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A Study on Using Museums as a Cultural Knowledge Supply platform ¡V Using the Cultural Creativity Industry as an ExampleTasi, Shu-Chuan 08 September 2010 (has links)
Abstract
The cultural creativity industry has become a key indicator of national competitiveness; this can be seen from the cultural competition through creativity in major events such as the Olympics and the World Expo. However, culture and artistic creativity cannot be cultivated within short periods of time, and does not lead to accomplishments quickly like technological, economic, or political activities. The primary spirit of the cultural creativity industry should be in disseminating cultural elements and materials, followed by the process of creativity, and finally resulting in economic benefit.
Museums are the greatest physical manifestation of cultural imagery. Museums¡¦ six major functions, which are collection, research, education, exhibition, leisure and entertainment, and exchange, indicate that they provide a high quality environment for cultural preservation. Cultural relics are the most important carriers of cultural knowledge; they represent a segment of history, and reflect contemporary customs and lifestyles. Many cultural relics contain stories in their existence, and may easily create interesting topics on an artistic foundation. Thus, museums provide a very important source for enhancing the quality and quantity of cultural meaning. Additionally, museums also provide a stage for the performance of cultural creativity products, such as exhibition-planning, exhibition design, design planning for related media, and the exhibition and sale of industrial art products.
The purposes of this study are: 1) to understand the actual conditions of cultural knowledge transmission by museums, and existing correlation to the cultural creativity industry; 2) to collect the more comprehensive actions or projects in providing cultural creativity by museums, to serve as the basis of whether it is necessary to construct a cultural knowledge provisional platform, or how to construct it; and 3) to construct hypotheses on creating a platform organization for museums to provide cultural knowledge.
Research subjects include the National Palace Museum (national level), the National History Museum (Ministry of Education), the National Museum of Taiwan Literature (Council for Cultural Affairs), the National Science and Technology Museums (Ministry of Education), the Broadcasting Museum (non-profit corporation). In-depth interviews and questionnaires are used for data collection.
Conclusions of this study include:
1. Museums can certainly provide abundant cultural knowledge.
2. Digital archives of museums can certainly be converted to added value for cultural knowledge, and in turn, convert to creative and design knowledge.
3. Digital archives and activity processes and records formed through museum functions are preserved within museums, but are not all open to the public.
4. In order to convert museum digital archives and activity processes and records into externally visible cultural knowledge with creative usage value, it is necessary to use systematic design to stimulate the internal knowledge of museums. In turn, the external and internal knowledge interactive cycle can produce added value in cultural knowledge functions.
5. Since there are great differences among museums in terms of their resources, most museums are unable to convert internal cultural knowledge resources into design knowledge with value added to knowledge. Thus, in order to allow creative personnel to broadly utilize cultural knowledge within various museums, it is necessary to create a feasible platform organization to integrate all cultural knowledge resources within museums.
This study suggests that a cultural knowledge platform institution based on museums should be constructed, and the institution should have the following characteristics:
1. A standing and independent organization with long-term and stable funding for operation, with significant public confidence, and can assuredly obtain all knowledge resources of museums. It is possible to collect information hubs of cultural knowledge from various museums, and systematically construct cultural knowledge databases. This organization is not affiliated to any museum and does not exist within government administrative organizations.
2. A friendly and convenient museum knowledge database. Its data should include data in existing domestic museum digital archives, as well as data not provided by museums in the exhibition-planning process. The database should also comprehensively collect creative works derived from museums in various countries, such as exhibitions, films, industrial artworks, operas and music, multimedia, gaming software, museums and urban tourism, apparel, special culture and foods, among others, in order to construct the largest museum knowledge platform database. All databases need to have a powerful base of professional consultants to guide usage, and to have convenient search facilities.
3. A professionally trained and powerful group of creative consultants who can research and develop various projects for converting cultural knowledge into creativity.
4. Multimedia rooms and conference rooms with sufficient cultural atmosphere and seating to allow cultural workers to congregate, comfortable environment for them to discuss their creative ideas.
5. To have several exhibition spaces for standing exhibitions and special exhibitions, to create experimental exhibition rooms that allow museums to serve as a source for creative knowledge, allowing cultural creators to have a concrete place to exchange their ideas.
