The document discusses the relationship between art, science, and creativity. It argues that creativity in art is not fundamentally different than scientific creativity or other creative acts. It explores how computational tools can augment creative works and discusses examples like Pollock's fractal-like paintings. The document also examines how art and science have been historically interconnected through figures like Archimedes, Newton, Jacob, and Kekulé. It proposes creativity exists on the "edge of chaos" between order and disorder.
Artwork creation by a cognitive architecture integrating computational creati...Agnese Augello
The document proposes a cognitive architecture for modeling creative behavior in an artificial agent. The architecture is inspired by dual-process theory and integrates computational creativity approaches. It models the creative process as involving both implicit and explicit cognitive strategies. The focus of attention is used to drive idea generation by modulating the breadth of associations activated in memory. Creative styles emerge from the interaction of relaxed versus focused attention with flat versus peaked memory activation. The architecture is implemented using the PSI cognitive model to test different creative processes and strategies. Future work includes physically executing artworks and modeling the agent's personality.
Prof Dr Kai-Uwe Kühnberger, Director of the Artificial Intelligence at the Institute of Cognitive Science (IKW) at Osnabrück University, Germany, gave this presentation today on "AI, Cognition, and Creativity" as part of our Cognitive Systems Institute Speaker Series.
An illustrated lecture introducing key concepts in the emerging field of Computational Creativity.
Computational Creativity is the scientific study of the creative potential of machines: to determine whether machines can indeed be creative, it aims to build generative machines and programs that exhibit human-scale creativity.
This document contains summaries of several fictional characters including Darth Vader from Star Wars, Bane from DC Comics, and Hamlet from William Shakespeare's play. It also references two European Commission coordination actions related to computational creativity.
This document contains a list of 30 website URLs related to topics like creativity, innovation, design, business, and technology. The websites include sources for learning new skills like growing square watermelons or visual presentation tools like Prezi. Also listed are sites focused on cutting edge innovation, design, and trends in business and technology.
The document discusses the relationship between art, science, and creativity. It argues that creativity in art is not fundamentally different than scientific creativity or other creative acts. It explores how computational tools can augment creative works and discusses examples like Pollock's fractal-like paintings. The document also examines how art and science have been historically interconnected through figures like Archimedes, Newton, Jacob, and Kekulé. It proposes creativity exists on the "edge of chaos" between order and disorder.
Artwork creation by a cognitive architecture integrating computational creati...Agnese Augello
The document proposes a cognitive architecture for modeling creative behavior in an artificial agent. The architecture is inspired by dual-process theory and integrates computational creativity approaches. It models the creative process as involving both implicit and explicit cognitive strategies. The focus of attention is used to drive idea generation by modulating the breadth of associations activated in memory. Creative styles emerge from the interaction of relaxed versus focused attention with flat versus peaked memory activation. The architecture is implemented using the PSI cognitive model to test different creative processes and strategies. Future work includes physically executing artworks and modeling the agent's personality.
Prof Dr Kai-Uwe Kühnberger, Director of the Artificial Intelligence at the Institute of Cognitive Science (IKW) at Osnabrück University, Germany, gave this presentation today on "AI, Cognition, and Creativity" as part of our Cognitive Systems Institute Speaker Series.
An illustrated lecture introducing key concepts in the emerging field of Computational Creativity.
Computational Creativity is the scientific study of the creative potential of machines: to determine whether machines can indeed be creative, it aims to build generative machines and programs that exhibit human-scale creativity.
This document contains summaries of several fictional characters including Darth Vader from Star Wars, Bane from DC Comics, and Hamlet from William Shakespeare's play. It also references two European Commission coordination actions related to computational creativity.
This document contains a list of 30 website URLs related to topics like creativity, innovation, design, business, and technology. The websites include sources for learning new skills like growing square watermelons or visual presentation tools like Prezi. Also listed are sites focused on cutting edge innovation, design, and trends in business and technology.
Human attention is driven by both bottom-up, stimulus-driven mechanisms and top-down, knowledge-driven mechanisms. Humans can only focus on one or a few items at a time, so continuously integrate external inputs and internal expectations. When perceiving an object, the associated mental representation or schema is activated, bringing to mind related information through association networks. Cognitive processes like salience and priming make certain schemas more accessible.
The document discusses several key ideas about design including:
1) Design involves creating relationships between objects, their surroundings, and living things to solve problems.
2) Objects have both functional and emotional characteristics that go beyond just being physical entities.
3) Understanding society, metaphors, and meanings helps designers connect with users when innovating or designing new objects.
An introduction based on various authors and projects to explain the role of multi-agent simulation and in particular the importance of visual representations in this area. Used in the Masters of Arts in Multimedia Design at Universidad del Azuay, Ecuador. March 2009
This document outlines an experiment to identify factors that affect induced electric currents. The experiment involves using coils of wire and magnets to induce currents, then measuring the current with a galvanometer. It tests how induced current is affected by: the number of coil turns, the rate of magnetic field change, and magnetic field strength. The experiment aims to show that changing magnetic fields can induce currents in coils, and that the magnitude of induced current depends on these three factors.
El documento presenta varias teorías sobre la innovación, incluyendo que la innovación ocurre cuando se redefinen problemas existentes, que las empresas necesitan dar libertad para tolerar el riesgo y la experimentación, y que la innovación causa mejoras de orden de magnitud en lugar de cambios graduales. También incluye preguntas sobre un posible diseño de producto nuevo, como los materiales, procesos de fabricación, comunicación del producto y usuarios previstos.
