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Uma pesquisa visual e compartilhada de Paraty: Fotografias e narrativas de representação da cidade / A visual and shared research of Paraty: photographs and narratives of representation of the cityJesus, Ligia Ungaretti 08 December 2015 (has links)
Tendo como objetivo geral realizar uma pesquisa visual de forma compartilhada em Paraty, este trabalho abordou diferentes relações entre indivíduo e cidade através de fotografias de acervo pessoal de diferentes perfis encontrados no local: nativos, imigrantes e turistas. Para isso, cada um dos 12 participantes da pesquisa selecionou 12 fotografias de seu acervo pessoal para responder à pergunta como é a sua Paraty?. A partir dessas fotografias, realizamos as entrevistas, momento em que os participantes discorreram sobre as imagens por eles selecionadas, sempre deixando entrever significados sociais em suas narrativas e evidenciando os processos criativos vividos no contexto da pesquisa. Ao final, formaram-se: a) doze conjuntos de doze fotografias, cada um correspondente a um participante da pesquisa; b) os conjuntos multiautorais, que são compostos por imagens de diferentes participantes, porém, que dialogam entre si. Os procedimentos realizados nesse trabalho, que combinam fotografia de acervo pessoal e narrativa, permitiram a criação coletiva de uma representação fotográfica da cidade Paraty, compartilhada entre pesquisador e pesquisados. Também pudemos nos aproximar de algumas diferenças entre turistas, imigrantes e nativos desta cidade, as quais se revelaram nas imagens trazidas por cada sujeito da pesquisa / The broader objective of this work is to conduct a shared visual research in Paraty. To this end we address different relationships between the individual and the city, using photographs from the personal collections of different profiles found in the city: natives, immigrants and tourists. To each of the twelve research participants was asked to select twelve photographs from his personal collection in order to answer the question \"What is your Paraty like?\". From these photographs we conducted interviews, at which moment the participants talked about the images they had selected, allowing us to glimpse at social meanings in their narratives, and to point out the creative processes experimented in the context of research. By the end we had created: a) twelve sets of twelve photographs each corresponding to their author and research participant; b) multiple author sets, composed of photographs of different authors which, nevertheless, develop a dialogue with each other. The procedures performed in this work, which combine personal collection of photography and narrative, allowed the collective creation of a photographic representation of the city of Paraty, shared between researcher and researched. Furthermore, we were able to approach some of the differences between tourists, immigrants and natives of this city, which are revealed in the images brought by each research subject
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Magical Realism Fosters Creativity to InnovationLyons, Reneé C. 11 November 2017 (has links)
Do you hope to promote, encourage and foster critical thinking and creativity in your library? Visit this session to discover reader response, literature-based, and interdisciplinary activities appropriate to selected works of magical realism (grades 4-7).
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From HAHA to AHA: Rumination, Humor, and Problem SolvingJanuary 2019 (has links)
abstract: Past research has focused on the important role humor plays in interpersonal relationships; however, researchers have also identified intrapersonal applications of humor, showing that people often use humor to alleviate negative affect, and that humor has generally been found to beneficially influence mental health. The purpose of this study is to examine whether humor-based coping can be utilized as an intrapersonal tool to aid or facilitate creative thinking and problem solving when faced with a distressing situation. The current study posits reduced rumination as the mechanism by which humor facilitates creativity. To measure creativity, a task was devised that had individuals brainstorm under some distress; participants were asked to recall and describe an ongoing, unresolved problem they were facing, followed by a rumination induction, as rumination is characterized by perseverative thoughts that hinder constructive action. After the rumination induction, participants were randomly assigned to a control condition or either of two emotion regulation conditions: positive reappraisal or humor-based reappraisal. Following this, participants were asked to complete an “alternate solutions” task, based on Guilford’s Alternate Uses Task, generating solutions for their own unresolved problem. Results of the study showed that the use of humor was indeed related to a decrease in rumination, but that the humor condition did not outperform either control condition on any measure of creativity (performing worse in some cases). Limits of this study and future directions are discussed. / Dissertation/Thesis / Masters Thesis Psychology 2019
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An Evaluation of Business Students’ Perceptions About Their Personal Everyday CreativityJanuary 2019 (has links)
abstract: With organizations’ rising interest in creativity as one of the most sought out skill sets for graduates, it has become crucial to infuse creativity training in academic programs. This study evaluated freshmen business students’ perceptions about their personal, everyday creativity and examined the influence of infusing creativity training in their freshmen seminar course.
This action research study drew upon the intersection of three creative self-belief theories from management and education psychology literature: Jaussi, et al (2007) Creative Identity Theory; Karwowski (2014) Creative Mindset Theory; and Tierney & Farmer (2002) Creative Self-efficacy Theory. These theories arguably stemmed from Burke (1991) Identity Theory; Dweck (2006) Mindset Theory; and Bandura (1977, 1997) Self-efficacy Theory, respectively. This approach was used to understand what factors influenced students’ perceptions about their personal, everyday creativity.
