Vorliegende Sprache |
eng |
Hinweise auf parallele Ausgaben |
377239372 Druckausg.: ‡Digital creativity |
ISBN |
978-1-4614-5748-0 |
Name |
Lee, Kun Chang ¬[Hrsg.]¬ |
T I T E L |
Digital Creativity |
Zusatz zum Titel |
Individuals, Groups, and Organizations |
Verlagsort |
New York, NY |
Verlag |
Springer |
Erscheinungsjahr |
2013 |
2013 |
Umfang |
Online-Ressource (XIV, 154 p, online resource) |
Reihe |
Integrated Series in Information Systems ; 32 |
Notiz / Fußnoten |
Description based upon print version of record |
Weiterer Inhalt |
Digital Creativity; Preface; Chapter Summaries; Acknowledgments; Contents; Chapter 1: Creativity and Job Stress in the Korean ICT Industry: TMX and CHS as Antecedents; 1.1 Introduction; 1.2 Theoretical Background and Hypotheses; 1.2.1 Individual Creativity Within Organizations; 1.2.2 Job Stress; 1.2.3 Creativity and Stress; 1.2.4 Selected Antecedents and Hypotheses; 1.2.4.1 Team Member Exchange; 1.2.4.2 Coworker Helping and Support; 1.2.4.3 Job Stress; 1.3 Research Methodology; 1.3.1 Data Collection; 1.3.2 Measures; 1.4 Results; 1.4.1 Measurement; 1.4.2 Structural Model; 1.5 Discussion. 1.5.1 Implications1.5.2 Limitations and Future Research; References; Chapter 2: Computer-Mediated Task Performance Under Stress and Non-stress Conditions: Emphasis on Physiological Approaches; 2.1 Introduction; 2.2 Theoretical Background; 2.2.1 Stress and Task Performance; 2.2.2 Minesweeper and Computer-Meditated Task; 2.2.3 Assessment of the Stress; 2.2.3.1 Psychological Assessment; 2.2.3.2 Physiological Assessment; 2.3 Method; 2.3.1 Participants; 2.3.2 Experimental Procedure; 2.3.2.1 Performance of Task; 2.3.2.2 Stress Manipulation; 2.3.2.3 Questionnaire Survey; 2.3.3 Statistics. 2.4 Results2.4.1 Differences Between Stress Group and Non-stress Group; 2.4.1.1 Physiological Signals and Self-Reported Stress; 2.4.1.2 Task Performance Assessment; 2.5 Discussion; References; Chapter 3: Pattern Analysis of the Creativity of a Digitalist Considering Its Antecedents and Task Diversity: A Multi-Agent Simulation Approach; 3.1 Introduction; 3.2 Theoretical Background; 3.2.1 Creativity; 3.2.1.1 Creativity in the Personal Context; 3.2.1.2 Creativity in an Organizational Context; 3.2.2 Digital Creativity and Digitalists; 3.2.3 Team and Task Diversity; 3.2.4 Multi-Agent Simulation. 3.3 Research Model3.4 Experiments; 3.4.1 Platform; 3.4.2 Experiment Results; 3.5 Concluding Remarks; 3.5.1 Discussion; 3.5.2 Limitations and Further Studies; References; Chapter 4: A Creative Generation Task Under Stress: Comparison of a Stress Group with a Non-stress Group; 4.1 Introduction; 4.2 Theoretical Background; 4.2.1 Creativity and Creative Generation Task; 4.2.2 The Relationship Between Stress and Creativity; 4.2.2.1 Negative Effect; 4.2.2.2 Positive Effect; 4.2.2.3 Curvilinear Effect; 4.2.3 Stress Tests; 4.2.3.1 Self-Reported Assessment; 4.2.3.2 Physiological Assessment; 4.3 Method. 4.3.1 Subjects4.3.2 Experiment; 4.3.2.1 Creative Generation Task; 4.3.2.2 Stress Manipulation; 4.3.2.3 Questionnaire Survey; 4.3.3 Statistical Analysis; 4.4 Results; 4.4.1 Comparison of the Stress Group with the Non-stress Group; 4.4.1.1 Physiological Signals and Creativity Assessment; 4.4.1.2 Creativity Assessment by Experts; 4.4.1.3 Self-Reported Stress and Creative Performance; 4.4.2 Relationship Between Stress and Creativity; 4.4.2.1 The Two Types of Creativity Ratings for Each Group; 4.4.2.2 Descriptive