El documento resume la civilización egipcia antigua, incluyendo su ubicación junto al río Nilo, su economía agrícola y su sociedad jerarquizada. Explica que los egipcios construyeron mastabas, pirámides y hipogeos para enterrar a sus muertos, así como grandes templos para honrar a sus dioses. El arte egipcio se enfocaba en expresar la grandeza de los faraones y comunicar sus creencias religiosas sobre la vida después de la muerte.
El documento analiza el rol del diseñador industrial y su relación con las empresas y el consumo masivo. Argumenta que el diseñador debe servir tanto a los intereses de la empresa como a los usuarios de los productos. También explora si es ético que los diseñadores creen productos que van en contra de sus propios valores. Finalmente, el documento propone revelar la verdadera función del diseñador a través de un caso práctico de diseño de un punto de venta.
The document discusses the Japanese concept of "shuhari", a three stage process for learning and creative development. The stages are: shu (obedience), where students learn fundamentals through repetition; ha (divergence), where students begin creative expression while adhering to core concepts; and ri (transcendence), an intuitive, spontaneous expression of mastery. This process is used in many Japanese arts and can inform how creativity is taught, with shu building skills, ha fostering innovative practice, and ri realizing personal creative fulfillment.
1. Virtual and real are relative categories in design, where the difference between physical and virtual is not important. What matters most is the interaction between the user and the artifact.
2. Design exists in the relation between virtual and real. Designers create in both the virtual world of sketches and the real world of physical objects.
3. Computers now allow designers to see how a virtual design will work throughout the design process, making the virtual design more real than traditional physical prototypes.
Diseño de Productos en Unidades de Informacióncazapata
Este documento trata sobre los productos de información. Explica que un producto debe satisfacer las necesidades de una comunidad y que su personalidad está determinada por 10 factores como la calidad, diseño y precio. También señala que los productos de muchas unidades de información no satisfacen las necesidades de los usuarios y que se necesitan nuevos productos innovadores que aporten valor al mercado. Finalmente, resalta la importancia de realizar planeación estratégica de productos que incluya análisis de costos, ciclo de vida y segmentación del merc
Art, Science, Design, Engineering: Four Creative HatsR. Sosa
This talk is an introduction to cross-disciplinary thinking based on my academic, professional, and personal experience in the last two decades. The matrix is from Rich Gold's book "The Plenitude", which provides a great way of looking at (and challenging) the similarities and differences between the ways of thinking across disciplines.
This document provides information for students in the Bachelor of Creative Technologies Studio II course. It outlines the course codes, lecturers, and theme of designing an artefact for the speculative future scenario of the year 2076 that addresses potential social, economic, political and environmental issues related to the "Internet of Future Things". It details the required readings which explore speculative and alternative futures design approaches. The document emphasizes an iterative design process with a focus on informed, critical and creative practice and full effort from students to generate diverse outcomes for their final projects.
This document discusses semiotics and symbolism in product design. It defines icons as signs derived from experience that correlate with something else, indexes as signs derived from direct resemblance, and symbols as arbitrary signs derived from association with other symbols. It also defines denotation as the literal meaning of a sign and connotation as how a sign conveys its meaning. The document provides examples of signs for "car" in different languages and concludes by asking students to apply these ideas by selecting an object for class that has a strong relation to a context.
The Apple logo has evolved over time but consistently portrayed elements of innovation, knowledge, and creativity through symbolic representations. The original logo depicted Sir Isaac Newton under an apple tree, signifying discovery. This complex logo was later replaced by Rob Janoff's colorful "Rainbow" logo, featuring a bitten apple to represent a computer company in a unique way. The minimal monochrome logo adopted in 1997 modernized the brand image. Through its simplicity and adherence to principles of design and perception, the Apple logo has become one of the most recognizable symbols in the world and a key contributor to the brand's overwhelming success.
The document summarizes Day 1 of a creativity and design workshop. It includes activities to help participants understand creativity, including exploring definitions of creativity through photos and discussions with others. Participants reflected on how they have initiated disruptive change and shared their creative potential. The day addressed views of design through design cases and videos. Activities were aimed at challenging assumptions about creativity and expanding participants' perspectives.
This document summarizes Day 4 of a creativity and design workshop. It provided ideation techniques like brainstorming, SCAMPER, and the 6-3-5 method. Participants engaged in activities applying these techniques. Recommendations for effective ideation included introducing diversity, exploring problems and solutions, documenting ideas, and avoiding criticism. The document also discussed facilitation best practices and evaluating ideas. It outlined individual and team assignments to reflect on lessons learned and apply them.
El documento habla sobre la ergonomía y sus aplicaciones en odontología. Explica que la ergonomía estudia la interacción entre humanos y elementos de un sistema, considerando factores fisiológicos, anatómicos y psicológicos. En odontología, la ergonomía busca mejorar la comodidad del odontólogo y asistente, prevenir lesiones y aumentar la efectividad del tratamiento. Algunas medidas ergonómicas incluyen simplificar tareas, economizar movimientos y mejorar la postura para reducir fat
Cognitive psychology is the study of mental processes such as attention, memory, perception, problem solving and thinking. It developed as a field in response to behaviorism, which could not adequately explain complex human behaviors and abilities like language use. Cognitive psychologists study topics like how people learn and remember information, perceive different shapes, and acquire language. Understanding cognition can help fields like education, medicine, AI and interface design. The human mind is complex and cognition involves acquiring, storing, retrieving and processing knowledge.
