Abstract: Today, the working areas put forward the administration of change. In order to provide this; it is required from the organizations to be creative. Professional creativity in offices depends on an environment that enables the development of the organization only after the individual or collective exertions within the organization. By providing this environment, the organization will gain efficiency, productivity, and work pleasure. In order to bring up the workforce appropriate to the related expectations, the professional creativity of the office management and secretarial profession candidates should be evaluated, education programs appropriate to this and related directly with the service quality should be prepared and the future of this profession should be directed. The aim of this study is to ensure the attention to improve the prepared education program as well as the creative thoughts and their applications, when carrying out an office management and secretarial training. 144 students took place in this research and a questionnaire of 48 questions was carried out.
Abstract: In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.
Abstract: This article is a piece of the doctoral thesis
"Syncretism of traditional Kazakh culture in the light of the
innovation direction of circus and choreographic art of Kazakhstan
and its integration into the world civilization", and reveals the
features of the creative personalities of the traditional culture of
shamans, sals, seris, paluans in the comparative characteristic of the
European histriones and Russian skomorokhs.
Abstract: Does open ended creative technology give positive impact in learning design? Although there are many researchers had examined on the impact of technology on design education but there are very few conclusive researches done on the impact of open ended used of software to learning design. This paper sought to investigate a group of student-s experience on relatively wider range of software application within the context of design project. A typography design project was used to create a learning environment with the aim of inculcate design skills into the learners and increase their creative problem-solving and critical thinking skills. The methods used in this study were questionnaire survey and personal observation which will be focus on the individual and group response during the completion of the task.
Abstract: The lifelong learning is a crucial element in the
modernization of European education and training systems. The most
important actors in the development process of the lifelong learning
are the trainers, whose professional characteristics need new
competences and skills in the current labour market. The main
objective of this paper is to establish an importance ranking of the
new competences, capabilities and skills that the lifelong learning
Spanish trainers must possess nowadays. A wide study of secondary
sources has allowed the design of a questionnaire that organizes the
trainer-s skills and competences. The e-Delphi method is used for
realizing a creative, individual and anonymous evaluation by experts
on the importance ranking that presents the criteria, sub-criteria and
indicators of the e-Delphi questionnaire. Twenty Spanish experts in
the lifelong learning have participated in two rounds of the e-
DELPHI method. In the first round, the analysis of the experts-
evaluation has allowed to establish the ranking of the most
importance criteria, sub-criteria and indicators and to eliminate the
least valued. The minimum level necessary to reach the consensus
among experts has been achieved in the second round.
Abstract: In recent years, IT convergence technology has been developed to get creative solution by combining robotics or sports science technology. Object detection and recognition have mainly applied to sports science field that has processed by recognizing face and by tracking human body. But object detection and recognition using vision sensor is challenge task in real world because of illumination. In this paper, object detection and recognition using vision sensor applied to sports simulator has been introduced. Face recognition has been processed to identify user and to update automatically a person athletic recording. Human body has tracked to offer a most accurate way of riding horse simulator. Combined image processing has been processed to reduce illumination adverse affect because illumination has caused low performance in detection and recognition in real world application filed. Face has recognized using standard face graph and human body has tracked using pose model, which has composed of feature nodes generated diverse face and pose images. Face recognition using Gabor wavelet and pose recognition using pose graph is robust to real application. We have simulated using ETRI database, which has constructed on horse riding simulator.
Abstract: In general architecture means the art of creating the
space. Comprehensive and complete body which is created by a
creative and purposeful thought to respond the human needs.
Professionally, architecture is the are of designing and
comprehensive planning of physical spaces that is created for
human-s productivity. The purpose of architectural design is to
respond the human needs which is appeared in physical frame.
Human in response to his needs is always looking to achieve comfort.
Throughout history of human civilization this relative comfort has
been inspired by nature and assimilating the facility and natural
achievement in the format of artifact patterns base on the nature, so
that it is achieved in this comfort level and invention of these factors.
All physical factors like regional, social and economical factors are
made available to human in order to achieve a specific goal and are
made to gain an ideal architecture to respond the functional needs and
consider the aesthetics and elemental principles and pay attention to
residents- comfort. In this study the Persian architecture with
exploiting and transforming the energies into the requisite energies of
architecture spaces and importing fuel products, utilities, etc, in order
to achieve a relative comfort level will be investigated. In this paper
the study of structural and physical specialties of traditional houses in
desert regions and Central Plateau of Iran gave us this opportunity to
being more familiar with important specialties of energy productivity
in architecture body of traditional houses in these regions specially
traditional houses of Kashan and in order to use these principles to
create modern architectures in these regions.
Abstract: Knowledge development in companies relies on
knowledge-intensive business processes, which are characterized by
a high complexity in their execution, weak structuring,
communication-oriented tasks and high decision autonomy, and often the need for creativity and innovation. A foundation of knowledge development is provided, which is based on a new conception of
knowledge and knowledge dynamics. This conception consists of a three-dimensional model of knowledge with types, kinds and qualities. Built on this knowledge conception, knowledge dynamics is
modeled with the help of general knowledge conversions between
knowledge assets. Here knowledge dynamics is understood to cover
all of acquisition, conversion, transfer, development and usage of
knowledge. Through this conception we gain a sound basis for
knowledge management and development in an enterprise. Especially
the type dimension of knowledge, which categorizes it according to
its internality and externality with respect to the human being, is crucial for enterprise knowledge management and development,
because knowledge should be made available by converting it to
more external types.
Built on this conception, a modeling approach for knowledgeintensive
business processes is introduced, be it human-driven,e-driven or task-driven processes. As an example for this approach, a model of the creative activity for the renewal planning of
a product is given.
Abstract: Design, as an area of knowledge, is subject to changes that affect it through different approaches, both theoretical and practical; its include matters related with responsibility, environment, social worries, and things alike. Commensurately, such contemporary aspects open room for social initiatives. This scenario begins to be looked at, especially in creative communities. Such proposal for a systemic approach of design is seen as a way to involve the stakeholders in the processes of investigation and of social innovation, which can decisively contribute for the development of traditional local communities. As a theoretical basis for the research, this paper outlines some especial features of design and social innovation, in their particular and in their complementary aspects, as well as in the way they relate with each other.
Abstract: This paper reports a case study on how a conceptual
and analytical thinking approach was used in Art and Design Department at Multimedia University (Malaysia) in addressing the
issues of one nation and its impact in the society through artworks. The art project was designed for students to increase the know-how
and develop creative thinking in design and communication. Goals of the design project were: (1) to develop creative thinking in design
and communication, (2) to increase student understanding on the
process of problem solving for design work, and (3) to use design
elements and principles to generate interest, attention and emotional responses. An exhibition entitled "One Nation" was showcased to
local and international viewers consisting of the general public, professionals, academics, artists and students. Findings indicate that the project supported several visual art standards, as well as
generated awareness in the society. This project may be of interest to
current and future art educators and others interested in the potential
of utilizing global issues as content for art, community and environment studies for the purpose of educational art.
Abstract: In our current political climate of assessment and
accountability initiatives we are failing to prepare our children for a
participatory role in the creative economy. The field of education is
increasingly falling prey to didactic methodologies which train a
nation of competent test takers, foregoing the opportunity to educate
students to find problems and develop multiple solutions. No where is
this more evident than in the area of art education. Due to a myriad of
issues including budgetary shortfalls, time constraints and a general
misconception that anyone who enjoys the arts is capable of teaching
the arts, our students are not developing the skills they require to
become fully literate in critical thinking and creative processing.
Although art integrated curriculum is increasingly being viewed as a
reform strategy for motivating students by offering alternative
presentation of concepts and representation of knowledge acquisition,
misinformed administrators are often excluding the art teacher from
the integration equation. The paper to follow addresses the problem
of the need for divergent thinking and conceptualization in our
schools. Furthermore, this paper explores the role of education, and
specifically, art education in the development of a creatively literate
citizenry.
Abstract: The importance of happiness understanding research is caused by cardinal changes experiences in system of people values in the post-Soviet countries territory. «The time of changes», which characterized with destruction of old values and not creativeness of new, stimulating experiences by the person of existential vacuum. The given research is actual not only in connection with sense formation, but also in connection with necessity creatively to adapt in integrative space. According to numerous works [1,2,3], we define happiness as the peak experience connected with satisfaction correlated system of needs, dependent on style of subject's coping behavior.
Abstract: The purposes of this paper are to (1) promote excellence in computer science by suggesting a cohesive innovative approach to fill well documented deficiencies in current computer science education, (2) justify (using the authors' and others anecdotal evidence from both the classroom and the real world) why this approach holds great potential to successfully eliminate the deficiencies, (3) invite other professionals to join the authors in proof of concept research. The authors' experiences, though anecdotal, strongly suggest that a new approach involving visual modeling technologies should allow computer science programs to retain a greater percentage of prospective and declared majors as students become more engaged learners, more successful problem-solvers, and better prepared as programmers. In addition, the graduates of such computer science programs will make greater contributions to the profession as skilled problem-solvers. Instead of wearily rememorizing code as they move to the next course, students will have the problem-solving skills to think and work in more sophisticated and creative ways.
Abstract: Never has a revolution affected all aspects of
humanity as the communication revolution during the past two
decades. This revolution, with all its advances and utilities, swept the
world thus becoming an integral part of our lives, hence giving way
to emerging applications at the social, economic, political, and
educational levels. More specifically, such applications have changed
the delivery system through which learning is acquired by students.
