This document discusses research topics in artificial intelligence, specifically creative computing and computational creativity. It is authored by Dr. Vanessa Camilleri from the University of Malta's Department of AI. The document provides information on Dr. Camilleri's background and research interests, which include virtual reality, augmented reality, games, machine learning for education, and developing creative AI applications in areas like music, games, tourism and cultural heritage. It also poses several research questions on the challenges of computational creativity and whether AI can be truly creative.
Getting started in maker education includes vision and purpose planning, considering space and buildings, developing norms for use, and exploring the tools of making. This session provides opportunity to see and use the tools of a Makerspace STEM Lab with an emphasis on 3D printing and digital fabrication.
Integrating Mixed Reality Pedagogy into EducationBond University
Technology disruption and automation are driving rapid changes in the jobs landscape. This presentation highlights the latest research and reports of the future jobs market and our work in the mixed reality research lab in focusing the education landscape towards new technologies. The aim is to highlight the need for rethinking our classrooms and adopting a research led mindset to reskilling, retraining and technology adoption. This presentation builds upon the work of The Mixed Reality Research Lab (www.mixedrealityresearch.com) as it looks to weave technology into the fabric of the classroom and establish mixed reality pedagogy as an evidenced learning method and not just another technology gimmick.
Do you ever use AI? Yes, is it in your pocket. How to bring AI into an eTwinn...Marco Neves
Artificial intelligence today is everywhere. It helps us to solve very complex problems, it helps us to make decisions, sometimes make decisions for us, it poses immense questions because it occupies our last (frontier) space of human exclusivity: intelligence.
Faced with one of the greatest challenges from the technological point of view that is placed before humanity, it is crucial, necessary, and highly pertinent that our children and young students have the knowledge of what Artificial Intelligence is, how it affects and impacts us, and how we should know how to live and work side by side with intelligent agents of AI.
Thus, the genesis and fundamentals of eTwinning are, by principle, the best space of discussion and development for our young people to discuss and explore the subject of AI.
If you are interested in this topic and would like to know how to include AI in eTwinning projects, join us on April 14th in the webinar "Do you ever use AI? Yes, it is in your pocket. How to bring AI into an eTwinning project?" and discover the power to change the world with AI.
Fostering creativity in autonomous systems Sarah Shuchi
This presentation reviews definitions and models of creativity and computational creativity from human cognition and machine perspective and identify the enablers of human and computational creativity. The final section of the presentation recognizes the key challenging components of computational creativity and developed a conceptual framework
Getting started in maker education includes vision and purpose planning, considering space and buildings, developing norms for use, and exploring the tools of making. This session provides opportunity to see and use the tools of a Makerspace STEM Lab with an emphasis on 3D printing and digital fabrication.
Integrating Mixed Reality Pedagogy into EducationBond University
Technology disruption and automation are driving rapid changes in the jobs landscape. This presentation highlights the latest research and reports of the future jobs market and our work in the mixed reality research lab in focusing the education landscape towards new technologies. The aim is to highlight the need for rethinking our classrooms and adopting a research led mindset to reskilling, retraining and technology adoption. This presentation builds upon the work of The Mixed Reality Research Lab (www.mixedrealityresearch.com) as it looks to weave technology into the fabric of the classroom and establish mixed reality pedagogy as an evidenced learning method and not just another technology gimmick.
Do you ever use AI? Yes, is it in your pocket. How to bring AI into an eTwinn...Marco Neves
Artificial intelligence today is everywhere. It helps us to solve very complex problems, it helps us to make decisions, sometimes make decisions for us, it poses immense questions because it occupies our last (frontier) space of human exclusivity: intelligence.
Faced with one of the greatest challenges from the technological point of view that is placed before humanity, it is crucial, necessary, and highly pertinent that our children and young students have the knowledge of what Artificial Intelligence is, how it affects and impacts us, and how we should know how to live and work side by side with intelligent agents of AI.
Thus, the genesis and fundamentals of eTwinning are, by principle, the best space of discussion and development for our young people to discuss and explore the subject of AI.
If you are interested in this topic and would like to know how to include AI in eTwinning projects, join us on April 14th in the webinar "Do you ever use AI? Yes, it is in your pocket. How to bring AI into an eTwinning project?" and discover the power to change the world with AI.
Fostering creativity in autonomous systems Sarah Shuchi
This presentation reviews definitions and models of creativity and computational creativity from human cognition and machine perspective and identify the enablers of human and computational creativity. The final section of the presentation recognizes the key challenging components of computational creativity and developed a conceptual framework
A focus on the themes especially relevant to libraries - Data; Curation, Ethics.Collections, Research Teaching and Learning/ Student Success & Student Wellbeing
Presented at Internet Librarian International on 15th October 2019
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
Keynote at ICSME 2017, Shanghai, China.