Freshmen business students participated in the study. A concurrent mixed methods approach was used to gather data from the students. Quantitative data came from a post- and retrospective pre-intervention survey that assessed four constructs: creative identity, creative self-efficacy, growth mindset, and fixed mindset. The data also came from the quantitative section of a post-workshop feedback survey asking to rate the effectiveness of each workshop. Qualitative data were gathered in several ways. Student interviews focused on asking how they defined creativity, shared reasons that motivated or inhibited them to practice creativity, and explained to what extent the workshops influenced them. Additional qualitative data came from student reflection essays and the qualitative section of a post-workshop feedback survey.
Research results suggested students gained an increased understanding in the importance of adopting a growth mindset, designating ‘creative’ as a critical identity and building confidence in their creative endeavors. The students’ interview and reflection essay data were consistent with the survey data. Finally, research results from the study highlighted the benefit of creativity training as a crucial, complementary, and iterative form of study in an academic setting allowing students to know themselves better and to prioritize their creative performances as part of their program learning outcomes. / Dissertation/Thesis / Doctoral Dissertation Educational Leadership and Policy Studies 2019
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Group Flow in the BYU Animation StudioDuncan, Jana Lynn 01 July 2016 (has links)
This dissertation encompasses three articles concerning Sawyer's (2007) theory of group flow in the context of higher education, including a literature review, and two interpretive studies. In the literature review and in the first interpretive research article, the results of the research illuminated the applicability of themes of group flow in collaborative settings in higher education in themes of vision, ownership and contribution, and communication. The final article provides a description of the roles of student lead and professor in this environment and the unique ways that they may have encouraged those themes in the studio. The context for this study was the BYU Animation Studio, using video footage of students working in the computer lab, in their Daily meetings, and video interviews with students and professors in the program. The footage focused on one year of the senior project, with a core group of students coordinating efforts to create an animated short. Students involved in the senior film were mostly juniors and seniors coming from different academic departments, including Fine Arts, Engineering, and Computer Science. In the descriptive article, we gained further insights into the experience of group flow in a higher education setting. Several of the themes from the data resonated with the literature on group flow. Students working on the project had both project and people-oriented goals. They took initiative to solve problems and work through personal conflicts with group decisions, and made efforts to share their knowledge with other students. As group members communicated, they often validated and built off of others' ideas, putting the interests of the group above personal interests. In the same context, using the same methods, we were able to observe ways that student leads and teachers tried to enhance the group experience. Student leads and teachers made different contributions in that respect. Student leads contributed the actual project vision, breaking up the project into tasks for which students could volunteer and take initiative. Student leads also promoted friendship and communication within the group. Professors taught collaboration skills, and supported student initiatives. Professors also provided opportunities for students to collaborate across departments, while practicing collaboration between faculty members.
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Using Perceptually Grounded Semantic Models to Autonomously Convey Meaning Through Visual ArtHeath, Derrall L. 01 June 2016 (has links)
Developing advanced semantic models is important in building computational systems that can not only understand language but also convey ideas and concepts to others. Semantic models can allow a creative image-producing-agent to autonomously produce artifacts that communicate an intended meaning. This notion of communicating meaning through art is often considered a necessary part of eliciting an aesthetic experience in the viewer and can thus enhance the (perceived) creativity of the agent. Computational creativity, a subfield of artificial intelligence, deals with designing computational systems and algorithms that either automatically create original and functional products, or that augment the ability of humans to do so. We present work on DARCI (Digital ARtist Communicating Intention), a system designed to autonomously produce original images that convey meaning. In order for DARCI to automatically express meaning through the art it creates, it must have its own semantic model that is perceptually grounded with visual capabilities.The work presented here focuses on designing, building, and incorporating advanced semantic and perceptual models into the DARCI system. These semantic models give DARCI a better understanding of the world and enable it to be more autonomous, to better evaluate its own artifacts, and to create artifacts with intention. Through designing, implementing, and studying DARCI, we have developed evaluation methods, models, frameworks, and theories related to the creative process that can be generalized to other domains outside of visual art. Our work on DARCI has even influenced the visual art community through several collaborative efforts, art galleries, and exhibits. We show that the DARCI system is successful at autonomously producing original art that is meaningful to human viewers. We also discuss insights that our efforts have contributed to the field of computational creativity.
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Win Kid: juguetes didácticos para niños / Win Kid: didactic toys for childrenAngulo Lopez, Michelle Carola, Gonzales Asto, Gloria Maria Stefany, Perca Rivera, Alicia Gisela 02 July 2019 (has links)
El proyecto WIN-KID, presenta un producto que ofrece ayudar a desarrollar las habilidades, a estimular la creatividad y el pensamiento científico para el usuario final, que son los niños. Además, resulta una manera diferente de aprender cursos de ciencias, ya que se trata de nuevas herramientas didácticas para innovar la enseña de ellos. Asimismo, se contará con una gran variedad de modelos diferentes, en un principio presentaremos los modelos de la Avioneta, la Locomotora y las Flores, posteriormente planeamos la ampliación de nuestra línea de producto.
Se tiene como objetivo la creación de una serie de valores para el segmento al que estamos dirigidos, ya que los productos satisfacen las necesidades de nuestros clientes que son las familias con hijos que se encuentren en un rango de edad de 7 a 14 años que viven actualmente en la ciudad de Lima Metropolitana. Asimismo, los juguetes WIN-KID brindan ciertas soluciones para poder aliviar la mayoría de las preocupaciones como la escasa variedad de juguetes didácticos, que los videojuegos invadan a los niños, juguetes tóxicos, el cuidado del medio ambiente, entre otros.
Es por ello, que se presenta al mercado una serie de juguetes didácticos funcionales hecho a base de cartón, los cuales tendrán sonidos y movimientos, y por el mismo hecho de ser armables, vendrá incorporado con un manual de instrucciones claras logrando que los niños despierten su imaginación. / The WIN-KID project presents a product that offers help to develop skills, to stimulate creativity and scientific thinking for the end user, which are children. In addition, it is a different way to learn science courses, since it is new teaching tools to innovate their teaching. Also, there will be a great variety of different models, initially we will present the models of the Light aircraft, the Locomotive and the Flowers, later we plan the expansion of our product line.
The objective is to create a series of values for the segment to which we are directed, since the products meet the needs of our customers who are families with children who are in an age range of 7 to 14 years living currently in the city of Lima Metropolitana. Also, WIN-KID toys provide certain solutions to alleviate most concerns such as the limited variety of educational toys, video games invade children, toxic toys, care for the environment, among others.
It is for this reason that a series of functional didactic toys made of cardboard are presented to the market, which will have sounds and movements, and for the same reason that they can be assembled, they will be incorporated with a clear instructions manual, making the children wake up your imagination. / Trabajo de investigación
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A proposed technique for ideation through artifact shape deviationsTräff, Oliver January 2019 (has links)
This paper proposes a new ideation technique for how to ideate using sketching and a generative design system based prototype tool. The technique is aimed to support ideation through the exploration of design shape deviations. The tool generates 3D model artifacts with variations in their shapes. The overall shape and deviations are based on a design concept specified by the user of the tool. These design artifacts are then used as a means to rediscover one's own design concepts through the theory of estrangement. A study was conducted where university-level design students tested the technique in a scenario where they were tasked with ideating product design solutions. The performed study (along with post-study interviews) revealed promising results where participants of the study described their experiences as fun and interesting. The design outcomes of the study display how participants worked and iterated on their conceptual artifacts. They explored different and new angles of the design space relative to their concepts by using the generated design artifacts. This may suggest that this technique, using computer-generated concept deviations can be a successful way of supporting ideation by expanding on one's design concepts, rediscovering concepts, moving beyond obvious solutions and iterating design concepts.
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Productivité et émergence du sens. L'exemple de la construction (all) X-ed out dans un corpus de blogs et de forums de discussion / Productivity and meaning emergence : the case of the (all) X-ed out construction in corpora of blogs and forumsHugou, Vincent 28 November 2013 (has links)
Cette thèse s’intéresse à une construction peu étudiée, mais fort productive, à savoir la construction [Xed out], exemplifiée par I’m all coffeed out. À partir de 1505 occurrences, nous analysons sa productivité, son fonctionnement et les interprétations tant sémantiques que pragmatiques qu’elle permet. La recherche prend comme point de départ deux constats exprimés dans la littérature : sa productivité, qui serait illimitée, et un sémantisme « plat », donné d’avance. L’hypothèse centrale que nous défendons est que la diversité matérielle des éléments qui instancient la construction ne peut que conduire, au contraire, à une grande complexité, sur les plans formel et sémantique. Notre recherche, qui s’inscrit dans le cadre des approches constructionnelles, se fonde sur des corpus de blogs et de forums, mais elle fait aussi appel à Google et aux locuteurs natifs. Dans le premier volet, nous nous attachons à mettre au jour les propriétés linguistiques de la construction et à expliquer les raisons de sa productivité. Les analyses effectuées révèlent un paysage plus varié et complexe que ce que laissent entendre les études à son sujet. Dans le second volet, la construction est étudiée en discours. Il s’agit de déterminer comment le locuteur répond à la complexité – sémantique et morphologique – qui s’offre à lui. Il apparaît, à travers des études de cas, que