated into both political and social decisions. It is implicitly assumed that the more detailed, and consequently more realistic, a computer simulation is, the more useful it will be in decision-making. However, this idea is by no means justified. Different types of computer simulations have to be differentiated, which in turn requires the specific skill of understanding computer simulation results. The articles in this section examine the capabilities and limits of simulation results in political and social contexts, exploring the art of understanding computer simulation results. 3. The Art of Knowing through Computer Simulations? The advent of computer simulation in today’s scientific practices challenges the order of science. What kind of knowledge is gained through computer simulations is the key question in this section. Computer simulations are often compared to experiments or to arguments, and the transformation of our traditional scientific notions might be more challenging than expected – these Ideas are put forward in the third section to conceptualize the art of knowing through computer simulations.
Author | : Mark A. Runco |
Publisher | : Academic Press |
Total Pages | : 1514 |
Release | : 2020-04-12 |
Genre | : Psychology |
ISBN | : 0128156155 |
Creativity influences each of our lives and is essential for the advancement of society. The first edition of the successful Encyclopedia of Creativity helped establish the study of creativity as a field of research in itself. The second edition, published in 2011, was named a 2012 Outstanding Academic Title by the American Library Association's Choice publication. Featuring 232 chapters, across 2 volumes, the third edition of this important work provides updated information on the full range of creativity research. There has been an enormous increase in research on the topic throughout the world in many different disciplines. Some areas covered in this edition include the arts and humanities, business, education, mental and physical health, neuroscience, psychology, the creative process and technology. Fundamental subjects are discussed such as the definition of creativity, the development and expression of creativity across the lifespan, the environmental conditions that encourage or discourage creativity, the relationship of creativity to mental health, intelligence and learning styles, and the process of being creative. Creativity is discussed within specific disciplines including acting, architecture, art, dance, film, government, interior design, magic, mathematics, medicine, photography, science, sports, tourism and writing. A wide range of topics are covered. Here is a partial overview by topic: Business and organizational creativity: Advertising, Creative Economies, Creativity Consulting and Coaching, Corporate Creativity, Creativity Exercises, Entrepreneurship, Group Dynamics, Innovation, Leadership, Management of Creative People, Patents, Teams, and Training. The Cognitive Aspects of Creativity: Altered and Transitional States, Analogies, Attention, Breadth of Attention, Cognitive Style, Divergent Thinking, Flow and Optimal Experience, Knowledge, Logic and Reasoning, Metacognition, Mental Models, Memory, Metaphors, Mind Wandering, Mindfulness, Problem-Finding, Problem-Solving, and Remote Associates. The Creative Process: Attribution, Constraints, Discovery, Insight, Inspiration, Intentionality, Motivation, Risk-Taking, and Tolerance for Ambiguity. Education: Children’s Creativity, , Education, Intelligence, Knowledge, Metacognition, Play, Prodigies, Programs And Courses, Talent And Teaching Creativity. Neuroscience Research: Cellular Matter, Grey Matter, Cellular Density; EEG, Functional Magnetic Resonance Imaging (Fmri), Music and The Brain, Pupillometry, Systems, The Cerebellum and Transcranial Electrical Stimulation. Psychology: The Big 5 Personality Characteristics, Bipolar Mood Disorders, Childhood Trauma, Depression, Deviance, Dreams, Emotions, Expressive Arts, Grit, Introversion, Jungian Theory, Mad Genius Controversy, Openness, Schizotypy, Suicide, Therapy and Counseling Trauma and Transcendence and Transforming Illness and Visual Art. Social Aspects of Creativity: Awards, Birth Order, Criticism, Consensual Assessment, Diversity, Eminence, Families, Friendships and Social Networks, Geeks, Mentors, Millennials, Networking, Rewards, And Sociology. Society and Creativity: Awards, Climate For Creativity, Cross-Cultural Creativity, Destruction Of Creativity, Law And Society, Social Psychology, Social Transformation, Voting, War, and Zeitgeist. Technology: Chats, Computational Creativity, Computerized Text Analysis, Gaming, Memes, Networks and Maps, and Virtual Reality.
Author | : Simona Doboli |
Publisher | : Springer Nature |
Total Pages | : 282 |
Release | : 2022-01-01 |
Genre | : Mathematics |
ISBN | : 3030771989 |
This book focuses on the emergence of creative ideas from cognitive and social dynamics. In particular, it presents data, models, and analytical methods grounded in a network dynamics approach. It has long been hypothesized that innovation arises from a recombination of older ideas and concepts, but this has been studied primarily at an abstract level. In this book, we consider the networks underlying innovation – from the brain networks supporting semantic cognition to human networks such as brainstorming groups or individuals interacting through social networks – and relate the emergence of ideas to the structure and dynamics of these networks. Methods described include experimental studies with human participants, mathematical evaluation of novelty from group brainstorming experiments, neurodynamical modeling of conceptual combination, and multi-agent modeling of collective creativity. The main distinctive features of this book are the breadth of perspectives considered, the integration of experiments with theory, and a focus on the combinatorial emergence of ideas.