LEADER 04389nam 22006615 450 001 9910299240503321 005 20200704004124.0 010 $a1-4471-6681-7 024 7 $a10.1007/978-1-4471-6681-8 035 $a(CKB)3710000000387299 035 $a(EBL)2095790 035 $a(SSID)ssj0001491908 035 $a(PQKBManifestationID)11778709 035 $a(PQKBTitleCode)TC0001491908 035 $a(PQKBWorkID)11498082 035 $a(PQKB)11551360 035 $a(DE-He213)978-1-4471-6681-8 035 $a(MiAaPQ)EBC2095790 035 $a(PPN)185487793 035 $a(EXLCZ)993710000000387299 100 $a20150402d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCreativity in the Digital Age /$fedited by Nelson Zagalo, Pedro Branco 205 $a1st ed. 2015. 210 1$aLondon :$cSpringer London :$cImprint: Springer,$d2015. 215 $a1 online resource (270 p.) 225 1 $aSpringer Series on Cultural Computing,$x2195-9056 300 $aDescription based upon print version of record. 311 $a1-4471-6680-9 320 $aIncludes bibliographical references. 327 $aPreface -- Part I: Fundamentals of Digital Creativity -- The Creative Revolution that is Changing the World -- The Internet is Ancient, Small Steps are Important and Four Other Theses About Making Things in a Digital World -- Creating Creative Technologists: Playing with(in) Education -- Part II: Expressive Processes -- Playing With Puzzling Philosophical Problems -- The Creative Manipulation of Time Through Digital Personal Narratives -- Interaction Aesthetics and Ubiquitous Music -- Part III: Co-creation and Collaboration -- An Enactive Model of Creativity for Computational Collaboration and Co-Creation -- Creative Collaboration in Young Digital Creative Communities -- When Ideas Generate Value: How Lego Profitably Democratized its Relationship with Fans.-Communication in Crowdfunding Platforms -- Part IV: Makers and Players -- Fabricating Futures: Envisioning Scenarios for Home Fabrication -- Play Platforms for Children?s Creativity -- Game Design with Portfolios and Creative Skills -- Author Biographies. 330 $aThis edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments.  Since we rely on our senses to understand our world, perhaps of more significance is that technologies through 3D printing are returning from the digital to the physical world. Written by an interdisciplinary group of researchers this thought provoking book will appeal to academics and students from a wide range of backgrounds working or interested in the technologies that are shaping our experiences of the future.  . 410 0$aSpringer Series on Cultural Computing,$x2195-9056 606 $aUser interfaces (Computer systems) 606 $aApplication software 606 $aComputers and civilization 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputer Appl. in Arts and Humanities$3https://scigraph.springernature.com/ontologies/product-market-codes/I23036 606 $aComputers and Society$3https://scigraph.springernature.com/ontologies/product-market-codes/I24040 615 0$aUser interfaces (Computer systems). 615 0$aApplication software. 615 0$aComputers and civilization. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Appl. in Arts and Humanities. 615 24$aComputers and Society. 676 $a004 676 $a005.437 676 $a4019 702 $aZagalo$b Nelson$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aBranco$b Pedro$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910299240503321 996 $aCreativity in the Digital Age$92520015 997 $aUNINA