What is cognitive psychology , it's domain’s..cognition in the renaissance and beyond and cognitive psychology as it is today ..an easy description to understand
Human attention is driven by both bottom-up, stimulus-driven mechanisms and top-down, knowledge-driven mechanisms. Humans can only focus on one or a few items at a time, so continuously integrate external inputs and internal expectations. When perceiving an object, the associated mental representation or schema is activated, bringing to mind related information through association networks. Cognitive processes like salience and priming make certain schemas more accessible.
The document discusses several key ideas about design including:
1) Design involves creating relationships between objects, their surroundings, and living things to solve problems.
2) Objects have both functional and emotional characteristics that go beyond just being physical entities.
3) Understanding society, metaphors, and meanings helps designers connect with users when innovating or designing new objects.
An introduction based on various authors and projects to explain the role of multi-agent simulation and in particular the importance of visual representations in this area. Used in the Masters of Arts in Multimedia Design at Universidad del Azuay, Ecuador. March 2009
This document outlines an experiment to identify factors that affect induced electric currents. The experiment involves using coils of wire and magnets to induce currents, then measuring the current with a galvanometer. It tests how induced current is affected by: the number of coil turns, the rate of magnetic field change, and magnetic field strength. The experiment aims to show that changing magnetic fields can induce currents in coils, and that the magnitude of induced current depends on these three factors.
El documento presenta varias teorías sobre la innovación, incluyendo que la innovación ocurre cuando se redefinen problemas existentes, que las empresas necesitan dar libertad para tolerar el riesgo y la experimentación, y que la innovación causa mejoras de orden de magnitud en lugar de cambios graduales. También incluye preguntas sobre un posible diseño de producto nuevo, como los materiales, procesos de fabricación, comunicación del producto y usuarios previstos.
El documento resume la civilización egipcia antigua, incluyendo su ubicación junto al río Nilo, su economía agrícola y su sociedad jerarquizada. Explica que los egipcios construyeron mastabas, pirámides y hipogeos para enterrar a sus muertos, así como grandes templos para honrar a sus dioses. El arte egipcio se enfocaba en expresar la grandeza de los faraones y comunicar sus creencias religiosas sobre la vida después de la muerte.
El documento analiza el rol del diseñador industrial y su relación con las empresas y el consumo masivo. Argumenta que el diseñador debe servir tanto a los intereses de la empresa como a los usuarios de los productos. También explora si es ético que los diseñadores creen productos que van en contra de sus propios valores. Finalmente, el documento propone revelar la verdadera función del diseñador a través de un caso práctico de diseño de un punto de venta.
The document discusses the Japanese concept of "shuhari", a three stage process for learning and creative development. The stages are: shu (obedience), where students learn fundamentals through repetition; ha (divergence), where students begin creative expression while adhering to core concepts; and ri (transcendence), an intuitive, spontaneous expression of mastery. This process is used in many Japanese arts and can inform how creativity is taught, with shu building skills, ha fostering innovative practice, and ri realizing personal creative fulfillment.
1. Virtual and real are relative categories in design, where the difference between physical and virtual is not important. What matters most is the interaction between the user and the artifact.
2. Design exists in the relation between virtual and real. Designers create in both the virtual world of sketches and the real world of physical objects.
3. Computers now allow designers to see how a virtual design will work throughout the design process, making the virtual design more real than traditional physical prototypes.
Diseño de Productos en Unidades de Informacióncazapata
Este documento trata sobre los productos de información. Explica que un producto debe satisfacer las necesidades de una comunidad y que su personalidad está determinada por 10 factores como la calidad, diseño y precio. También señala que los productos de muchas unidades de información no satisfacen las necesidades de los usuarios y que se necesitan nuevos productos innovadores que aporten valor al mercado. Finalmente, resalta la importancia de realizar planeación estratégica de productos que incluya análisis de costos, ciclo de vida y segmentación del merc
Art, Science, Design, Engineering: Four Creative HatsR. Sosa
This talk is an introduction to cross-disciplinary thinking based on my academic, professional, and personal experience in the last two decades. The matrix is from Rich Gold's book "The Plenitude", which provides a great way of looking at (and challenging) the similarities and differences between the ways of thinking across disciplines.
This document provides information for students in the Bachelor of Creative Technologies Studio II course. It outlines the course codes, lecturers, and theme of designing an artefact for the speculative future scenario of the year 2076 that addresses potential social, economic, political and environmental issues related to the "Internet of Future Things". It details the required readings which explore speculative and alternative futures design approaches. The document emphasizes an iterative design process with a focus on informed, critical and creative practice and full effort from students to generate diverse outcomes for their final projects.
This document discusses semiotics and symbolism in product design. It defines icons as signs derived from experience that correlate with something else, indexes as signs derived from direct resemblance, and symbols as arbitrary signs derived from association with other symbols. It also defines denotation as the literal meaning of a sign and connotation as how a sign conveys its meaning. The document provides examples of signs for "car" in different languages and concludes by asking students to apply these ideas by selecting an object for class that has a strong relation to a context.
The Apple logo has evolved over time but consistently portrayed elements of innovation, knowledge, and creativity through symbolic representations. The original logo depicted Sir Isaac Newton under an apple tree, signifying discovery. This complex logo was later replaced by Rob Janoff's colorful "Rainbow" logo, featuring a bitten apple to represent a computer company in a unique way. The minimal monochrome logo adopted in 1997 modernized the brand image. Through its simplicity and adherence to principles of design and perception, the Apple logo has become one of the most recognizable symbols in the world and a key contributor to the brand's overwhelming success.