Title: The Elusive Nature of Software Documentation and Why Understanding How Knowledge Flows Matters
Abstract: Many developers consider writing documentation to be a painful and under-appreciated activity, yet the same developers often complain that a lack of documentation significantly hampers their work. Other developers argue that documentation is passé as developers more readily curate and exchange knowledge through networked platforms such as Slack, Twitter, and Stack Overflow. And while the savvy modern developer will know who to follow, who to ask, and where to look when they need software knowledge, finding the right knowledge at the right time remains a serious development bottleneck for many. Recognizing that these platforms contain golden nuggets of useful information, we see tremendous effort being directed at designing methods for capturing, mining, extracting, and distributing software knowledge, but will they succeed if we lack a good understanding of how knowledge flows in software development projects and communities? Through this talk, I will discuss the elusive nature of documentation and why I believe documentation will always be hard to define, capture, distribute, keep up to date, and to find, and I will argue that we should focus more on understanding, supporting, and amplifying knowledge flow in distributed software development.
RESIGN REPUBLIC: An education technology platform by Ali. R. KhanAli Rahman Khan
With the world transforming at an exponential rate, aided by great technological progress, education must adopt relevant information and communication technologies along with innovative methodologies in order to keep pace. The project “Resign Republic” encompasses an education-technology platform focused on producing digital solutions which are based on three core concepts: Consensus, distributed networks, and automation. In cooperation with a team of international multidisciplinary team of experts, the aim of the project is to create an evolving intelligence supported by digital products that will help students capture, connect, transform and visualize individual expertise. The project philosophy has its roots set in the principles of democratic production of knowledge and innovation in education, in line with the values appreciated and practiced by Switzerland. A project by Ali Khan.
The area of Digital Humanities has emerged as a transformational force in the Information Age, when digital technology permeates practically every aspect of our life. When technology meets the liberal arts, you get digital humanities, or DH for short. It's a wide-ranging discipline that uses computers to study, interpret, and produce new forms of cultural knowledge. In this blog, we will investigate Digital Humanities and to learn more about it you can pay someone to do my assignment writing assignments and discuss its value, practical uses, obstacles, and potential in the years to come.
Computational creativity is a newly emerging field within AI that focuses on the capacity of machines to both generate and evaluate novel outputs that would be considered creative. It is the philosophy, science, and engineering of computational systems which exhibit behaviors that unbiased observers would regard as creative. It is mainly concerned with building creative systems. It addresses processes that would be deemed creative if performed by a human. This paper provides an introduction to computational creativity. Matthew N. O. Sadiku | Nana K. Ampah | Sarhan M. Musa "Computational Creativity" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-6 , October 2019, URL: https://www.ijtsrd.com/papers/ijtsrd28094.pdf Paper URL: https://www.ijtsrd.com/computer-science/artificial-intelligence/28094/computational-creativity/matthew-n-o-sadiku
The maker revolution is here. Everyone can be a maker. Children are creating all sorts of STEAM projects. Teachers from all levels are being trained to integrate maker-based projects in their classrooms. It is the Gold Rush of micro-prototyping technologies, robotics, 3D printing, laser cutting, electronic embroidery and embedded wearables. This is partly driven by the open-source electronic market emerging from Shenzhen, online DYI communities, data sharing over the Internet, but mostly by the worldwide movement driven by the 4th industrial revolution.
The next workforce will be faced with the new demands of a ubiquitous, mobile and ambient Internet of connected objects fed by AI and machine learning (Schwab, 2016). By 2025, the World Economic Forum (2015) predicts several technological tipping points, namely 10% of people wearing clothes connected to the internet, 1 trillion sensors also connected to the internet, the first robotic pharmacist, the first 3D printed car in production, and the first implantable mobile phone available commercially. This will bring unprecedented changes because they will arrive at a speed that will affect all our systems in all continents. They will force us to revise the nature of how we live, how we interact with each other and how we work.
Maker education is part of the solution to prepare the next generation workforce because it confronts learners to programming languages, robotics, additive manufacturing, prototyping, the internet of things and the sensing environment. More than just knowledge about these topics, learners have to develop competencies that will prepare them for a complex and ever-changing world that even experts cannot yet imagine. In this talk, I will present the global context for maker education and an operationalized definition of how to develop competencies in this context. I will also present results of several studies on this topic. More specifically, I will discuss fundamental maker knowledge, attitudes, resources, and how to design activities to mobilize competencies to complete multi-faceted projects or solve complex problems.
