派博傳思國際中心

標(biāo)題: Titlebook: Creativity in the Digital Age; Nelson Zagalo,Pedro Branco Book 2015 The Editor(s) (if applicable) and The Author(s), under exclusive licen [打印本頁]

作者: Entangle    時(shí)間: 2025-3-21 16:48
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書目名稱Creativity in the Digital Age影響因子(影響力)學(xué)科排名




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書目名稱Creativity in the Digital Age被引頻次學(xué)科排名




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作者: 透明    時(shí)間: 2025-3-21 21:49

作者: SNEER    時(shí)間: 2025-3-22 03:59

作者: 殺子女者    時(shí)間: 2025-3-22 04:35

作者: 跳脫衣舞的人    時(shí)間: 2025-3-22 11:08

作者: Scintillations    時(shí)間: 2025-3-22 16:44
Interaction Aesthetics and Ubiquitous Musicus music. We discuss the theoretical and methodological issues raised by both perspectives and highlight the similarities and differences among the two approaches. Through the analysis of a series of experiments, a common theme emerges: relational properties may provide a useful target for creativit
作者: Scintillations    時(shí)間: 2025-3-22 19:10

作者: 陳腐的人    時(shí)間: 2025-3-22 21:26

作者: 枯燥    時(shí)間: 2025-3-23 01:58

作者: 跟隨    時(shí)間: 2025-3-23 05:36

作者: 變量    時(shí)間: 2025-3-23 13:03
Fabricating Futures: Envisioning Scenarios for Home Fabrication Technologyalize it. The scope of activities and practices that fit under the heading of Maker Culture is vast: woodworking, electronic prototyping, robotics, urban farming, software development, fire-art, weaving, circuit-bending, citizen science, prop-making, cosplay, reenactment, soapbox racer rallies, home
作者: nephritis    時(shí)間: 2025-3-23 17:08

作者: 駁船    時(shí)間: 2025-3-23 18:11

作者: caldron    時(shí)間: 2025-3-24 01:02

作者: EVADE    時(shí)間: 2025-3-24 05:53
inverse problems and theoretical imagingr sounding objects. Creative technologies have always been the basis for human expressivity: to sustain self-realization, to raise self-esteem, to increase community bonds, and to create a better society. Also understanding technology as “anything useful invented by a mind” (Kelly, What technology w
作者: Blemish    時(shí)間: 2025-3-24 09:18

作者: 系列    時(shí)間: 2025-3-24 12:44

作者: grudging    時(shí)間: 2025-3-24 18:55

作者: 敲詐    時(shí)間: 2025-3-24 21:43
Zur Geschichte der Wirtschaftsinformatik,heir childhood photos in Facebook or writing their opinions or stories on a blog as an example. These digital narratives reflect the narrators’ notions about their identities and circumstances in different timeframes (present, past and future). They can also come to influence others and make them al
作者: 引起痛苦    時(shí)間: 2025-3-25 02:49

作者: 發(fā)電機(jī)    時(shí)間: 2025-3-25 06:13

作者: agnostic    時(shí)間: 2025-3-25 11:18
,Weinhaltige und wein?hnliche Getr?nke,fer to these contexts as a starting point for exploring creativity and innovation. These fairs are quite similar to film festivals, even if there are no real actors or celebrities there. Instead, we find large screens, consoles, new forms of entertainment, and the players (the visitors to the fair)
作者: 上流社會(huì)    時(shí)間: 2025-3-25 14:04

作者: 他一致    時(shí)間: 2025-3-25 17:52
,Weinhaltige und wein?hnliche Getr?nke,ce at different contexts of the citizens’ lives. Searching a job, being in touch with people who are far away, being informed about issues of interest, streaming videos, listening to music, buying and or reading books and cocreating documents are all activities now performed online by most of the 40
作者: 真繁榮    時(shí)間: 2025-3-25 20:52
,Weinhaltige und wein?hnliche Getr?nke,alize it. The scope of activities and practices that fit under the heading of Maker Culture is vast: woodworking, electronic prototyping, robotics, urban farming, software development, fire-art, weaving, circuit-bending, citizen science, prop-making, cosplay, reenactment, soapbox racer rallies, home
作者: 拍下盜公款    時(shí)間: 2025-3-26 03:42

作者: inculpate    時(shí)間: 2025-3-26 07:32
Scattering Amplitude and Its Properties, digital media literacy of young people is developed, tested and evaluated. It brings together art and technology education accompanied by a specific mentoring concept including portfolios. The project realizes an education-through-art approach to technology in five thematic media modules such as ro
作者: arcane    時(shí)間: 2025-3-26 08:57

作者: 冒煙    時(shí)間: 2025-3-26 15:00
Springer Series on Cultural Computinghttp://image.papertrans.cn/c/image/239599.jpg
作者: recession    時(shí)間: 2025-3-26 19:32
https://doi.org/10.1007/978-1-4471-6681-8Computational creativity; Creative Technologies; Digital Arts; Digital Creativity; Digital Society
作者: 業(yè)余愛好者    時(shí)間: 2025-3-26 21:20

作者: Antagonism    時(shí)間: 2025-3-27 01:24

作者: IST    時(shí)間: 2025-3-27 07:12

作者: Collar    時(shí)間: 2025-3-27 10:17
The Internet Is Ancient, Small Steps Are Important, and Four Other Theses About Making Things in a Dternet have not initiated creativity, therefore, but they have certainly given creative practices a boost, by enabling several things to be achieved much more simply and quickly: connections between people, distribution of material, conversations about it, collaborations, and opportunities to build on the work of others.
作者: 重畫只能放棄    時(shí)間: 2025-3-27 14:34
Conference proceedings 19891st editionresearch collaborations and learning experiences across these overlapping disciplines. Its researchers, students and stakeholders are encouraged to imagine, construct and navigate rapidly changing social, economic, technological and career environments.
作者: 英寸    時(shí)間: 2025-3-27 18:02

作者: 根除    時(shí)間: 2025-3-28 01:30
,Weinhaltige und wein?hnliche Getr?nke,take precedence. While walking around the different stands, they don’t just observe; they play and discover the novelties created by the industry of these cultural objects. Wandering around people of all ages, families, and groups of friends (more boys than girls), the thought came to us that we are
作者: 嗎啡    時(shí)間: 2025-3-28 04:12
,Weinhaltige und wein?hnliche Getr?nke, % of the world population who have internet connection. Collective creation can be done with ease on the cyberspace by using any of the multitude of devices and options available. In another place (Gómez-Diago 2010, 2012), we have illustrated the suitability of virtual worlds such as Second Life? for working collaboratively online.
作者: Airtight    時(shí)間: 2025-3-28 08:05

作者: 厚顏    時(shí)間: 2025-3-28 10:45
inverse problems and theoretical imagingdaptability, and functions as a second skin between the world and ourselves, as an “extended body of ideas” (Kelly, What technology wants. Viking Adult, New York, 2010, p 44). It is part of our culture and of our evolution and is responsible for what we are today.
作者: 逢迎春日    時(shí)間: 2025-3-28 15:28
Scattering Amplitude and Its Properties,lized at ZKM with student mentors and young people. The GamesLab ON/OFF approach encourages the participants to develop, design and perform their own game concept using the Web, a variety of media, technologies and the physical learning space of the ZKM media museum.
作者: hemoglobin    時(shí)間: 2025-3-28 18:54

作者: oncologist    時(shí)間: 2025-3-29 02:00
Game Design with Portfolios and Creative Skillslized at ZKM with student mentors and young people. The GamesLab ON/OFF approach encourages the participants to develop, design and perform their own game concept using the Web, a variety of media, technologies and the physical learning space of the ZKM media museum.
作者: 馬籠頭    時(shí)間: 2025-3-29 06:25

作者: 厭食癥    時(shí)間: 2025-3-29 08:17
Playing with Puzzling Philosophical Problems humanism’, the present work necessarily involves a degree of . and implicates ‘the creation of new technologies, methodologies, and information systems, as well as in their ., reinvention, repurposing […]’.
作者: CBC471    時(shí)間: 2025-3-29 14:41
Creative Collaboration in Young Digital Communitiestake precedence. While walking around the different stands, they don’t just observe; they play and discover the novelties created by the industry of these cultural objects. Wandering around people of all ages, families, and groups of friends (more boys than girls), the thought came to us that we are
作者: conifer    時(shí)間: 2025-3-29 16:46
Communication in Crowdfunding Online Platforms % of the world population who have internet connection. Collective creation can be done with ease on the cyberspace by using any of the multitude of devices and options available. In another place (Gómez-Diago 2010, 2012), we have illustrated the suitability of virtual worlds such as Second Life? for working collaboratively online.
作者: 溺愛    時(shí)間: 2025-3-29 23:00





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