000 04298nam a22005055i 4500
001 978-1-4614-5749-7
003 DE-He213
005 20200421111204.0
007 cr nn 008mamaa
008 121205s2013 xxu| s |||| 0|eng d
020 _a9781461457497
_9978-1-4614-5749-7
024 7 _a10.1007/978-1-4614-5749-7
_2doi
050 4 _aQA76.76.A65
072 7 _aUNH
_2bicssc
072 7 _aUDBD
_2bicssc
072 7 _aCOM032000
_2bisacsh
082 0 4 _a005.7
_223
245 1 0 _aDigital Creativity
_h[electronic resource] :
_bIndividuals, Groups, and Organizations /
_cedited by Kun Chang Lee.
264 1 _aNew York, NY :
_bSpringer New York :
_bImprint: Springer,
_c2013.
300 _aXIV, 154 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aIntegrated Series in Information Systems,
_x1571-0270 ;
_v32
505 0 _aCreativity and Job Stress in the Korean ICT Industry: TMX and CHS as Antecedents -- Computer-Mediated Task Performance under Stress and Non-Stress Conditions: Emphasis on Physiological Approaches -- Pattern Analysis of the Creativity of a Digitalist Considering Its Antecedenets and Task Diversity: A Multi-Agent Simulation Approach -- A Creative Generation Task Under Stress: Comparison of a Stress Group with a Non-Stress Group -- Exploring the Revalation Process for Individual Creativity Based on Exploitation and Exploration: A Physiological Experiment Approach -- An Empirical Analysis of the Effect of Social and Emotional Intelligence on Individual Creativity through Exploitation and Exploration -- Scenario-Based Management of Team Creativity in Sensitivity Contexts: An Approach with a General Bayesian Network -- A Longitudinal Analysis of Team Creativity Evolution Patterns Based on Heterogeneity and Network Structure: An Approach with Agent-Based Modeling -- Examining the Effect of Short-Term Robot-Mediated Training for Creativity Education -- Towards the 'Digital Creativity of Action'.
520 _aAs the use of digital technology has grown, so necessarily has the body of research into its effects at the personal, group and organizational levels, but there is no one book that looks at how digital technology has specifically influenced creativity.  Digital Creativity: Individuals, Groups, and Organizations discusses all spectrums of influence that digital technologies have on creativity from the individual, team, and organization level. This book offers a new kind of creativity model encompassing all three levels of creativity.  It combines each level into a unified creativity framework in which organizations regardless of their industry types could benefit in reengineering their business processes as well as strategies. For this purpose, the book considers various factors that would affect creativity- individuals' digital efficacy, heterogeneity among members (i.e., age, gender, races, tenure, education, and culture, etc), CMC (Computer-Mediated Communication), task complexity, exploitation, exploration, culture, organizational learning capability, and knowledge networks among members. This book introduces a theorized and systematic glimpse into the exciting realm of digital creativity.  It is organized with contents starting from individuals to teams and ultimately to organizations, each with various techniques and cases. Each chapter shows how individuals, teams, and organizations can become more creative through use of digital technologies.
650 0 _aComputer science.
650 0 _aInformation technology.
650 0 _aBusiness
_xData processing.
650 0 _aComputers.
650 1 4 _aComputer Science.
650 2 4 _aInformation Systems Applications (incl. Internet).
650 2 4 _aInformation Systems and Communication Service.
650 2 4 _aIT in Business.
700 1 _aLee, Kun Chang.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781461457480
830 0 _aIntegrated Series in Information Systems,
_x1571-0270 ;
_v32
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4614-5749-7
912 _aZDB-2-SCS
942 _cEBK
999 _c54045
_d54045