Cover image for Creative Environments Issues of Creativity Support for the Knowledge Civilization Age
Creative Environments Issues of Creativity Support for the Knowledge Civilization Age
Title:
Creative Environments Issues of Creativity Support for the Knowledge Civilization Age
Author:
Wierzbicki, Andrzej P. editor.
ISBN:
9783540715627
Physical Description:
XIX, 509 p. online resource.
Series:
Studies in Computational Intelligence, 59
Contents:
Basic Models of Creative Processes -- Preliminaries -- Testing the Triple Helix Model -- Knowledge Sciences and Jaist Nanatsudaki Model -- Tools for Supporting Basic Creative Processes -- Knowledge Acquisition by Machine Learning and Data Mining -- Creativity Support in Brainstorming -- Debating and Creativity Support -- Creativity Support for Roadmapping -- Integrated Support for Scientific Creativity -- Diverse Tools Supporting Creative Processes -- Statistics for Creativity Support -- Virtual Laboratories -- Gaming and Role Playing as Tools for Creativity Training -- Knowledge Representation and Multiple Criteria Aggregation -- Distance and Electronic Learning -- Knowledge Management and Philosophical Issues of Creativity Support -- Management of Technology in Academic Research -- Knowledge Management and Creative Holism in the Knowledge Age -- Technology and Change: The Role of Technol ogy in the Knowledge Civilization Era -- The Emergence of New Concepts in Science -- Summary and Conclusions.
Abstract:
Creative Environments is a follow-up on the book Creative Space in the same series and by the same authors, serving this time as editors of a broader book on computational intelligence and knowledge engineering tools for supporting knowledge creation. This book contains four parts. The first part presents a further development of models of knowledge creation presented already in Creative Space, in particular the Triple Helix of normal academic knowledge creation and a new, integrated model of normal academic and organizational knowledge creation, called Nanatsudaki (seven waterfalls) Model. The second part presents computational intelligence tools for knowledge acquisition by machine learning and data mining, for debating, brainstorming, for roadmapping and for integrated support of academic creativity. The third part presents the use of statistics for creativity support, virtual laboratories, gaming and role playing for creativity support, methods of knowledge representation and multiple criteria aggregation, distance and electronic learning. The last part addresses knowledge management and philosophical issues and contains chapters: on management of technology and knowledge management for academic R&D; on knowledge management and creative holism or systems thinking in the knowledge age; on technology and change or the role of technology in knowledge civilisation; on the emergence of complex concepts in science; and the final chapter on summary and conclusions, including a proposal of an integrated episteme of constructive evolutionary objectivism, necessary for the knowledge civilization age.
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