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Titlebook: Creative Environments; Issues of Creativity Andrzej P. Wierzbicki,Yoshiteru Nakamori Book 2007 Springer-Verlag Berlin Heidelberg 2007 Brain

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书目名称Creative Environments
副标题Issues of Creativity
编辑Andrzej P. Wierzbicki,Yoshiteru Nakamori
视频videohttp://file.papertrans.cn/240/239508/239508.mp4
概述Creative Environments is a hot topic of knowledge management.Includes supplementary material:
丛书名称Studies in Computational Intelligence
图书封面Titlebook: Creative Environments; Issues of Creativity Andrzej P. Wierzbicki,Yoshiteru Nakamori Book 2007 Springer-Verlag Berlin Heidelberg 2007 Brain
描述."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 ma
出版日期Book 2007
关键词Brainstorming; computer-aided design (CAD); data mining; environment; intelligence; issue; knowledge; knowl
版次1
doihttps://doi.org/10.1007/978-3-540-71562-7
isbn_softcover978-3-642-09069-1
isbn_ebook978-3-540-71562-7Series ISSN 1860-949X Series E-ISSN 1860-9503
issn_series 1860-949X
copyrightSpringer-Verlag Berlin Heidelberg 2007
The information of publication is updating

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Gaming and Role Playing as Tools for Creativity Trainingo the possibility of using gaming and negotiations for problem solving and idea formation, exploiting the strong motivation provided by role playing, on an example of simulated negotiations and the related theory of coalition games. The chapter is summarised by conclusions.
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Distance and Electronic Learningnd problems with multimedia technology when applied to the record of academic activities and to electronic books are reviewed. As a more specific illustration or case study, the developments of intelligent learning support, together with current trends and problems of individualising teaching and le
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Does the part-time wage gap matter?, have been considered a basic element supporting scientific research, the word laboratory also has acquired a metaphorical organisational meaning: it might refer to an elementary division of a scientific organisation, or a part of a faculty or a school devoted to a specific field of research. This m
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Final conclusions and policy implications,o the possibility of using gaming and negotiations for problem solving and idea formation, exploiting the strong motivation provided by role playing, on an example of simulated negotiations and the related theory of coalition games. The chapter is summarised by conclusions.
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