Search results for "creativity"
showing 10 items of 391 documents
Pedagogy and Teacher Education (Scientific Papers University of Latvia, vol. 811)
2016
Human and Machine Perception 2 - Emergence, Attention, and Creativity
1999
Sing with the Telenoid
2012
We introduce a novel research proposal project aimed to build a robotic setup in which the Telenoid learns to improvise jazz singing in a duet with a human singer. In the proposed application, the Telenoid acts in teleoperated mode during the learning phase, while it becomes more and more autonomous during the working phase. A goal of the research is to investigate the essence of human communication which is based on gestures and prosody. We will employ an architecture for imitation learning that incrementally learns from demonstrations sequences of internal model activations, based on the idea of coupled forward- inverse internal models for representing musical phrases and the body sequenc…
Engineering creativity support for future research and development
2017
Abstract The human abilities to use nature’s materials and force to their benefit, by means of engineering applications has made the human development possible. Multiple factors have influenced the human development, sometimes accelerating it, other times slowing it down to annulation. Although it is known and accepted that creativity’s role is essential in engineering performances, the neglecting of creativity in engineering education is not understood. The graduates from Anglo-Saxon countries and Europe reduced creative potential and the lack of necessary abilities concerning the solving of the companies’ problems have been emphasized by specialists in education and governmental reports r…
THE CREATIVITY AND RESILIENCE DEVELOPMENT PROJECT (CRDP) TO INVESTIGATE LEARNING PRACTICE IN THE USE OF ICT
2016
Much research has demonstrated that students' cognitive characteristics as general mental ability or prior level of achievement do explain a substantial proportion of the variance in subsequent achievement, but only more recently has research focused on relationships between cognitive characteristics of students and the process variables of classroom behaviour. In conceptualizations of teaching-learning situations, cognitive characteristics of students are seen as one cluster of determinants of the interactive and learning processes established in the classroom. The researchers suggest that flexibility is central to creative adaptation. The centrality of flexibility to creative adaptation a…
Interactive Tools for the Visualization of Tangible and Intangible Silk Heritage Emerging from an Interdisciplinary Work
2021
Silk is a unique example of heritage where memory, identity, creativity and knowledge can be found in just one piece. It is a multifaceted, living heritage, as it consists of more than the fabrics themselves, but also the techniques associated with them, historical buildings, trades, festivities, etc. Therefore, designers, weavers, painters, sellers and users are involved in it. However, it is also a fragile heritage, alive in the few industries that still weave with historical looms. Additionally, the COVID19 pandemic has put the entire artisanal and small industrial sector of European silk in risk of disappearing. In this, paper we show some results of the SILKNOW project, whose main obje…
Innovation in collaborative design: an exploratory study in hackathon
2021
International audience; Collaborative design is the use of design practices which tend to favor the integration of different experts, and to support creativity and innovation. Therefore, in this study, we were particularly interested in the collaborative design tools used in the specific context of a pedagogical hackathon. During this event, 1310 engineering students mentored by professors and industrial experts worked on around 131 industrial projects. In this article, we will present our study of the tools put in place by the participants of these innovative projects according to their training. Our study is based on a collection of project data. We will show that storyboards are often us…
The interaction between personal and situational factors in developing future engineers’ creativity
2017
The purpose of this paper is to analyze the interaction between the technological and the social field. Growth and development require a continuous source of ideas. Their manufacture is efficient only by stimulating the creativity development in the knowledge economy. This essential skill will lead to making smart products and technologies improvements. This will also be the result of the interactions between the new IT-cloud technologies and other various factors, such as: knowledge, skills, approaches, attention, motivation and intellectual property.
Benchmarking in Romanian industrial environment
2017
Benchmarking is a managerial tool that can assist the organizational change and the innovation. The paper aims to discover the degree in which Romanian managers in various industrial fields use this modern tool in the improvement of business strategy or organizational processes. In this context, we presented some results of a selective research made in Romanian industrial environment. The respondents were experts in creativity management and benchmarking, acting in big, medium or small enterprises. They offered many solutions for increase the rate of use of benchmarking and creativity couple in the management of Romanian organizations.
HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork
2015
This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing …