Abstract: This paper gives insights into the research project “InnoCyFer” (in the form of an outlook) which is funded by the German Federal Ministry of Economics and Technology. Enabling the integrated customer individual product design as well as flexible manufacturing of these products are the main objectives of the project. To achieve this, a web-based Open Innovation-Platform containing an integrated Toolkit will be developed. This toolkit enables the active integration of the customer’s creativity and potentials of innovation in the product development process. Furthermore, the project will show the chances and possibilities of customer individualized products by building and examining the continuous process from innovation through the customers to the flexible manufacturing of individual products.
Abstract: This research is conducted in order to 1) study the result of applying “Active Learning” in general education subject to develop creativity 2) explore problems and obstacles in applying Active Learning in general education subject to improve the creativity in 1780 undergraduate students who registered this subject in the first semester 2013. The research is implemented by allocating the students into several groups of 10 -15 students and assigning them to design the activities for society under the four main conditions including 1) require no financial resources 2) practical 3) can be attended by every student 4) must be accomplished within 2 weeks. The researcher evaluated the creativity prior and after the study. Ultimately, the problems and obstacles from creating activity are evaluated from the open-ended questions in the questionnaires. The study result states that overall average scores on students’ ability increased significantly in terms of creativity, analytical ability and the synthesis, the complexity of working plan and team working. It can be inferred from the outcome that active learning is one of the most efficient methods in developing creativity in general education.
Abstract: Chord formation in western music notations is an intelligent art form which is learnt over the years by a musician to acquire it. Still it is a question of creativity that brings the perfect chord sequence that matches music score. This work focuses on the process of forming chords using a custom-designed knowledgebase (KB) of Music Expert System. An optimal Chord-Set for a given music score is arrived by using the chord-pool in the KB and the finding the chord match using Jusic Distance (JD). Conceptual Graph based knowledge representation model is followed for knowledge storage and retrieval in the knowledgebase.
Abstract: New conceptualizations were introduced to address the emerging need to develop innovativeness and creativity attitudes in future engineering professional. Thus, entrepreneurial engineering education needs an environment where future engineers can be formed through practical learning and the interaction with forces, ideas and inspirations, in the final perspective of effectively identifying, acquiring, developing, and transferring technology into new business products and services. This paper aims to investigate the characteristics of a successful entrepreneur for engineering students. A questionnaire was used to measure the level of entrepreneurial competencies. The questionnaire was based on the Personal Entrepreneurial Competence Model, developed by McClelland Individual. Participants were recruited from the final year students of eight programs under the Faculty of Engineering. Of the 432 questionnaires distributed, 210 were collected back, giving a response rate of approximately 49%. Findings suggest that final year engineering students have respectable entrepreneurial attitudes and behaviors, and are competent to be engineerpreneur. The study also recommended that we need an environment that does not insist that engineers become entrepreneurs, but one where the two can meet, and business leaders can organize our nation effectively.
Abstract: Creative design requires new approaches to assessment
in vocational and technological education. To date, there has been little
discussion on instruments used to evaluate dies produced by students
in vocational and technological education. Developing a generic
instrument has been very difficult due to the diversity of creative
domains, the specificity of content, and the subjectivity involved in
judgment. This paper presents an instrument for measuring the
creativity in the design of products by expanding the Consensual
Assessment Technique (CAT). The content-based scale was evaluated
for content validity by 5 experts. The scale comprises 5 criteria:
originality; practicability; precision; aesthetics; and exchangeability.
Nine experts were invited to evaluate the dies produced by 38 college
students who enrolled in a Product Design and Development course.
To further explore the degree of rater agreement, inter-rater reliability
was calculated for each dimension using Kendall's coefficient of
concordance test. The inter-judge reliability scores achieved
significance, with coefficients ranging from 0.53 to 0.71.
Abstract: This qualitative, quantitative mixed-method study explores how students- motivation and interest in creative hands-on activities affected their conceptual understanding of science. The objectives of this research include developing a greater understanding about how creative activities, incorporated into the classroom as instructional strategies, increase student motivation and their learning or mastery of science concepts. The creative activities are viewed as a motivational tool, a specific type of task, which have an impact on student goals. Pre-and-post tests, pre-and-post interviews, and student responses measure motivational-goal theory variables, interest in the activity, and conceptual change. Implications for education and future research will be discussed.
Abstract: Creativity is often based on an unorthodox
recombination of knowledge; in fact: 80% of all innovations use
given knowledge and put it into a new combination. Cross-industry
innovations follow this way of thinking and bring together problems
and solution ideas from different industries. Therefore analogies and
search strategies have to be developed. Taking this path, the
questions where to search, what to search and how to search have to
be answered. Afterwards, the gathered information can be used
within a planned search process. Identified solution ideas have to be
assessed and analyzed in detail for the success promising adaption
planning.
Abstract: Classes on creativity, innovation, and entrepreneurship
are becoming quite popular at universities throughout the world.
However, it is not easy for business students to get involved to
innovative activities, especially patent application. The present study
investigated how to enhance business students- intention to participate
in innovative activities and which incentives universities should
consider. A 22-item research scale was used, and confirmatory factor
analysis was conducted to verify its reliability and validity. Multiple
regression and discriminant analyses were also conducted. The results
demonstrate the effect of growth-need strength on innovative behavior
and indicate that the theory of planned behavior can explain and
predict business students- intention to participate in innovative
activities. Additionally, the results suggest that applying our proposed
model in practice would effectively strengthen business students-
intentions to engage in innovative activities.
Abstract: This paper introduces a framework that aims to
support the design and development of mobile services. The
traditional innovation process and its supporting instruments in form
of creativity tools, acceptance research and user-generated content
analysis are screened for potentials for improvement. The result is a
reshaped innovation process where acceptance research and usergenerated
content analysis are fully integrated within a creativity
tool. Advantages of this method are the enhancement of design
relevant information for developers and designers and the possibility
to forecast market success.
Abstract: Since 1992, year where Hugo de Garis has published
the first paper on Evolvable Hardware (EHW), a period of intense
creativity has followed. It has been actively researched, developed
and applied to various problems. Different approaches have been
proposed that created three main classifications: extrinsic, mixtrinsic
and intrinsic EHW. Each of these solutions has a real interest.
Nevertheless, although the extrinsic evolution generates some
excellent results, the intrinsic systems are not so advanced. This
paper suggests 3 possible solutions to implement the run-time
configuration intrinsic EHW system: FPGA-based Run-Time
Configuration system, JBits-based Run-Time Configuration system
and Multi-board functional-level Run-Time Configuration system.
The main characteristic of the proposed architectures is that they are
implemented on Field Programmable Gate Array. A comparison of
proposed solutions demonstrates that multi-board functional-level
run-time configuration is superior in terms of scalability, flexibility
and the implementation easiness.
Abstract: Although a picture can be automatically a graphic
work, but especially in the field of graphics and images based on the
idea of advertising and graphic design will be prepared and
photographers to realize the design using his own knowledge and
skills to help does. It is evident that knowledge of photography,
photographer and designer of the facilities, fields of reaching a
higher level of quality offers. At the same time do not have a graphic
designer is also skilled photographer, but can execute your idea may
delegate to an expert photographer. Using technology and methods in
all fields of photography, graphic art may be applicable. But most of
its application in Iran, in works such as packaging, posters, Bill
Board, advertising, brochures and catalogs are. In this study, we
review how the images and techniques in the chart should be used in
Iranian graphic photo what impact has left. Using photography
techniques and procedures can be designed and helped advance the
goals graphic. Technique could not determine the idea. But what is
important to think about design and photography and his creativity
can flourish as a tool to be effective graphic designer in mind.
Computer software to help it's very promotes creativity techniques
shall graphic designer but also it is as a tool. Using images in various
fields, especially graphic arts and only because it is not being
documented, but applications are beautiful. As to his photographic
style from today is graphics. Graphic works try to affect impacts on
their audience. Hence the photo as an important factor is attention.
The other hand saw the man with the extent of forgiving and
understanding people's image, instead of using the word to your files,
allows large messages and concepts should be sent in the shortest
time. Posters, advertisements, brochures, catalog and packaging
products very diverse agricultural, industrial and food could not be
self-image. Today, the use of graphic images for a big score and the
photos to richen the role graphic design plays a major.
Abstract: This paper reports on an effort to address the issue of
inequality in girls- and women-s access to science, engineering and
technology (SET) education and careers through raising awareness on
SET among secondary school girls in South Africa. Girls participated
in hands-on high-tech rapid prototyping environment of a fabrication
laboratory that was aimed at stimulating creativity and innovation as
part of a Fab Kids initiative. The Fab Kids intervention is about
creating a SET pipeline as part of the Young Engineers and Scientists
of Africa Initiative.The methodology was based on a real world
situation and a hands-on approach. In the process, participants
acquired a number of skills including computer-aided design,
research skills, communication skills, teamwork skills, technical
drawing skills, writing skills and problem-solving skills. Exposure to
technology enhanced the girls- confidence in being able to handle
technology-related tasks.
Abstract: In the time of globalisation, growing uncertainty, ambiguity and change, traditional way of doing business are no longer sufficient and it is important to consider non-conventional methods and approaches to release creativity and facilitate innovation and growth. Thus, creative industries, as a natural source of creativity and innovation, draw particular attention. This paper explores feasibility of building creative partnerships between creative industries and business and brings attention to mutual benefits derived from such partnerships. Design/approach - This paper is a theoretical exploration of projects, practices and research findings addressing collaboration between creative industries and business. Thus, it concerns creative industries, arts, business and its representatives in order to define requirements for creative partnerships to work and succeed. Findings – Current practices in engaging into arts-business partnerships are still very few, although most of creative partnerships proved to be highly valuable and mutually beneficial. Certain conditions shall be provided in order to benefit from arts-business creative synergy. Originality/value- By integrating different sources of literature, this article provides a base for conducting empirical research in several dimensions within arts-business partnerships.
Abstract: The study is about the designed and decorative fabric printing that derived from the Five-color porcelain (Benjarong). The
researcher examined the pattern and creativity of the decorative design
of the Five-color porcelain (Benjarong) by the artists in order to apply
for contemporary arts so that young generation will acknowledge the
importance of the Five-color porcelain (Benjarong). The research methodology is both quantitative and qualitative. The researcher
conducted an in-depth interview with the operator of five-color
porcelain (Benjarong) at Ampawa, Samutsongkram. The information
from the interview can be useful and implemented for designing the
fabric patterns. The researcher found that there were many formats
and designs of the Five-color porcelain (Benjarong) from the past to the present. Its unique design can be applied for the fabric patterns
and ready-to-wear clothes properly. After advertising and showing
the work of the Five-color porcelain (Benjarong) publicly, there were
more young people interested in the Five-color porcelain (Benjarong)
than expected which exceeded the objective with positive attitudes
towards the Five-color porcelain (Benjarong).
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: The paper proposes a new concept in developing
collaborative design system. The concept framework involves
applying simulation of supply chain management to collaborative
design called – 'SCM–Based Design Tool'. The system is developed
particularly to support design activities and to integrate all facilities
together. The system is aimed to increase design productivity and
creativity. Therefore, designers and customers can collaborate by the
system since conceptual design. JAG: Jewelry Art Generator based
on artificial intelligence techniques is integrated into the system.
Moreover, the proposed system can support users as decision tool
and data propagation. The system covers since raw material supply
until product delivery. Data management and sharing information are
visually supported to designers and customers via user interface. The
system is developed on Web–assisted product development
environment. The prototype system is presented for Thai jewelry
industry as a system prototype demonstration, but applicable for
other industry.
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: The results obtained after incorporating the competence “creativity" to the subject Technical Drawing of the first course of the Degree in Forestry, Technical University of Madrid, are presented in this study.At first, learning activities which could serve two functions at the same time -developing students- creativity and developing other specific competences of the subject- were considered. Besides, changes in the assessment procedure were made and a method which analyzes two aspects of the assessment of the competence creativity was established. On the one hand, the products are evaluated by analyzing the outcomes obtained by students in the essays suggested and by establishing a parameter to assess the creativity expressed in those essays. On the other, an assessment of the student is directly carried out through a psychometric test which has been previously chosen by the team.Moreover, these results can be applied to similar or could be of general application.
Abstract: The paper proposes a new concept in developing
collaborative design system. The concept framework involves
applying simulation of supply chain management to collaborative
design called – 'SCM–Based Design Tool'. The system is developed
particularly to support design activities and to integrate all facilities
together. The system is aimed to increase design productivity and
creativity. Therefore, designers and customers can collaborate by the
system since conceptual design. JAG: Jewelry Art Generator based
on artificial intelligence techniques is integrated into the system.
Moreover, the proposed system can support users as decision tool
and data propagation. The system covers since raw material supply
until product delivery. Data management and sharing information are
visually supported to designers and customers via user interface. The
system is developed on Web–assisted product development
environment. The prototype system is presented for Thai jewelry
industry as a system prototype demonstration, but applicable for
other industry.
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.