Interaction with educators, accessibility to content, and creative
delivery options are but a few facets of the new learning experience
now being offered through the use of technology in the educational
field. With different success rates, third world countries have tried to
pace themselves with use of educational technology in advanced
parts of the world. One such country is the small rich-oil state of
Kuwait which has tried to adopt the e-educational model, however,
an evaluation of such trial is yet to be done. This study aimed to fill
the void of research conducted around that topic. The study explored
students' acceptance of incorporating communication technologies in
higher education in Kuwait. Students' responses to survey questions
presented an overview of the e-learning experience in this country,
and drew a framework through which implications and suggestions
for future research were discussed to better serve the advancement of
e-education in developing countries.
Abstract: Employees commitments of vision and mission of
organization is effected due to manager’s executes by approach of
leadership The leaders who have attributions like vision, confidence
and correctitude, sharing and participation, creativeness, progressive
learning –improvement and responsibility are effective to increase
organizational commitment if they are sensitive to expectation and
requirement of employees in an organization. Studies about
organizational commitment appear results that employees who have
strong organizational commitment have the most contribution. In this
study, “Leadership” and “Organizational Commitment” conduct
surveys to 31 employees of Ahmet Özdemir Nak. Tic. San. A.Ş.
which has operations in road and railway transportation sector. It is
analyzed the effects of leadership approach to organizational
commitment deals with result of survey.
Abstract: In the given article the creative arts is being
investigated in the modern era and from the aspect of the artistic
interrelationship, having created by the character of his personality
and as the viewer. A study in the identity formation terms, the
definition of its being unique, unity and similarity as a global issue of
the XXI century has been conducted by the analyzing the definitions
which characterize the human nature in the arts. Spiritual universality
and human existence have been considered in the art system as a
human who is a creator, as the man hero and as the character who is
the recipient as well as the analyses which have been conducted
along with the worldwide cultural and historical processes.
Abstract: Jordan exerts many efforts to nurture their academically gifted students in special schools since 2001. During
the past nine years of launching these schools, their learning and excellence environments were believed to be distinguished compared
to public schools. This study investigated the environments of gifted
students compared with other non-gifted, using a survey instrument
that measures the dimensions of family, peers, teachers, school- support, society, and resources –dimensions rooted deeply in supporting gifted education, learning, and achievement. A total
number of 109 were selected from excellence schools for
academically gifted students, and 119 non-gifted students were selected from public schools. Around 8.3% of the non-gifted students
reported that they “Never" received any support from their surrounding environments, 14.9% reported “Seldom" support, 23.7% reported “ Often" support, 26.0% reported “Frequent" support, and
32.8% reported “Very frequent" support. Where the gifted students reported more “Never" support than the non-gifted did with 11.3%,
“Seldom" support with 15.4%, “Often" support with 26.6%,
“Frequent" support with 29.0%, and reported “Very frequent" support less than the non-gifted students with 23.6%. Unexpectedly,
statistical differences were found between the two groups favoring
non-gifted students in perception of their surrounding environments
in specific dimensions, namely, school- support, teachers, and society. No statistical differences were found in the other dimensions
of the survey, namely, family, peers, and resources. As the
differences were found in teachers, school- support, and society, the
nurturing environments for the excellence schools need to be revised to adopt more creative teaching styles, rich school atmosphere and
infrastructures, interactive guiding for the students and their parents, promoting for the excellence environments, and re-build successful
identification models. Thus, families, schools, and society should
increase their cooperation, communication, and awareness of the
gifted supportive environments. However, more studies to investigate
other aspects of promoting academic giftedness and excellence are recommended.
Abstract: The purpose of this study was to investigate the
relationships among students- process of study, creative self-efficacy
and creativity while attending college. A total of 60 students enrolled
in Hsiuping Institute of Technology in central Taiwan were selected as
samples for the study. The instruments for this study included three
questionnaires to explore the aforesaid aspects.
This researchers tested creative self-efficacy and process of study,
and creativity with Pearson correlation and hierarchical regression
analyses. The major findings of this research are (1) the process of
study had direct positive predictability on creativity, and (2) the
relationship between process of study and creativity is partially
mediated by creative self-efficacy.
Abstract: The cyberspace is an instrument through which
internet users could get new experiences. It could contribute to foster
one-s own growth, widening cognitive, creative and communicative
abilities and promoting relationships. In the cyberspace, in fact, it is
possible to create virtual learning communities where internet users
improve their interpersonal sphere, knowledge and skills. The main
element of e-learning is the establishment of online relationships, that
are often collaborative.
Abstract: The original idea for a feature film may come from a
writer, director or a producer. Director is the person responsible for
the creative aspects, both interpretive and technical, of a motion
picture production in a film. Director may be shot discussing his
project with his or her cowriters, members of production staff, and
producer, and director may be shown selecting locales or
constructing sets. All these activities provide, of course, ways of
externalizing director-s ideas about the film. A director sometimes
pushes both the film image and techniques of narration to new artistic
limits, but main responsibility of director is take the spectator to an
original opinion in his philosophical approach. Director tries to find
an artistic angle in every scene and change screenplay into an
effective story and sets his film on a spiritual and philosophical base.