6. Various stable and continued theme events, including different themes for different cultural creative groups, so they can have events to elicit cultural creativity. An official website could provide various types of up-to-date cultural knowledge, corporate matching information, cultural creation competitions, and information on observations. Unlike most museum websites, this website would be primarily focused on interaction and learning.
7. The platform organization should not belong to any single museum or be directly under the organization of Council for Cultural Affairs, in order to avoid jurisdictional problems.
8. There should be an ability to arrange exhibitions, and the main points of cultural knowledge application should be evinced in the exhibitions. There should be clear instruction on understanding and applications of cultural knowledge of museums by various industries.
9. Location of the platform organization should be easy to reach, within the most popular commercial leisure area (such as department stores), so that more people and cultural creative workers can conveniently reach it. The organization should contain a creative and attractive gift shop and food court area, and the creative products should be related to museums.
10. The organization should be able to invite international creative workers (and groups) by successfully selecting those who create works relating to museum-related issues for exchange and to make lectures.
11. The platform organization can provide creators with supplemental knowledge in exhibition technology, manufacturing and production, and financial management.
12. A membership system for domestic people, cultural creative workers, and corporations, but foreigners should be able to view exhibits once by using their passports. Tourism promotions can quickly transmit information about Taiwanese museums and to rapidly promote creative works in museums. Here, it is possible to refer to a successful example in the Thailand Creative and Design Center in Bangkok.
13. Different associations can be established within the platform organization, in order to promote further exchange of knowledge and experiences.
Keyword: museum, cultural creativity industry, cultural knowledge, digital archives
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The Effects of a Writing Program in the Mind Mapping Approach on the Linguistic Creativity and Writing Attitude of Third-Graders in Primary School.Lu, Wan-jung 18 January 2011 (has links)
This study aims to investigate the effect of a writing program in the mind mapping approach on the linguistic creativity and writing attitude of third-graders in primary school, that employs a nonequivalent pretest-posttest experimental design to examine how mind mapping method affects the linguistic creativity and writing attitude of students. Two groups of 30 3rd students are separately instructed in writing planning which lasting 12 weeks, 80 minutes per week. One group is instructed in mind mapping method for writing as experimental group. The other group is taught regular method without mind approach as a control group. The instruments includes: (1) Torrance Tests of Creative Thinking, TTCT; (2) Writing attitude scale; (3) Mind mapping worksheets; (4) The evaluation sheet of mind mapping; (5) Feedback questionnaire; (6) Teacher¡¦s manuscript. The data were analyzed by one-way ANCOVA and frequency ratio analysis. The main findings were as follow:
1. Students who write with mind mapping method perform significantly better on fluency, flexibility and originality of linguistic creativity.
2. Students who write with mind mapping method perform better on writing preparation and motivation, learning attitude and evaluation as well as self-reflection and thinking ability in writing.
3. The fundamental elements of mind mapping which are association, keywords, hierarchies and categories as well as use of color, are helpful learners to complete mind mapping drawing and writing.
4. Results of students work collaboratively more superior than results of students work individually in mind mapping assessment and quantity of key words, thus it can suggest that group working is more suitable for teaching in mind mapping drawing and linguistic fluency.
5. ¡§Keywords¡¨ helps learners increase their writing capacity; ¡§hierarchies and categories¡¨ help learners sense how to write paragraphs and arrange them properly.
6. It finds a high percentage of the experimental group students agree that applying mind mapping method in writing promotes their writing motivation, creative ability and is helpful in developing their writing performance.
Keywords: mind mapping, writing program, linguistic creativity, writing attitude
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Creativity Analysis and Motivation Study of Game Modification CreatorsLai, Chun-I 02 September 2011 (has links)
Modification(MOD) is a term generally applied to personal computer games, especially first-person shooters, role-playing games and real-time strategy games. Mods are made by the general public or a developer, and can be entirely new games in themselves, but mods are not standalone software and require the user to have the original release in order to run.
We use Creativity Theory as the study framework, and divide it into four parts- Domain-Relevant Skills, Creativity-Relevant Processes, Task Motivation, and Social Environment to analyze. We collect the MOD creators¡¦ thoughts and reflections as text.
