共查询到20条相似文献,搜索用时 296 毫秒
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《计算机辅助设计与图形学学报》2017,(1)
在客户协同产品开发模糊前端阶段,为提高创意知识获取的准确性,提出了一套基于模糊概念分析和模糊认知图的创意知识获取方法,其针对创意知识发散、多样等特点,结合模糊概念分析与本体理论对不同创意知识提出了考虑粒度的知识表达方法,解决了客户协同产品开发模糊前端阶段创意知识难以准确描述问题;针对创意知识模糊特点,提出了基于模糊认知图的创意知识模糊本体相似度度量方法,其度量值为是否应该获取该创意知识提供了量化依据.最后,通过实例,验证了该创意知识获取方法的准确性. 相似文献
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抗战红色创意文化产品揭示了红色文化的本质性内涵,是抗战红色精神的再表达,东北抗战亦是抗日战争重要阶段,因此深入研究和挖掘东北抗战文化创意产品设计中的红色精神,对红色文化的传承和发展具有非常重要的意义。文章通过研究东北抗战文化创意产品设计的背景及创意来源,对东北抗战红色文化进行地区、政治、人物以及社会分析,找出东北抗战文化创意产品的设计方法,力图对其设计发展起到一定的促进和指导作用。 相似文献
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师宽 《艺术与设计.数码设计》2018,(10)
我国创意产业发展从原有初级阶段向新型创意产业阶段发展过渡已成为必然趋势。这种趋势既源于国家政策、资本倾斜、整体产业优势等几方面的推动,又源于创意产业自身的特点。这就对创意产业企业、人群使用的需求、园区基础条件等方面提出了新的要求,特别是园区的软硬件环境对新型创意产业的孵化和发展具有较为重大的影响。 相似文献
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曹星 《数码设计:surface》2010,(8):230-232
当今世界,创意逐渐成为全球化经济竞争力的关键,成都创意产品发展处在稚嫩的起步阶段。文章基于这样的背景展开研究,分析了成都创意产品市场存在的问题,提出了成都创意产品设计的两种思路,为创意产品工作者提供理论参考。 相似文献
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通过研究设计人员在绘图中的绘制行为及习惯, 提出了一种笔触语义与几何特征相结合的草图理解技术, 目的是建立一个在创意阶段适合概念设计人员的手绘交互界面系统。这种方法按照草绘过程提取笔触类型并分析其中所含的语义特征, 通过定义弯曲度阈值、压力度阈值的概念, 采用阈值检测来判断和理解草绘笔触类型, 将其融入到草绘各个阶段。结果使得不同阶段、不同功能笔触类型得到有效分类和辅助识别, 并且草绘过程中可以通过人机交互方式实现草绘稿和规整线稿的转换。实验表明, 这种手绘方法既在一定程度上达到了手绘效果, 又不妨碍设计者创意思路的延伸, 满足了个性化的绘制习惯。 相似文献
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罗萌 《数码设计:surface》2021,(8):246-246
美术课程是学前教育中比较受欢迎的学科,因为幼儿在这个发展阶段对于色彩、美有着普遍的喜爱和好奇。提高美术教学的创意性,引导幼儿选择自己喜爱的绘画或者制作内容,来充分发挥自己的想象力,从而培养幼儿的创造力和独立能力。本文主要探究了创意美术在学前美术教学中的重要意义,并提出了一些具体的实施措施,以期加强对创意美术的应用和教学,促进孩子的全面发展。 相似文献
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针对产品方案优化中对创新性和满意度这2项感性指标综合评估的需求,基于用户创新思想和交互式遗传算法构建了融合优化机制.通过差异化集结来评估方案的创新性,利用改进的交互评价方法产生满意度指标和用于创新性计算的参数敏感度系数;讨论了基于回避的创新性与满意度指标融合的方式,并给出了优化目标函数.优化流程分为2个独立阶段,分别由用户和设计师主导.第一阶段基于随机种群广泛获取用户的交互评价信息,并利用统计分析方法得到敏感度系数;第二阶段在设计师的主导下实施创新性与满意度融合的进化式寻优.文中基于产品外观形态优化的例进行了应用测试. 相似文献
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罗明金 《数码设计:surface》2009,(3):96-97
广告创意犹如万花筒,可以千变万化任意发挥,但不论广告创意如何新颖,媒体运用如何灵活,如果没有正确的广告创意方法,就很难从时下广告信息泛滥的洪流中,脱颖而出,赢得消费者的青睐。本文就广告创意的一些基本方法进行了阐述,为广大初入广告业的从业人员提供一点广告创意的基本方法。 相似文献
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Organizational Variables for Developing Collective Creativity in Business: A Case from an Italian Fashion Design Company
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Stefano Cirella 《Creativity & Innovation Management》2016,25(3):331-343
The goal of this article is to propose a theoretical framework for collective creativity within an organizational design perspective and to help clarify this concept and how collective creativity can be purposefully managed. In particular, this study identifies relevant organizational variables for enhancing collective creativity and examines the relationship between collective creativity and organizational performance. The research draws upon a survey developed in the context of an in‐depth collaborative research study with an Italian fashion design company. As the theory on collective creativity is quite dispersed, the first part of the article attempts to define collective creativity and integrate different theoretical perspectives. Then, method and empirical findings are described. In the last part, the discussion illustrates why it is important for researchers and practitioners to be aware of the concept of collective creativity and its purposeful management. 相似文献
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Achievement goals influence mastery experience via two paths in digital creativity games among elementary school students
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Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player‐related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual traits pertaining to digital creativity game playing and examines how these determinants influence self‐efficacy and mastery experiences of creativity using structural equation modelling. The participants were 275 4th through 6th graders, and the employed method was inventory investigation. The findings reveal that the participants spend a large proportion of time playing digital games after school. Moreover, the results suggest that motivation for achieving both mastery goals and performance goals is crucial to enhancing self‐efficacy and achieving mastery experience in creativity. Additionally, such motivation might enhance mastery experience via two paths: the experience of flow states and the strengthening of self‐determination and self‐efficacy. The findings of this study shed light on the design of digital games for creativity training. 相似文献
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In this article, we analyse the relationship between creativity issues and design theory. Although these two notions seem to correspond to different academic fields (psychology, cognitive science and management for creativity; engineering science and logic for design theory), they appear to be deeply related when it comes to design methods and management. Analysing three historical moments in design theory building (the 1850s, with the ratio method for industrial upgrading in Germany, the 20th century with systematic design, and the 1920s with the Bauhaus theory), we point to the dialectical interplay that links creativity and design theory, structured around the notion of ‘fixation effect’: creativity identifies fixation effects, which become the targets of new design theories; design theories invent models of thought to overcome them; and, in turn, these design theories can also create new fixation effects that will then be designated by creativity studies. This dialectical interplay leads to regular inventions of new ways of managing design, i.e., new ways of managing knowledge, processes and organizations for design activities. We use this framework to analyse recent trends in creativity and design theories. 相似文献