The document summarizes Day 1 of a creativity and design workshop. It includes activities to help participants understand creativity, including exploring definitions of creativity through photos and discussions with others. Participants reflected on how they have initiated disruptive change and shared their creative potential. The day addressed views of design through design cases and videos. Activities were aimed at challenging assumptions about creativity and expanding participants' perspectives.
This document summarizes Day 4 of a creativity and design workshop. It provided ideation techniques like brainstorming, SCAMPER, and the 6-3-5 method. Participants engaged in activities applying these techniques. Recommendations for effective ideation included introducing diversity, exploring problems and solutions, documenting ideas, and avoiding criticism. The document also discussed facilitation best practices and evaluating ideas. It outlined individual and team assignments to reflect on lessons learned and apply them.
El documento habla sobre la ergonomía y sus aplicaciones en odontología. Explica que la ergonomía estudia la interacción entre humanos y elementos de un sistema, considerando factores fisiológicos, anatómicos y psicológicos. En odontología, la ergonomía busca mejorar la comodidad del odontólogo y asistente, prevenir lesiones y aumentar la efectividad del tratamiento. Algunas medidas ergonómicas incluyen simplificar tareas, economizar movimientos y mejorar la postura para reducir fat
Cognitive psychology is the study of mental processes such as attention, memory, perception, problem solving and thinking. It developed as a field in response to behaviorism, which could not adequately explain complex human behaviors and abilities like language use. Cognitive psychologists study topics like how people learn and remember information, perceive different shapes, and acquire language. Understanding cognition can help fields like education, medicine, AI and interface design. The human mind is complex and cognition involves acquiring, storing, retrieving and processing knowledge.
What is cognitive psychology , it's domain’s..cognition in the renaissance and beyond and cognitive psychology as it is today ..an easy description to understand
The document summarizes key concepts from the book A Whole New Mind by Daniel Pink. It discusses the transition from the left-brain dominated Information Age to the emerging Conceptual Age, which will be ruled by right-brain skills like design, story, symphony, empathy, play, and meaning. These six senses will be increasingly important as automation eliminates certain jobs and more work can be done more cheaply overseas. Creativity and skills like synthesizing different fields, understanding emotions, and finding purpose will distinguish success in the future.
http://www.captaincynic.com/forum/22/emotion-and-psychology.htm
Uncover psychology with this introductory presentation that gives an basic overview of psychology. Begin sharing psychological insights and ideas with others. Conversations based in psychology are some of the most intriguing interactions that can be had.
The document discusses how new perspectives in cognitive science view the mind as emerging from a cognitive ecology comprising the brain, body, and external environment. It outlines this perspective in three sections:
1) The embodied brain - Thinking is shaped by our biological body through factors like posture, nutrition, sleep, and biomechanics. Smiling can aid understanding of positive language while gestures support learning.
2) The embedded brain - Physical and social environments profoundly influence cognition through anchoring effects and by encouraging certain types of thinking.
3) The extended brain - Tools augment our mental capacities, with the mind extending into the world through writing, technology, and networks.
The cognitive ecology framework suggests new ways of understanding human
Introduction, Aim, Objectives and Scope of Cross Cultural PsychologyBilal Anwaar
This document provides an introduction to cross-cultural psychology, including its aim, objectives, and scope. Cross-cultural psychology compares human psychology across cultural groups and examines both differences and universals. It aims to study cultural differences and similarities using research methods, and applies findings in fields like clinical and organizational psychology. Key objectives include testing theories across cultures, understanding cultural variations, integrating results into a universal psychology, and exploring phenomena in cultural contexts. The scope of cross-cultural psychology broadly covers topics related to development, cognition, gender, emotion, language, personality, psychopathology, self and identity, social behavior, and its applications.
Spiral dynamics and the art of thinkingFrances Kazan
This document discusses how consciousness and human perspectives are constantly shifting and evolving. It introduces the concept of levels of consciousness, with people operating from different levels or worldviews that influence how they think and make decisions. Spiral Dynamics is presented as a model that maps these evolving levels of consciousness as an individual's values and beliefs progress through different stages of complexity. The document suggests that training emotional intelligence can allow more people to achieve higher levels of consciousness associated with uncommon thinkers and visionary leaders who approach problems creatively. It promotes understanding different levels of consciousness to navigate today's complex world and invites the reader to learn more about Spiral Dynamics through an upcoming seminar.
Notes from Beth E. Koch's presentation, "Perception of Typefaces: A Quantitative Visual Methodology" at SOTA's TypeCon, Milwaukee, Wisconsin, USA, August 5, 2012
The document discusses several key aspects of constructivist learning theory:
- Constructivist learning theory holds that learners construct new understandings based on their experiences and interactions.
- The brain is complex and adaptive, shaped by experiences, and capable of growth throughout life.
- Learning involves actively making meaning and patterns from experiences in relation to prior knowledge and emotions.
- Effective education recognizes that the brain perceives parts and wholes simultaneously.
Keynote Address: PASI 2013 in Methods for Data-Driven DiscoverySantiago Nunez
Science and technology require a broad change of perspective and overview. This presentation addressed the requirements of the Americas for advancing towards world-class scientific leadership with human values at its core.
AUTHOR BIOGRAPHY
Joost Abraham Maurits Meerloo (March 14, 1903 â November 17, 1976) was a Dutch Doctor of Medicine and psychoanalyst.