le locuteur est soumis à des contraintes linguistiques et non linguistiques, mais qu’il a aussi souvent la possibilité de les contourner, sous certaines conditions, ou de les transgresser, au prix d’effets plus ou moins heureux. Ce travail jette donc un éclairage neuf sur une construction très spécifique de l’anglais. Il donne également lieu à une réflexion méthodologique sur des phénomènes ténus, et sur le rôle des facteurs contextuels. Il se veut également une contribution à une réflexion sur la créativité linguistique, dont l’étude, si elle veut être complète, convoque des domaines aussi variés que la morphologie, la sémantique, la pragmatique, mais aussi la diachronie et l’analyse du discours. / This thesis focuses on a construction that, although highly productive, has received little academic attention, namely the [Xed out] construction found in I'm all coffeed out. Based on 1505 occurrences, this work will analyse the construction's productivity as well the way it operates, and the semantic and pragmatic interpretations that it allows. The study takes as its point of departure the following two assessments of the phenomenon, found in the literature: that its productivity is remarkable (and potentially limitless), and that its semantics is straightforward. The central hypothesis defended in this work is that, contrary to what is found in the literature, the diversity of elements that can provoke the construction must lead instead to a great deal of formal and semantic complexity. This research, which adopts a constructional approach, is based on corpora of blogs and forums, and also makes use of Google and the judgements of native speakers of English. Firstly, an up-to-date analysis of the linguistic properties of the construction is provided, in order to explain its productivity. The analyses undertaken paint a more varied and complex picture of the phenomenon than existing studies would lead us to understand. The second axis of study examines the construction in discourse, in order to determine how the speaker responds to semantic and morphological complexity. Based on case studies, it seems that the speaker is subject to linguistic and non-linguistic constraints, but that he/she is often able to circumvent them, under certain conditions, or to violate them, with felicitous or infelicitous consequences. This work therefore sheds new light on a very specific English construction. It also allows for extensive methodological discussion on how to address fine-grained phenomena, and on the role of contextual factors. The study also aims to contribute to a discussion concerning linguistic creativity which requires to bring together fields as varied as morphology, semantics and pragmatics, as well as the study of diachronic variation and discourse analysis.
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Evaluation de la méthode des personas en intervention corrective, préventive et prospective / Evaluation of persona method during corrective, preventive and prospective interventionsChristophe, Corinne 21 March 2014 (has links)
Cette thèse s’inscrit dans le cadre des recherches menées sur la méthode des personas. Modèles d’utilisateurs, les personas restituent de manière personnalisée des comportements, des attitudes ou encore des contextes d’usage. A ce titre, ils sont utilisés dans le domaine de la conception de produits numériques. Nous proposons, plus largement, de les mobiliser au cours d’interventions axées sur la santé des salariés et la performance des systèmes. En effet, les personas sont considérés dans la littérature comme un outil puissant de génération et de sélection des idées. De plus, les travaux menés principalement en psychologie de la créativité permettent de penser que les personas sont effectivement susceptibles d’améliorer les performances créatives des acteurs impliqués dans un processus de transformation ou de conception. Néanmoins, très peu de recherches ont porté sur cet aspect. La question est donc d’établir la capacité des personas à générer des idées nouvelles et adaptées. Cinq études ont été conduites pour répondre à cette question. Elles montrent que les personas ne se distinguent pas des autres sources d’inspiration étudiées par le nombre d’idées générées. Leur apport fondamental se situe au niveau de la nature des idées produites et de leur capacité à instrumenter la sélection de ces idées. De plus, les personas soutiennent la construction de représentations communes, la simulation langagière et l’activité argumentative dans les groupes de travail. Ces résultats confirment l’utilité du recours aux personas dans un processus de transformation ou de conception. Ils ouvrent des perspectives sur un enrichissement de l’intervention / This thesis is part of the research on personas. As user models, personas restore in a personalized way, behaviors, attitudes or contexts of use. Thus, they are commonly used in the field of digital product design. We propose using them in a broader context i.e in interventions focused in occupational health and systems performance. In the literature on personas they are considered as a powerful tool for idea generation and idea selection. In addition, the research mainly in the domain of the psychology of creativity shows that personas are actually likely to improve creative performance. However, very few studies have focused on this aspect. The question is to establish whether the personas are able to generate new and relevant ideas. Five studies were carried out to answer this question. They indicate that personas do not generate more ideas than other sources of inspiration taken into consideration. Their fundamental contribution lies in the nature of the ideas generated and in their ability to orchestrate the selection of these ideas. Moreover, personas support the construction of common representations, the simulation activity and the discussion in the working groups. These results confirm the contribution of personas to a transformation or design process. They allow us to open up perspectives for an enrichment of the intervention
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