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Amin Aalaei Hamed Fazlollahtabar Iraj Mahdavi Nezam Mahdavi-Amiri Mohammad Hassan Yahyanejad 《Applied Soft Computing》2013,13(4):1661-1673
Creativity is a promoting factor in organizations. Having employees in structured and organized configurations in a creative manner, helps in improving the productivity. We investigate different structural aspects of teams’ network organization and the creativity within a knowledge development program (KDP). The proposed methodology being equipped with a heuristic clustering technique, classifies the employees with respect to creativity parameters and configures a creativity matrix. Applying the creativity matrix, clustering is performed via mathematical programming. For large problems, a genetic algorithm (GA) is developed to solve the mathematical model. We also employ the Taguchi method to evaluate the effects of different operators and parameters on the performance of GA. A case study conducted in Mazandaran Gas Company in Iran illustrates the applicability and effectiveness of the proposed methodology. 相似文献
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Addressing Constraints Creatively: How New Design Software Helps Solve the Dilemma of Originality and Feasibility
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Pierre‐Antoine Arrighi Pascal Le Masson Benoit Weil 《Creativity & Innovation Management》2015,24(2):247-260
Are designers doomed to sacrifice creativity when integrating new product development processes? Although many studies highlight the need to produce original and innovative designs, maintaining creativity in the design process continues to be difficult due to industrial constraints. Thus, creativity is restricted to phases in the ‘fuzzy front end’ to avoid those constraints that might effectively kill it. However, constraints are also acknowledged as a resource for creativity, as has previously been shown with artists and engineers. Thus, we pose the following research question: In which cases can a constraint be a resource for creativity? To answer this question, we investigate different types of computer‐aided design (CAD) software. Relying on an experimental method, we compare the performance of those types of software at the so‐called design gap where design sketches are transformed into digital models. We show that some CAD software enables designers to work under additional constraints, be more creative and avoid the trade‐off between robustness and creativity, and that understanding this performance means appreciating that such software enables designers to play with the embedded constraints to reveal associated fixations and to design models that follow the constraint but overcome the fixation. Constraints and creativity are linked by two competing processes: constraints decrease the degree of freedom and, as a result, creative possibilities, but embedding constraints increases the awareness of fixations and therefore the capacity to design original models. Today, new CAD tools more effectively support the second process, which leads to ‘acquired originality’ in design. 相似文献
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Creative ideas are essential for the generation of original ideas ultimately leading to innovation. The process of generating creative ideas can be enhanced by providing stimuli to a design team. However, implementing these stimuli can be a time consuming and complex process, limiting the practicality of this strategy. On the other hand, a large number of approaches have been proposed to deal with the consumers' emotions and, although substantial research has been carried out in this area, no academic references related to emotional stimuli for creativity could be found in the literature. In view of this, a question is raised: would easy-to-use and prescribed emotional stimuli for creativity enhance the generation of ideas when compared to traditional brainstorming? This paper outlines a method developed to encourage a design team to be inspired by human emotions while generating ideas for a product portfolio. To reach this goal, a set of emotional stimuli for creativity, named ‘emotriggers’, were created. The proposed method was applied in a set of experiments to validate the effectiveness of emotional stimuli for creativity, evaluating the ideas generated based on four criteria: quantity, quality, variety and novelty. As a result, the emotriggers were shown to help generate ideas, improving all of the four metrics, and the method received positive feedback from team members on its practicality. 相似文献
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温燕 《艺术与设计.数码设计》2007,(1)
创意产业在现代服务业中,对城市经济起着带动作用。创意产业将成为未来10至20年经济新增长点的重要增长因素,创意集聚区的涌现,让创意产业呈现出一片欣欣向荣景象。文章详细论述了中国创意产业所面临的困境,并阐明了应该如何打造创意产业。 相似文献
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本文从用户满意度的理论出发,对产品的创新进行了新的定义,然后在分析现有产品创新评价理论的基础上,分析提取出产品创新的评价尺度,以便于测量用户对产品创新的满意度。简而言之,就是用户如何看待产品创新所附有的价值。 相似文献