School libraries are at the heart of a new digital learning nexus. Our world changed in April 1993 when the Mosaic 1.0 browser was released to the general public. The challenges we face are equally creative as they are complex. What is your focus for tomorrow?
Introduction to some of the issues raised by the rhetorics of collaboration in the creative industries. This was prepared for the first session of a new module on collaborative practices for MA Creative Media Practice students at the University of the West of Scotland.
Are digital technologies changing the way we learn, think and communicate? What might these changes mean for the future of museums? What do digital-savvy guests look for in museum experiences? This blog discusses projects, people and methods for improving the future of guest experiences. We are seeking multidisciplinary perspectives that cut across the realms of research, design and education. The Emerging Digital Museum was also a session at the 2009 American Association of Museums conference.
Hii Everyone, Today I would like to discuss about the AI evolution and why some top tech companies are heavily investing in this sector. You can get an insight on top ai companies here.
A focus on the themes especially relevant to libraries - Data; Curation, Ethics.Collections, Research Teaching and Learning/ Student Success & Student Wellbeing
Presented at Internet Librarian International on 15th October 2019
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
Keynote at ICSME 2017, Shanghai, China.
Title: The Elusive Nature of Software Documentation and Why Understanding How Knowledge Flows Matters
Abstract: Many developers consider writing documentation to be a painful and under-appreciated activity, yet the same developers often complain that a lack of documentation significantly hampers their work. Other developers argue that documentation is passé as developers more readily curate and exchange knowledge through networked platforms such as Slack, Twitter, and Stack Overflow. And while the savvy modern developer will know who to follow, who to ask, and where to look when they need software knowledge, finding the right knowledge at the right time remains a serious development bottleneck for many. Recognizing that these platforms contain golden nuggets of useful information, we see tremendous effort being directed at designing methods for capturing, mining, extracting, and distributing software knowledge, but will they succeed if we lack a good understanding of how knowledge flows in software development projects and communities? Through this talk, I will discuss the elusive nature of documentation and why I believe documentation will always be hard to define, capture, distribute, keep up to date, and to find, and I will argue that we should focus more on understanding, supporting, and amplifying knowledge flow in distributed software development.
RESIGN REPUBLIC: An education technology platform by Ali. R. KhanAli Rahman Khan
With the world transforming at an exponential rate, aided by great technological progress, education must adopt relevant information and communication technologies along with innovative methodologies in order to keep pace. The project “Resign Republic” encompasses an education-technology platform focused on producing digital solutions which are based on three core concepts: Consensus, distributed networks, and automation. In cooperation with a team of international multidisciplinary team of experts, the aim of the project is to create an evolving intelligence supported by digital products that will help students capture, connect, transform and visualize individual expertise. The project philosophy has its roots set in the principles of democratic production of knowledge and innovation in education, in line with the values appreciated and practiced by Switzerland. A project by Ali Khan.
The area of Digital Humanities has emerged as a transformational force in the Information Age, when digital technology permeates practically every aspect of our life. When technology meets the liberal arts, you get digital humanities, or DH for short. It's a wide-ranging discipline that uses computers to study, interpret, and produce new forms of cultural knowledge. In this blog, we will investigate Digital Humanities and to learn more about it you can pay someone to do my assignment writing assignments and discuss its value, practical uses, obstacles, and potential in the years to come.
Computational creativity is a newly emerging field within AI that focuses on the capacity of machines to both generate and evaluate novel outputs that would be considered creative. It is the philosophy, science, and engineering of computational systems which exhibit behaviors that unbiased observers would regard as creative. It is mainly concerned with building creative systems. It addresses processes that would be deemed creative if performed by a human. This paper provides an introduction to computational creativity. Matthew N. O. Sadiku | Nana K. Ampah | Sarhan M. Musa "Computational Creativity" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-6 , October 2019, URL: https://www.ijtsrd.com/papers/ijtsrd28094.pdf Paper URL: https://www.ijtsrd.com/computer-science/artificial-intelligence/28094/computational-creativity/matthew-n-o-sadiku
The maker revolution is here. Everyone can be a maker. Children are creating all sorts of STEAM projects. Teachers from all levels are being trained to integrate maker-based projects in their classrooms. It is the Gold Rush of micro-prototyping technologies, robotics, 3D printing, laser cutting, electronic embroidery and embedded wearables. This is partly driven by the open-source electronic market emerging from Shenzhen, online DYI communities, data sharing over the Internet, but mostly by the worldwide movement driven by the 4th industrial revolution.