From this thesis we can learn:
1. What computer games are popular that game players would like to create the modifications with it in Taiwan and China ?
2. What kinds of themes that MOD creators would like to use?
3. What are the MOD creators¡¦ internal and external motivations?
4. How the social environment influences the MOD creators?
Finally, We will discuss the effect of social environment on domain-relevant skills, creativity-relevant processes and task motivation. Modifications can help original computer games to continue life and even improve the richness of the game content. It would become the trend that game company supports the game editor in the future. The cost of game development could be reduced by creating with MOD creators and test with MOD players.
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Freedom, Creativity, and Institutional Selection via Migration in the 50 United States of AmericaHoeltschi, Kevin 09 January 2012 (has links)
This is a quantitative study aimed at analyzing the migration patterns across the fifty United States of America and the determinants thereof. This research is founded upon the theories and study of agglomeration economies and institutional factors to evaluate each state in terms of creativity and freedom. Values for creativity and institutional freedom serve as the independent variables. The dependent variable is actual state to state migration data during the 2004-2008 period from the Internal Revenue Service. Measures for education, climate, population, distance, and crime rates serve as control variables in this study.
All 34 models of this study were analyzed via multivariate linear regression using the SPSS 17.0 software package. All models were highly significant with high coefficients of determination. The results show that creativity is highly significantly and positively correlated with circulatory migration flows. Economic, personal, and overall freedom were very significant predictors of migration in terms of attraction and circulation. Apart from education, all the control variables examined were significant predictors of migration flows. This study also creates a new measure of overall freedom: the FRASERMPFI, which outperformed all other independent variables.
The results of this study have several implications for workers, businesses, and policy makers. It is hoped that the results of this study can serve as a reference for future economic growth and promotion of freedom in the U.S.
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An Investigation of Elementary School Students' Positive Thinking, Personality and CreativityLin, Chia-Jung 17 August 2012 (has links)
The purpose of this study was to investigate the significant differences and relations of elementary schools¡¦ students¡¦ positive thinking, personality traits, and creativity.
Five hundred and twenty-nine elementary schools¡¦ students were stratified random sampling from Kaohsiung City. All participants completed the instruments of The Elementary School Student Positive Thinking Scale (ESPTS), The Big Five Inventory and Torrance Tests of Creative Thinking (TTCT). A confirmatory factor analysis, t-tests, analysis of variance (ANOVA), and Pearson product-moment correlation were conducted to assess the similarities and differences among different background variables. The main findings were as follows:
1. Girls¡¦ positive thinking means was significantly higher than the boys.
2. The first born children¡¦s positive thinking mean score was significantly higher than the other born orders children.
3. Students who living with parents presented significantly higher positive thinking means than these students who living with grandparents or elder.
4. Children came from father with democratic practice presented significantly higher positive thinking scores than these children with authoritarian father practices.
5. Girls¡¦ mean score on Agreeableness and Openness was significantly higher than the boys.
6. The single child¡¦ mean on Openness presented significantly higher than the first-born children and later-born children
7. Fourth graders¡¦ mean on creativity-fluency and creativity-originality was significantly higher than the 6th graders.
9. The single child¡¦s creativity mean was significantly higher than the other born order children.
10. Students¡¦ life-satisfaction means score was significant correlation with Creativity score.
11. Students¡¦ positive thinking was significant correlation with their Big-five personality score.
12. Students¡¦ Extraversion and Openness means were significant correlation with their
Creativity.
Implications of these findings for classroom instructions and future related researches are discussed.
Key Words: elementary school student; positive thinking; personality traits;
creativity.
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Exploring the enhancing and inhibiting factors to creativity of independent musicians in network spaceLai, Chi-che 02 September 2012 (has links)
In recent years, the cyberspace had led to significant evolution of information transmission. Indie musician upload their music to StreetVoice and Youtube to display themselves. They also keep good connections with other musicians and fans through Social Network. Consequently, network has been one of the most important environment for musician to create.
Whether network is well creativity space for indie musician involves conflicts between its enhancing and inhibiting factors. We use Csikszentmihalyi¡¦s three-pronged systems model and four major regulators:Law, Norms, Market, Architecture in the book of ¡§Code and Other Laws of Cyberspace¡¨ by Lawrence Lessig as the study framework.
This research takes qualitative approach with twelve interviewees. All of them are indie musician. Following the data analysing, the results present the life of creativity can been divided into three stage: copy, shadow and create. When people go through the three stages, their knowledge of music will become more rich. Musician can write or sing a song to express what they want and who they are.
The results of this analysing, network could bring several enhancing factors Including promotion, grouping, sharing, encouragement and expanding fans. According to the analysis observed that network architecture isn¡¦t robust now. Indie musicians are afraid that law can¡¦t protect their copyright of music on network. In the part of norms, indie musicians want all of their musics on network are perfect. Furthermore, indie musicians don't believe that network could made enough profit to cover their basic expenses.
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Archetypal Creativity and Healing: An Empirical Study of Floral Design (Ikebana)Sotirova-Kohli, Milena D. 2009 August 1900 (has links)
The theory of embodied cognition focuses on mechanisms of meaning beyond
the traditional in western metaphysics dichotomy of body and mind. These mechanisms
are considered to be the emerging aspects of meaning related to early infant experience
of interaction with the environment. Image schema as the earliest form of representation
in the mind corresponds to the notion of archetype from analytical psychology. Theory
and research suggest that being in touch with the archetypal level of cognition is related
to integration of parts of the personality and promotes well-being. Art and creativity are
considered to facilitate this process and in this sense to promote healing. Active
imagination is a method devised by C. G. Jung to relate to different aspects of the
personality through creativity which results in a creative product. Active imagination
bears similarity to art, however it focuses not only on the aesthetic outcome of the
creative endeavor but also on the transformation of the personality in this process.
Analytical psychology studies a number of creative expressions of the products of active
imagination such as sand play, drawing, clay modeling, writing, dancing and
psychodrama. However, there are no available empirical studies of the healing aspects of creative work with cut flowers. We hypothesized that being involved in creative work
with cut flowers would promote well -being expressed in increase of hope,
existential/spiritual meaning and humility and decrease of depression, anxiety and
physiological symptoms. The participants in our study were undergraduate students from
Texas A&M University either involved in a semester long course in Floral Design or in
an Introductory Psychology Course. Participants were assessed at two time points on all
variables of interest. They were also asked to draw mandalas and to write essays (floral
condition). Although quantitative analysis did not find any significant differences
between the groups over time as a result of the creative work with cut flowers, the
qualitative analysis of the mandala-drawings and the essays showed statistically
significant tendency to balance, centeredness and calmness over time in the floral group.
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The Relationships Among Pupils¡¦ Explanatory Style, Domain Knowledge, Creative Life Experience and Their Technological CreativityCheng, Fang-yi 02 July 2004 (has links)
Recent research on creativity has put great emphasis on how multiple systems influence an individual¡¦s development in creativity. The main purposes of this study were (a) to understand the current situation of pupils¡¦ explanatory style, domain knowledge, creative life experience, and technological creativity; (b) to investigate the effects of pupils¡¦ grade, explanatory style, domain knowledge, and creative life experience on their technological creativity; and (c) to analyze the predictive power of pupils¡¦ grade, explanatory style, domain knowledge, creative life experience on their ability group membership of technological creativity. The participants included 418 third to sixth graders sampling from six elementary schools in Taipei City. The employed instruments were The Questionnaire of Children¡¦s Explanatory Style, The Questionnaire of Creative Life Experience, The Test of Technological Creativity, and the scores on the final exam of Science and Living Technology Areas. The employed analysis methods were Descriptives, ANOVA, one-way and two-way MANOVA, Canonical Correlation Analysis, and Discriminant Analysis.
The main findings in this study were as follows:
1. There were gender differences on the pupils¡¦ performance of explanatory style, creative life experience, and technological creativity; more specifically, the girls outperformed the boys on explanatory style, creative life experience, and technological creativity.
2. There were grade differences on the pupils¡¦ explanatory style.
3. Although no significant interaction effect of grade ´ explanatory style on technological creativity was found, there were significant main effects of grade on the pupils¡¦ technological creativity.