Born as Abraham Maurits 'Bram' Meerloo in The Hague, Netherlands, he came to United States in 1946, was naturalized in 1950, and resumed Dutch citizenship in 1972. Dr. Meerloo was a practicing psychiatrist for over forty years. He did staff psychiatric work in Holland and worked as a general practitioner until 1942 under Nazi occupation, when he assumed the name Joost to fool the occupying forces and in 1942 fled to England (after barely eluding death at the hands of the Germans). He was chief of the Psychological Department of the Dutch Army-in-Exile in England.
After the war he served as High Commissioner for Welfare in Holland, and was an advisor to UNRRA and SHAEF. An American citizen since 1950, Dr. Meerloo was a member of the faculty at Columbia University and Associate Professor of Psychiatry at the New York School of Psychiatry. He was the author of many books, including Rape of the Mind, the classic work on brainwashing, Conversation and Communication, and Hidden Communion.
He was the son of Bernard and Anna (Benjamins) Meerloo. He married Louisa Betty Duits (a physical therapist), May 7, 1948.
Education: University of Leiden, M.D., 1927; University of Utrecht, Ph.D., 1932.
Meerloo specialized in the area of thought control techniques used by totalitarian regimes.
This book has regained prominence because of the Barack H, Obama regime, and the methods that were used to establish it. One can gain many useful insights into Obama's campaign strategy by reading this book.
This document presents an overview of different theories and tests of intelligence from various psychological perspectives. It discusses definitions of intelligence, examples of individual intelligence tests like the Stanford-Binet and Wechsler scales. It also describes group intelligence tests and theories of intelligence from Sternberg, Gardner, and Salovey and Mayer. Specifically, it outlines Sternberg's triarchic theory of analytical, creative and practical intelligence. It also summarizes Gardner's theory of eight frames of mind including verbal, mathematical, spatial intelligences. Finally, it briefly discusses Salovey and Mayer's conceptualization of emotional intelligence.
The fundamental difference between Man and animal is Rationality with which Intelligence Quotient (IQ) deals
.The fundamental difference between Man and Machine (Robot) is Emotionality with which Emotional Intelligence (EQ)
deals. Thus IQ and EQ are human specific qualities. Both are reflected in man’s social behavior and interactions with which
Social Intelligence (SQ) deals. Present paper aims at examining whether these three typically human faculties are
independent or are inter-correlated. Three questionnaires measuring IQ, EQ and SQ respectively were given to 60 college
students, including males and females. Pearson and Partial Correlations were calculated through SPSS 15.0. The results
showed no significant correlation of IQ with EQ and SQ, but the correlation between EQ and SQ was found to be statistically
significant. This implies that IQ is independent faculty but EQ and SQ are correlated.
Psychology is the science that studies the behavior and mental functions. Technological advances have proved useful in many areas of science. Like other sciences, Psychology has taken advantage of this technological advance to perfect your research techniques and thus the practices that guide its professionals. It was from the advent of imaging techniques it became possible to observe the brain in action, and so, call the 1990s the "Decade of the Brain" with research in neurosciences with a leading character in the scientific revolution. The Psychology of the future will have greater emphasis on science, more emphasis on social issues, theories and use of mathematical models, work on complex problems, greater professionalism and specialization and integration of psychology around a unifying paradigm. The future of Psychology is associated with the future of technology.
Intelligence Of Intelligence And IntelligenceRachel Davis
The document discusses different theories of intelligence, including:
- Louis Terman's theory that some students are exceptionally gifted, as measured by tests like the Stanford-Binet.
- Howard Gardner's theory of multiple intelligences, which identifies eight types of intelligence including musical, bodily-kinesthetic, logical-mathematical, and interpersonal.
- The triarchy theory that identifies three main types of intelligence: analytical, creative, and practical.
The document also examines competitive intelligence and its benefits, discussing how countries like Germany and Japan integrated understanding competitors into business strategy.
1) The document discusses key concepts in cognitive psychology including cognition, cognitive science, mental representation, stages of processing, and different approaches to modeling cognition like symbolic and connectionist models.
2) It also covers concepts like artificial intelligence, the Turing test, weak vs strong AI, and definitions of consciousness and self-knowledge.
3) Memory is discussed as being divided into short-term and long-term as well as different types like audio and visual. Key figures in the development of cognitive psychology are also mentioned like Tolman, Bartlett, and Ebbinghaus and their important contributions.
The document discusses Howard Gardner's theory of multiple intelligences as an alternative to traditional views of intelligence that see it as a single general ability. It argues intelligence is better understood as a set of abilities that are expressed differently in various cultural contexts and domains. Three key points are made:
1. Traditional IQ tests do not capture the full range of human potential and ways of knowing. Intelligence is expressed differently in different cultural activities and fields.
2. Gardner proposes individuals have multiple intelligences rather than a single general intelligence. These include abilities like musical, bodily kinesthetic, interpersonal that are not captured by standard IQ tests.
3. To properly understand human cognition, we must look at the wide range of
The document discusses different definitions of intelligence from various experts and perspectives. It explores the debate around whether intelligence is determined by nature or nurture, concluding that it is a combination of both. It then discusses different types of thinking and how lateral and critical thinking can be practiced and improved. Finally, it notes that some famous historical geniuses like Newton, Darwin and Einstein were not the best students but had a passion for questioning and analyzing ideas.
Process
Nathaniel Barr, PhD
What is creativity, anyway?
“Creativity is the ability to produce work that is both novel and appropriate”
~ Sternberg & Lubart
“Humans are animals that specialize in thinking and knowing, and our extraordinary cognitive abilities have transformed every aspect of our lives. In contrast to our chimpanzee cousins and Stone Age ancestors, we are complex political, economic, scientific and artistic creatures, living in a vast range of habitats, many of which are our own creation.”
-Cecelia Hayes
3
Systems view of Creativity
Hennessey & Amabile, 2010,
Annual Review of Psychology
“The term ‘cognition’ refers to all processes by which the sensory input is transformed, reduced, elaborated, stored, recovered, and used. It is concerned with these processes even when they operate in the absence of relevant stimulation, as in images and hallucinations... Given such a sweeping definition, it is apparent that cognition is involved in everything a human being might possibly do; that every psychological phenomenon is a cognitive phenomenon.”
Ulric Neisser, 1967, Cognitive Psychology
5
Spontaneous or deliberate creativity
Spontaneous: Insight
Deliberate: CPS
Meliorism
“humans can, through their interference with processes that would otherwise be natural, produce an outcome which is an improvement over the aforementioned natural one”
In order to interfere with processes and improve them, we need to know how things work…
Understanding your mind
Interfering with the natural way you think
Improvement of performance
Deliberate creativity
J.P. Guilford’s 1950 APA Address
“The neglect of this subject by psychologists is appalling…I examined the index of the Psychological Abstracts for each year since its origin. Of approximately 121,000 titles listed in the past 23 years, only 186 were indexed as definitely bearing on the subject of creativity.”
-Guilford
J.P. Guilford’s 1950 APA Address
“In other words, less than two-tenths of one per cent of the books and articles indexed in the Abstracts for approximately the past quarter century [1925-1950] bear directly on this subject.”
-Guilford
Intelligence
“Some of you will undoubtedly feel that the subject of creative genius has not been as badly neglected as I have indicated, because of the common belief that genius is largely a matter of intelligence and the IQ.”
-Guilford
Galton, Cattell, Cox, Terman, Spearman
Not just intelligence
Guilford’s address marked the “the emergence of a wider psychological interest in the non-intellective components of cognitive performance.”
-Shouksmith, 1970, p. 205
Increased attention
In decade following Guilford’s address, more than 800 records exist
-Arons, 1965
1927-1950: 4.5 papers per year
1950-1960: 80 papers per year
Ways of thinking, not just raw ability
“It took the genius of thinkers like Alex Osborn, an advertising executive, and Sidney Parnes, an academic research, to realize that ...
Causation is a complex topic with no comprehensive rule to determine if c causes e. There are different types of causes like background vs foreground. Productive theories see causes generating effects, while difference-making theories see causes changing outcomes. Debates about causation and ethics both involve nonlinear relationships. We cannot dismiss influencing the past just because it occurred, like we cannot change the determined future. Our understanding of causation involves both influence and patterns in events.
This document discusses the book "100 Ideas That Changed Design" by Charlotte and Peter Fiell. It provides commentary on some of the key ideas discussed in the book, including innovation, luxury, design education, design reform, morality, design rhetoric, vernacularism, Gesamtkunstwerk, ornament and crime, purity, rationalism, and new objectivity. Many of these ideas helped shape the modern design movement by focusing on simplicity, functionality, and rejecting ornamentation in favor of clean geometric forms. The document also notes some of the political influences and goals of early modern design groups.
Este documento discute la ecología de las ideas y cómo el conocimiento está enraizado en el contexto cultural y social. Argumenta que aunque el conocimiento está determinado por estas influencias, también puede haber cierto grado de autonomía e independencia del conocimiento. Identifica varios factores que pueden debilitar las determinaciones culturales e impulsar el cambio de ideas, como el diálogo cultural, la expresión de desviaciones y la existencia de un "calor cultural" con debates e intercambios de ideas.
This document summarizes key points from a lecture on virtual design. It discusses how:
1. The distinction between virtual and real is blurred, as design involves anticipating future experiences that do not yet physically exist.
2. Design exists in the relationship between virtual ideas/concepts and real, physical artifacts.
3. Designers should focus less on whether something is physical or digital, and more on how well designs enable experiences and solve problems.
Excerpts from the book: Heller, S., Talarico, L. (2009). Design School Confidential: Extraordinary Class Projects From the International Design Schools. United States: Rockport Publishers.
El documento discute los peligros de la industria cultural y la manipulación de las imágenes. Expresa preocupación por la abundancia de imágenes producidas por las industrias culturales para fines comerciales, y cómo esto puede reducir a las personas a una masa y obstaculizar la autonomía individual. También señala que los grandes conglomerados controlan los medios de comunicación y usan el marketing para suministrar productos culturales ajustados a los deseos dominantes.
El documento discute la cultura de masas desde varias perspectivas. Se argumenta que la cultura de masas surge en sociedades industriales modernas donde las masas participan en la vida pública. Sin embargo, la cultura de masas a menudo es producida por grupos económicos para ganar dinero en lugar de ofrecer experiencias críticas a las masas. Esto crea una paradoja donde las masas consumen modelos culturales burgueses pensando que son expresiones propias.
This document provides a summary of the key ideas from the book "Understanding Computers and Cognition: A New Foundation for Design" by Terry Winograd and Fernando Flores. The book brings together topics of computer technology and human existence to generate new understandings. It draws from philosophers like Heidegger, Gadamer, Maturana, and Austin to develop a new foundation for understanding cognition and designing technology based on our situatedness in social and linguistic traditions.
