Creative Environments: Issues of Creativity Support for the Knowledge Civilization Age

Couverture
Andrzej 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

Basic Models of Creative Processes
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
Index
497
Droits d'auteur

Autres éditions - Tout afficher

Expressions et termes fréquents

Références à ce livre

Faces of the 21st Century

Aperçu limité - 2008

Informations bibliographiques