Creative Environments: Issues of Creativity Support for the Knowledge Civilization AgeAndrzej P. Wierzbicki, Yoshiteru Nakamori Springer, 2 juin 2007 - 509 pages "Creative Environments" is a follow-up on the book Creative Space in the same series and by the same authors, serving this time as editors of a broader book on computational intelligence and knowledge engineering tools for supporting knowledge creation. This book contains four parts. The first part presents a further development of models of knowledge creation presented already in Creative Space, in particular the Triple Helix of normal academic knowledge creation and a new, integrated model of normal academic and organizational knowledge creation, called Nanatsudaki (seven waterfalls) Model. The second part presents computational intelligence tools for knowledge acquisition by machine learning and data mining, for debating, brainstorming, for roadmapping and for integrated support of academic creativity. The third part presents the use of statistics for creativity support, virtual laboratories, gaming and role playing for creativity support, methods of knowledge representation and multiple criteria aggregation, distance and electronic learning. The last part addresses knowledge management and philosophical issues and contains chapters: on management of technology and knowledge management for academic R and D; on knowledge management and creative holism or systems thinking in the knowledge age; on technology and change or the role of technology in knowledge civilisation; on the emergence of complex concepts in science; and the final chapter on summary and conclusions, including a proposal of an integrated episteme of constructive evolutionary objectivism, necessary for the knowledge civilization age. |
Table des matières
4 | |
participation of Marek Makowski IIASA Chap 11 with the participation | 14 |
on knowledge acquisition by machine learning and data mining on crea | 20 |
Testing the Triple Helix Model | 25 |
6 | 38 |
Knowledge Sciences and JAIST Nanatsudaki Model | 47 |
7 | 52 |
Knowledge Acquisition by Machine Learning and Data Mining 69 | 68 |
Diverse Tools Supporting Creative Processes | 215 |
Virtual Laboratories | 233 |
Gaming and Role Playing as Tools for Creativity Training | 255 |
Knowledge Representation and Multiple Criteria Aggregation | 281 |
Distance and Electronic Learning | 321 |
larly as many other issues indicated in this book might be counted only | 352 |
Civilization Era | 385 |
Summary and Conclusions | 445 |
Debating and Creativity Support | 127 |
We decided to write and edit this book a cooperative effort involving | 190 |
Adam W Wierzbicki Hongtao Ren | 193 |
Andrzej P Wierzbicki Yoshiteru Nakamori | 451 |
497 | |
Autres éditions - Tout afficher
Creative Environments: Issues of Creativity Support for the Knowledge ... Andrzej P. Wierzbicki,Yoshiteru Nakamori Aucun aperçu disponible - 2007 |
Creative Environments: Issues of Creativity Support for the Knowledge ... Andrzej P. Wierzbicki,Yoshiteru Nakamori Aucun aperçu disponible - 2009 |
Creative Environments: Issues of Creativity Support for the Knowledge ... Andrzej P. Wierzbicki,Yoshiteru Nakamori Aucun aperçu disponible - 2010 |