This document discusses bridging the gap between researchers and designers. It notes there are often misunderstandings due to differences in skills, culture, roles, languages, and mindsets between the two fields. Researchers favor an information-driven approach while designers prefer inspiration-driven work. The document provides examples of conducting light analysis directly with raw data or using a database for heavier analysis. It also discusses communicating results through presentations or by involving clients throughout the process. The goal is for both data and overall frameworks to inform conceptualization of new design ideas.
Brecht, B. (1978). Brecht on Theatre: The Development of an Aesthetic. United Kingdom: Hill and Wang.
Epic Theatre
Alienation Effect
The Instructive Theatre
Theatre and Knowledge
Experimental Theatre
Rational and Emotional
Elements of Illusion
Simulation (or Computation) and its DiscontentsR. Sosa
20+ key ideas from Sherry Turkle's 2009 book. Highly recommended.
Funny how Slideshare forces people to pick one category for a presentation. This is as much about design as it is about education, technology, etc.
Here are a few things that are missing from the abstract:
- Details about the specific board game design/activities used in the study. Just saying it uses a "board game-based approach" is vague.
- Background on previous research conducted in this area. The abstract does not establish what existing literature or gaps in knowledge the study aims to address.
- Sample size or participant demographics. Without mentioning how many parents/children will be involved, the scope of the study is unclear.
- Timeframe or duration of the study. When and for how long data will be collected is important contextual information.
- Limitations or delimitations of the research design. All studies have boundaries that should be acknowledged.
This document discusses Māori cultural practices and values known as tikanga Māori. It explains that tikanga Māori governs social interactions and relationships as well as individual identities. While tikanga focuses on correct behaviors and actions, many Māori have little knowledge of tikanga today due to past suppression and conversion to Christianity. Tikanga is based in mātauranga Māori, which is Māori knowledge and philosophy, and provides guidelines for ritual practices. Certain tikanga have changed over time through isolation and adaptation. The document then explores several key aspects of tikanga Māori including manaakitanga, te moenga rangatira, tapu
This document discusses Stephen Jay Gould's views on evolution and how it has been misinterpreted. Some key points:
1) Gould argues that evolution is not inherently progressive and that complexity has not increased over time. Most of life's history has involved simple unicellular organisms and anatomical complexity arose quickly and then changed little.
2) He criticizes the view of evolution as leading toward greater complexity and the dominance of humans. In reality, many lineages have adapted by becoming simpler over time.
3) Gould advocates for the theory of punctuated equilibrium, where species change little but are punctuated by periods of rapid speciation. This better fits the fossil record than gradualism.
Van aquí fragmentos de este libro escrito por el gran Adolfo Sánchez Vázquez y publicado en 1965 con algunas ideas que con los años se han hecho cada vez MÁS relevantes e importantes para entender el diseño. Queda mucho por hacer para conectar estas ideas y desarrollarlas, mucho ha pasado en estos 80 años.
Key excerpts from the book “Māori Philosophy, Indigenous Thinking from Aotearoa” by Georgina Tuari Stewart, 2021. Chapter 5 is succinct but highly recommended
Brian Fitzsimmons on the Business Strategy and Content Flywheel of Barstool S...Neil Horowitz
On episode 272 of the Digital and Social Media Sports Podcast, Neil chatted with Brian Fitzsimmons, Director of Licensing and Business Development for Barstool Sports.
What follows is a collection of snippets from the podcast. To hear the full interview and more, check out the podcast on all podcast platforms and at www.dsmsports.net
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This PowerPoint compilation offers a comprehensive overview of 20 leading innovation management frameworks and methodologies, selected for their broad applicability across various industries and organizational contexts. These frameworks are valuable resources for a wide range of users, including business professionals, educators, and consultants.
Each framework is presented with visually engaging diagrams and templates, ensuring the content is both informative and appealing. While this compilation is thorough, please note that the slides are intended as supplementary resources and may not be sufficient for standalone instructional purposes.
This compilation is ideal for anyone looking to enhance their understanding of innovation management and drive meaningful change within their organization. Whether you aim to improve product development processes, enhance customer experiences, or drive digital transformation, these frameworks offer valuable insights and tools to help you achieve your goals.
INCLUDED FRAMEWORKS/MODELS:
1. Stanford’s Design Thinking
2. IDEO’s Human-Centered Design
3. Strategyzer’s Business Model Innovation
4. Lean Startup Methodology
5. Agile Innovation Framework
6. Doblin’s Ten Types of Innovation
7. McKinsey’s Three Horizons of Growth
8. Customer Journey Map
9. Christensen’s Disruptive Innovation Theory
10. Blue Ocean Strategy
11. Strategyn’s Jobs-To-Be-Done (JTBD) Framework with Job Map
12. Design Sprint Framework
13. The Double Diamond
14. Lean Six Sigma DMAIC
15. TRIZ Problem-Solving Framework
16. Edward de Bono’s Six Thinking Hats
17. Stage-Gate Model
18. Toyota’s Six Steps of Kaizen
19. Microsoft’s Digital Transformation Framework
20. Design for Six Sigma (DFSS)
To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations
𝐔𝐧𝐯𝐞𝐢𝐥 𝐭𝐡𝐞 𝐅𝐮𝐭𝐮𝐫𝐞 𝐨𝐟 𝐄𝐧𝐞𝐫𝐠𝐲 𝐄𝐟𝐟𝐢𝐜𝐢𝐞𝐧𝐜𝐲 𝐰𝐢𝐭𝐡 𝐍𝐄𝐖𝐍𝐓𝐈𝐃𝐄’𝐬 𝐋𝐚𝐭𝐞𝐬𝐭 𝐎𝐟𝐟𝐞𝐫𝐢𝐧𝐠𝐬
Explore the details in our newly released product manual, which showcases NEWNTIDE's advanced heat pump technologies. Delve into our energy-efficient and eco-friendly solutions tailored for diverse global markets.