The next workforce will be faced with the new demands of a ubiquitous, mobile and ambient Internet of connected objects fed by AI and machine learning (Schwab, 2016). By 2025, the World Economic Forum (2015) predicts several technological tipping points, namely 10% of people wearing clothes connected to the internet, 1 trillion sensors also connected to the internet, the first robotic pharmacist, the first 3D printed car in production, and the first implantable mobile phone available commercially. This will bring unprecedented changes because they will arrive at a speed that will affect all our systems in all continents. They will force us to revise the nature of how we live, how we interact with each other and how we work.
Maker education is part of the solution to prepare the next generation workforce because it confronts learners to programming languages, robotics, additive manufacturing, prototyping, the internet of things and the sensing environment. More than just knowledge about these topics, learners have to develop competencies that will prepare them for a complex and ever-changing world that even experts cannot yet imagine. In this talk, I will present the global context for maker education and an operationalized definition of how to develop competencies in this context. I will also present results of several studies on this topic. More specifically, I will discuss fundamental maker knowledge, attitudes, resources, and how to design activities to mobilize competencies to complete multi-faceted projects or solve complex problems.
School libraries are at the heart of a new digital learning nexus. Our world changed in April 1993 when the Mosaic 1.0 browser was released to the general public. The challenges we face are equally creative as they are complex. What is your focus for tomorrow?
Introduction to some of the issues raised by the rhetorics of collaboration in the creative industries. This was prepared for the first session of a new module on collaborative practices for MA Creative Media Practice students at the University of the West of Scotland.
Are digital technologies changing the way we learn, think and communicate? What might these changes mean for the future of museums? What do digital-savvy guests look for in museum experiences? This blog discusses projects, people and methods for improving the future of guest experiences. We are seeking multidisciplinary perspectives that cut across the realms of research, design and education. The Emerging Digital Museum was also a session at the 2009 American Association of Museums conference.
Hii Everyone, Today I would like to discuss about the AI evolution and why some top tech companies are heavily investing in this sector. You can get an insight on top ai companies here.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
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Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
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Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
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Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
1. Dr Vanessa Camilleri
Department of AI
University of Malta
2020
Research Topics in AI
Creative Computing & Computational Creativity
2. Hi …
I’m Vanessa Camilleri
I’m a lecturer at the Department of AI, Faculty of ICT
I can be contacted via vanessa.camilleri@um.edu.mt
My main interests are in the fields of Creative
Computing & Education, which include VR, AR &
MR, Games & Game AI, and ML for Education.
4. • What topics other researchers have examined related
to this topic
• What is known based on findings from prior research
• The methods used to study topics
7. What is Creativity?
What are the differences between Creative
Computing and Computational Creativity?
What are the challenges of Creative Computing?
Where are we at in Computational Creativity?
Where does the gap between human creativity
and computing lie?
8. Can a computer be capable of original
thought and of creating something on
its own?
13. Algorithmic Art
A generative artwork begins as
a set of rules and a world (the
initial condition). Sometimes it
takes millions of iterations for a
pattern to emerge, depending
on the complexity of the
algorithm and its conditions.
21. • How can AI support human creativity and discovery?
• Which AI models can be adopted and adapted to aid novelty in
the creation in the performing arts?
• Which AI techniques would best support creativity through
applications such as cultural heritage?
• How can we use AI to revive intangible heritage in the form of
music, art or even novels?
Creativity: novelty in creation or augmenting human capabilities?
Research Issues
22. The ultimate vindication of AI-creativity would be a program
that generated novel ideas which initially perplexed or even
repelled us, but which was able to persuade us that they
were indeed valuable. We are a very long way from that.
Margaret A. Boden from ‘Creativity and Artificial Intelligence’
23. • K. Brennan, C. Balch, and M. Chung,
“Creative computing,” August 2014,
http://scratched.gse.harvard.edu/
guide/files/
CreativeComputing20140806.pdf
• H. Yang, D. Jing, and L. Zhang,
“Creative computing: an approach to
knowledge combination for
creativity?” Proceedings of IEEE
Symposium on Service-Oriented
System Engineering, 2016, pp.
407-414.
• L. Zou et al., “An approach to
applying creative computing in
tourism by constructing a big data
based knowledge system framework,”
Proceedings of the 22nd International
Conference on Automation and
Computing, September 2016.
• L. Zou and H. Yang, “Creative
computing for decision making:
combining game theory and lateral
thinking,” Proceedings of the 21st
International Conference on
Automation & Computing, September
2015.
• H. Yang and L. Zhang, “Promoting
creative computing: origin, scope,
research and applications,” Digital
Communications and Networks, vol.
2, 2016, pp. 84-91.
Bibliography: