000 03795nam a22004575i 4500
999 _c200433656
_d51868
003 DE-He213
005 20231104114159.0
007 cr nn 008mamaa
008 150402s2015 xxk| s |||| 0|eng d
020 _a9781447166818
_z978-1-4471-6681-8
024 7 _a10.1007/978-1-4471-6681-8
_2doi
040 _aTR-AnTOB
_beng
_cTR-AnTOB
_erda
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZG
_2bicssc
072 7 _aCOM070000
_2bisacsh
072 7 _aUYZG
_2thema005.437
_2234.019
_223
245 1 0 _aCreativity in the Digital Age /
_cedited by Nelson Zagalo, Pedro Branco.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2015.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _aSpringer Series on Cultural Computing,
_x2195-9056
505 0 _aPreface -- Part I: Fundamentals of Digital Creativity -- The Creative Revolution that is Changing the World -- The Internet is Ancient, Small Steps are Important and Four Other Theses About Making Things in a Digital World -- Creating Creative Technologists: Playing with(in) Education -- Part II: Expressive Processes -- Playing With Puzzling Philosophical Problems -- The Creative Manipulation of Time Through Digital Personal Narratives -- Interaction Aesthetics and Ubiquitous Music -- Part III: Co-creation and Collaboration -- An Enactive Model of Creativity for Computational Collaboration and Co-Creation -- Creative Collaboration in Young Digital Creative Communities -- When Ideas Generate Value: How Lego Profitably Democratized its Relationship with Fans.-Communication in Crowdfunding Platforms -- Part IV: Makers and Players -- Fabricating Futures: Envisioning Scenarios for Home Fabrication -- Play Platforms for Children’s Creativity -- Game Design with Portfolios and Creative Skills -- Author Biographies.
520 _aThis edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments. Since we rely on our senses to understand our world, perhaps of more significance is that technologies through 3D printing are returning from the digital to the physical world. Written by an interdisciplinary group of researchers this thought provoking book will appeal to academics and students from a wide range of backgrounds working or interested in the technologies that are shaping our experiences of the future. .
650 0 _aComputer science.
650 0 _aInformation systems.
650 1 4 _aUser Interfaces and Human Computer Interaction.
_0http://scigraph.springernature.com/things/product-market-codes/I18067
650 2 4 _aComputer Appl. in Arts and Humanities.
_0http://scigraph.springernature.com/things/product-market-codes/I23036
650 2 4 _aComputers and Society.
_0http://scigraph.springernature.com/things/product-market-codes/I24040
700 1 _aZagalo, Nelson.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aBranco, Pedro.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
856 4 0 _3Springer eBooks
_zOnline access link to the resource
_uhttps://doi.org/10.1007/978-1-4471-6681-8
942 _2lcc
_cEBK
041 _aeng