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The APCO Geopolitical Radar - Q3 2024 The Global Operating Environment for Bu...APCO
The Radar reflects input from APCO’s teams located around the world. It distils a host of interconnected events and trends into insights to inform operational and strategic decisions. Issues covered in this edition include:
Storytelling is an incredibly valuable tool to share data and information. To get the most impact from stories there are a number of key ingredients. These are based on science and human nature. Using these elements in a story you can deliver information impactfully, ensure action and drive change.
Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This presentation is a curated compilation of PowerPoint diagrams and templates designed to illustrate 20 different digital transformation frameworks and models. These frameworks are based on recent industry trends and best practices, ensuring that the content remains relevant and up-to-date.
Key highlights include Microsoft's Digital Transformation Framework, which focuses on driving innovation and efficiency, and McKinsey's Ten Guiding Principles, which provide strategic insights for successful digital transformation. Additionally, Forrester's framework emphasizes enhancing customer experiences and modernizing IT infrastructure, while IDC's MaturityScape helps assess and develop organizational digital maturity. MIT's framework explores cutting-edge strategies for achieving digital success.
These materials are perfect for enhancing your business or classroom presentations, offering visual aids to supplement your insights. Please note that while comprehensive, these slides are intended as supplementary resources and may not be complete for standalone instructional purposes.
Frameworks/Models included:
Microsoft’s Digital Transformation Framework
McKinsey’s Ten Guiding Principles of Digital Transformation
Forrester’s Digital Transformation Framework
IDC’s Digital Transformation MaturityScape
MIT’s Digital Transformation Framework
Gartner’s Digital Transformation Framework
Accenture’s Digital Strategy & Enterprise Frameworks
Deloitte’s Digital Industrial Transformation Framework
Capgemini’s Digital Transformation Framework
PwC’s Digital Transformation Framework
Cisco’s Digital Transformation Framework
Cognizant’s Digital Transformation Framework
DXC Technology’s Digital Transformation Framework
The BCG Strategy Palette
McKinsey’s Digital Transformation Framework
Digital Transformation Compass
Four Levels of Digital Maturity
Design Thinking Framework
Business Model Canvas
Customer Journey Map
NIMA2024 | De toegevoegde waarde van DEI en ESG in campagnes | Nathalie Lam |...BBPMedia1
Nathalie zal delen hoe DEI en ESG een fundamentele rol kunnen spelen in je merkstrategie en je de juiste aansluiting kan creëren met je doelgroep. Door middel van voorbeelden en simpele handvatten toont ze hoe dit in jouw organisatie toegepast kan worden.
Top 10 Free Accounting and Bookkeeping Apps for Small BusinessesYourLegal Accounting
Maintaining a proper record of your money is important for any business whether it is small or large. It helps you stay one step ahead in the financial race and be aware of your earnings and any tax obligations.
However, managing finances without an entire accounting staff can be challenging for small businesses.
Accounting apps can help with that! They resemble your private money manager.
They organize all of your transactions automatically as soon as you link them to your corporate bank account. Additionally, they are compatible with your phone, allowing you to monitor your finances from anywhere. Cool, right?
Thus, we’ll be looking at several fantastic accounting apps in this blog that will help you develop your business and save time.
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Anny Serafina Love - Letter of Recommendation by Kellen Harkins, MS.AnnySerafinaLove
This letter, written by Kellen Harkins, Course Director at Full Sail University, commends Anny Love's exemplary performance in the Video Sharing Platforms class. It highlights her dedication, willingness to challenge herself, and exceptional skills in production, editing, and marketing across various video platforms like YouTube, TikTok, and Instagram.
2. Multi-Dimensional
Creativity
MDC-1
culture
Creativity is not something that
happens in your head.
Creativity is a systems property.
It happens in the interaction
between neurons, people,
teams, societies, and cultures.
Creativity is multi-level.
4. OK, then what?
Well, we can start by mapping
research fields…
scaledimension
time dimension
brainpersonsmalltolarge
groups
societyculture
interactions
ephemeral
structures
stable
structures
long-term
structures
Journal of Cognition
and Culture
International Journal of
Cross Cultural Management
International Journal of
Intercultural Relations
Memetic Computing
Marketing Science Sociology & Social Research
Culture & Psychology
Journal of
Management Studies
Anthropology in Action
European Journal of
Social Psychology
Theory and Society
Journal of Cross-Cultural
Psychology
Creativity and
Innovation Management
J of Applied Psychology
Creativity Research Journal
American Psychologist
Thinking & Reasoning
J of Business and Psychology
Thinking Skills
and Creativity
European Journal of
Education and Learning
The Journal of
Creative Behavior
Psychological Science
Learning, Memory
J of Consciousness Studies
Frontiers in Neuroanatomy
Behavioral and Brain Sciences
Journal of Human Evolution
Neurology
Consciousness and
Cognition
NeuroImage
Human brain mapping
5. And we can identify gaps in the
literature…
scaledimension
time dimension
brainpersonsmalltolarge
groups
societyculture
interactions
ephemeral
structures
stable
structures
long-term
structures
6. And identify interactions
between levels and time…
scaledimension
time dimension
brainpersonsmalltolarge
groups
societyculture
interactions
ephemeral
structures
stable
structures
long-term
structures
top-down influences,
bottom-up and lateral emergence