Statistics for the Two Types of Creativity Ratings; 4.5 Discussion; References. Chapter 5: Exploring the Revelation Process for Individual Creativity Based on Exploitation and Exploration: A Physiological Experiment Approach. Creativity and Job Stress in the Korean ICT Industry: TMX and CHS as Antecedents -- Computer-Mediated Task Performance under Stress and Non-Stress Conditions: Emphasis on Physiological Approaches -- Pattern Analysis of the Creativity of a Digitalist Considering Its Antecedenets and Task Diversity: A Multi-Agent Simulation Approach -- A Creative Generation Task Under Stress: Comparison of a Stress Group with a Non-Stress Group -- Exploring the Revalation Process for Individual Creativity Based on Exploitation and Exploration: A Physiological Experiment Approach -- An Empirical Analysis of the Effect of Social and Emotional Intelligence on Individual Creativity through Exploitation and Exploration -- Scenario-Based Management of Team Creativity in Sensitivity Contexts: An Approach with a General Bayesian Network -- A Longitudinal Analysis of Team Creativity Evolution Patterns Based on Heterogeneity and Network Structure: An Approach with Agent-Based Modeling -- Examining the Effect of Short-Term Robot-Mediated Training for Creativity Education -- Towards the ‘Digital Creativity of Action’. |
Titelhinweis |
Druckausg.: ‡Digital creativity |
ISBN |
ISBN 978-1-4614-5749-7 |
ISBN 1-283-91076-4 ebk |
ISBN 978-1-283-91076-7 MyiLibrary |
Klassifikation |
UNH |
UDBD |
COM032000 |
005.7 |
650.1 |
QA76.76.A65 |
QP 343 |
Kurzbeschreibung |
As the use of digital technology has grown, so necessarily has the body of research into its effects at the personal, group and organizational levels, but there is no one book that looks at how digital technology has specifically influenced creativity. Digital Creativity: Individuals, Groups, and Organizations discusses all spectrums of influence that digital technologies have on creativity from the individual, team, and organization level.This book offers a new kind of creativity model encompassing all three levels of creativity. It combines each level into a unified creativity framework in which organizations regardlessof their industry types could benefit in reengineering their business processes as well as strategies. For this purpose, the book considers various factors that would affect creativity- individuals' digital efficacy, heterogeneity among members (i.e., age, gender,races, tenure, education, and culture, etc), CMC (Computer-Mediated Communication), task complexity, exploitation, exploration, culture, organizational learning capability, andknowledge networks among members. This book introduces a theorized and systematic glimpse into the exciting realm of digital creativity. It is organized with contents starting from individuals to teams and ultimately to organizations, each with various techniques and cases. Each chapter shows how individuals, teams, and organizations can become more creative through use of digital technologies. |
1. Schlagwortkette |
Kreativität |
Betrieb |
Informationstechnik |
ANZEIGE DER KETTE |
Kreativität -- Betrieb -- Informationstechnik |
SWB-Titel-Idn |
377591459 |
Signatur |
Springer E-Book |
Bemerkungen |
Elektronischer Volltext - Campuslizenz |
Elektronische Adresse |
$uhttp://dx.doi.org/10.1007/978-1-4614-5749-7 |
Internetseite / Link |
Volltext |
Siehe auch |
Volltext |
Siehe auch |
Cover |