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1.
While creativity is essential for developing students’ broad expertise in Science, Technology, Engineering, and Math (STEM) fields, many students struggle with various aspects of being creative. Digital technologies have the unique opportunity to support the creative process by (1) recognizing elements of students’ creativity, such as when creativity is lacking (modeling step), and (2) providing tailored scaffolding based on that information (intervention step). However, to date little work exists on either of these aspects. Here, we focus on the modeling step. Specifically, we explore the utility of various sensing devices, including an eye tracker, a skin conductance bracelet, and an EEG sensor, for modeling creativity during an educational activity, namely geometry proof generation. We found reliable differences in sensor features characterizing low vs. high creativity students. We then applied machine learning to build classifiers that achieved good accuracy in distinguishing these two student groups, providing evidence that sensor features are valuable for modeling creativity. 相似文献
2.
在计算机及其网络已经相当普及的今天,如何在计算机专业的教学中,利用各高校现有计算机实验室资源来突出对学生创新实践能力的培养,造就一批适应社会和学科飞速发展要求的优秀人才就显得十分急迫。本文就高校计算机实验室在大学生创新实践能力培养中所起的作用进行了一些有益地探讨,并提出了一些个人看法。 相似文献
3.
张建芬 《数码设计:surface》2012,(9):175-176
随着新技术的发展,数字艺术的普及和读图时代到来,根据高职院校培养学生应用型技术人才的特点,通过广告制作专业素描教学的改革与探讨,进一步提高学生的创新思维能力。 相似文献
4.
《Graphical Models》2014,76(5):376-389
Monsters and strange creatures are frequently demanded in 3D games and movies. Modeling such kind of objects calls for creativity and imagination. Especially in a scenario where a large number of monsters with various shapes and styles are required, the designing and modeling process becomes even more challenging. We present a system to assist artists in the creative design of a large collection of various 3D monsters. Starting with a small set of shapes manually selected from different categories, our system iteratively generates sets of monster models serving as the artist’s reference and inspiration. The key component of our system is a so-called creature grammar, which is a shape grammar tailored for the generation of 3D monsters. Creature grammar governs the evolution from creatures with regular structures gradually into monsters with more and more abnormal structures through evolving the arrangement and number of shape parts, while preserving the semantics prescribed as prior knowledge. Experiments show that even starting with a small set of shapes from a few categories of common creatures (e.g., humanoids, bird-like creatures and quadrupeds), our system can produce a large set of unexpected monsters with both shape diversity and visual plausibility, thus providing great support for the user’s creative design. 相似文献
5.
李华麒 《数码设计:surface》2014,(3):174-176
通过对服装院校和企业进行田野式调查。归纳梳理出服装专业院校和企业存在的典型问题,认为当下服装教学的方法和内容中缺少自身的专业性。仍有沿用普通美术教学和与其他工业产品设计教育同质化的现象;服装企业里设计方法值得探讨,规范的程式化在有利于企业管理的同时也限制了服装设计的创新发展。设计者需以人为本。以美为据。设计同技术紧密结合才能避免踏入服装设计的误区。 相似文献
6.
《International journal of human-computer studies》2014,72(1):126-139
Emergency planning is an ongoing activity in which a multidisciplinary group of experts intermittently collaborate to define the most appropriate response to risks. One of the most important tasks of emergency planning is the review of plans as a way of maintaining, refining, and improving them. This review of plans is based on exchanging knowledge and experiences in order to take into account different perspectives and generate alternative solutions. An exploratory case study carried out within municipal organizations has disclosed how the application of rigid plan reviewing practices hinders team creativity and, consequently, effective decision-making. This paper presents a computer-based collaborative environment aimed at supporting unstructured team discussion during the post-hoc review of emergency plan. This collaborative environment allows emergency planning team members to share their view in a free manner by interacting with user interface components distributed across several input and output dimensions. The usage of the environment has proved how the application of new interactive technologies can create more dynamic work settings, fostering team creativity. 相似文献
7.
对如何提高学生创造能力的必要性,怎样加强数学教材建设进行了探讨。在高等数学教材建设中融入数学建模和发散思维思想对全面提高学生创造能力的重要意义。 相似文献
8.
Garfield Benjamin 《Digital Creativity》2016,27(1):24-36
ABSTRACTThe radical limit of post-anthropocentric creativity is a mode of completely nonhuman creative endeavour. Yet, the anthropocentrism prevails and conceptions of radically different civilisations and cultures are defined by current human thought that shapes and limits the understanding of what a genuinely alternative cultural production might entail. This article uses the Kardashev scale of civilisations, classified according to energy consumption at the planetary, stellar and galactic scales to consider culture beyond the current limits of an inherently anthropocentric perspective. In considering microdimensional, informational and universal extensions of Kardashev's scale, critical reflections on the anthropocentric limits of cultural epistemology create an opportunity to posit a universal framework of creativity. 相似文献
9.
Professor F. T. Evans 《AI & Society》1998,12(3):185-213
Instead of seeing technology as outside ourselves, it is argued that it is an innate human function and the main driving force in human evolution. Opportunistic thing using, long before stone tools appeared, was the likeliest cause of bipedalism. It also forced brain development and the emergence of creativity. The neural basis for this creative technical activity later provided the brain functions on which language could develop. This simple unifying hypothesis has interesting implications for the way that we see technology in history, and for determinist theories of the future. It also bears on the way engineers are trained, and more important, the human faculties which need to be fostered in children. 相似文献
10.
Rupert Wegerif Bruce M. McLaren Marian Chamrada Oliver Scheuer Nasser Mansour Jan Mikšátko Mriga Williams 《Computers & Education》2010
This paper reports on an aspect of the EC funded Argunaut project which researched and developed awareness tools for moderators of online dialogues. In this study we report on an investigation into the nature of creative thinking in online dialogues and whether or not this creative thinking can be coded for and recognized automatically such that moderators can be alerted when creative thinking is occurring or when it has not occurred after a period of time. We outline a dialogic theory of creativity, as the emergence of new perspectives from the interplay of voices, and the testing of this theory using a range of methods including a coding scheme which combined coding for creative thinking with more established codes for critical thinking, artificial intelligence pattern-matching techniques to see if our codes could be read automatically from maps and ‘key event recall’ interviews to explore the experience of participants. Our findings are that: (1) the emergence of new perspectives in a graphical dialogue map can be recognized by our coding scheme supported by a machine pattern-matching algorithm in a way that can be used to provide awareness indicators for moderators; (2) that the trigger events leading to the emergence of new perspectives in the online dialogues studied were most commonly disagreements and (3) the spatial representation of messages in a graphically mediated synchronous dialogue environment such as Digalo may offer more affordance for creativity than the much more common scrolling text chat environments. All these findings support the usefulness of our new account of creativity in online dialogues based on dialogic theory and demonstrate that this account can be operationalised through machine coding in a way that can be turned into alerts for moderators. 相似文献