4. Domain knowledge contributed to the pupils¡¦ performance on technological creativity.
5. Creative life experience had significant effects on the pupils¡¦ technological creativity. Among the indices of both sides, ¡§language and performing arts¡¨ had the highest correlation with technological creativity.
6. Grade, explanatory style, domain knowledge, and creative life experience could effectively predict the pupils¡¦ ability group membership of technological creativity, and grade as well as domain knowledge had better predictive power.
Finally, some suggestions were proposed for teachers, relative educational institutions, parents, and further studies.
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A Study of the Effects of ¡§Creative Picture Books Instruction¡¨ on the Creativity and Art Performance of the fourth graders.Chou, Wen-ming 19 July 2004 (has links)
This study uses a quasi-experimental, nonequivalent control group design and aims to investigate the effects of "Creative Picture Books Instruction" on the creativity and art performance of the fourth graders. Subjects are students from two fourth grade classes in an elementary school in Kaohsiung City. One class represents the experimental group, while the other one is the control group. Each of the classes is given picture books instruction for twenty sessions of classes in four months. The experimental group receives creative picture books instruction based on ATDE (Asking, Teaching, Doing, Evaluation) teaching model developed by Dr. Lungan Chen. The control group receives general picture books instruction. This study incorporates quantitative and qualitative approaches. Two assessment tools are conducted, which include ¡§New Creativity Test for Use with Students in Taiwan¡¨ developed by Dr. Ching-Chi Wu, and the ¡§Rating Scale for the illustration of picture book¡¨ designed by the author. Quantitative data are analyzed by ANCOVA and MANCOVA. Qualitative data processed by content analysis are gathered from teacher's classroom anecdotes, interviews, student reflection logs, student feedback about the instruction, parents' feedback, and student works of picture books. The results of this study indicate that creative picture books instruction shows positive effects on the fourth grader¡¦s verbal creativity, figural creativity and drawing performance. Four findings are listed as follows: 1) Creative picture books instruction increases the fourth grader¡¦s verbal creativity in terms of fluency and flexibility as well as the figural creativity regarding flexibility and elaboration. 2) The fourth grader¡¦s drawing performance in graphics skills as well as the sense of style and personal creativity is improved after the creative picture books instruction. 3) The Creative picture books instruction helps the student to learn the various forms of visual art. Also, the uses of diverse creative thinking worksheets inspire the student¡¦s creativity and drawing performance, extend their understanding of the learning materials in depth and help in self-reflection and learning from others. 4) After the creative picture books instruction, students in the experimental group show positive acknowledgement and feedbacks to the whole instruction. Conclusions for practical application and suggestions for further research are discussed.
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The Affect of Personal Playfulness and Team Playfulness Climate on Team Creativity PerformanceHung, Yu-tzu 25 July 2004 (has links)
Under the knowledge-based economics, the roles of labors are considered important once again. The human creativity has become the main source of core competence. However, as the development of enterprises brings on a new economic type, the man-hours and work loading also increases with the development of enterprises. When people are overworked, there comes pressure, fatigue and illness. Therefore, more and more people are talking about the playfulness of jobs, which refers to the spontaneity, imagination, emotional expression, and the attitude of having fun and being involved and interested in the work, all these will change with the variation of the external environment.
Meanwhile, teams also play an important role in the organization. For the action unit to solve the problems of the organization and promote innovation, teams are constituted by members with various knowledge, skill and background. Hence, the team playfulness climate is also crucial to the creativity and performance of the organization. The team playfulness climate represents the share climate of autonomy and pleasure, which is built by those team members who work together day by day, such climate can get these people to feel interested and feel supported about their jobs, and so they won¡¦t be afraid to try new challenges.
This study is taken from a personal viewpoint to test the model of the relationship between personal playfulness, team playfulness climate and team creativity performance. The evidence of this research is based on the questionnaires given out to the students who took the course ¡§The Discovery and Application of Creativity¡¨ which was held by the Consulting Division in Ministry of Education. Below are the discoveries of this thesis:
1. Personal playfulness positively influences team playfulness climate.
2. Team playfulness climate positively influences team creativity performance.
3. Personal playfulness has significant difference on age, the number of brothers and sisters one has, academic background, and club experience.
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