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Digital Creativity - Individuals, Groups, and Organizations (Hardcover, 2013 ed.): Kun Chang Lee Digital Creativity - Individuals, Groups, and Organizations (Hardcover, 2013 ed.)
Kun Chang Lee
R2,783 Discovery Miles 27 830 Ships in 10 - 15 working days

As 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.

Digital Creativity Model and Its Relationship with Corporate Performance - Emphasis on Agent-Based Modeling Approach... Digital Creativity Model and Its Relationship with Corporate Performance - Emphasis on Agent-Based Modeling Approach (Paperback, 1st ed. 2016)
Kun Chang Lee
R1,647 Discovery Miles 16 470 Ships in 10 - 15 working days

This book provides theoretical and practical backgrounds for the digital creativity management and related Agent-Based Modeling (ABM) results on the basis of a set of realistic assumptions in which several topics such as knowledge network, diversity, individual creativity, team creativity, exploration and exploitation, and organizational creativity are discussed. Until now, there has been no clear-cut methodology by which creativity management can be articulated and materialized into the business process management within companies and corporate performance. Though many approaches have been proposed to tackle the creativity research issues, this book adopts a new approach which assumes that the network structure formulated by interrelationships among team members decides individual creativity and team creativity as well, and ABM-based simulations lead to robust analysis of corporate performance over time. Typical examples of network structure under consideration in this study are degree centrality and structural hole (an opportunity to broker the flow of information between people, and control the projects that bring together people from opposite sides of the hole). This book suggests detailed analysis of source code used in implementing a prototype digital creativity simulation engine with related snap-shots and ABM results, so that readers can understand hard core of how to design and implement ABM tasks related to target problems, and extract implications from the ABM results.

Digital Creativity - Individuals, Groups, and Organizations (Paperback, 2013 ed.): Kun Chang Lee Digital Creativity - Individuals, Groups, and Organizations (Paperback, 2013 ed.)
Kun Chang Lee
R3,195 Discovery Miles 31 950 Ships in 10 - 15 working days

As 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.

U- and E-Service, Science and Technology - International Conference, UNESST 2011, Held as Part of the Future Generation... U- and E-Service, Science and Technology - International Conference, UNESST 2011, Held as Part of the Future Generation Information Technology Conference, FGIT 2011, in Conjunction with GDC 2011, Jeju Island, Korea, December 8-10, 2011. Proceedings (Paperback, 2011)
Tai-Hoon Kim, Hojjat Adeli, Jianhua Ma, Wai-Chi Fang, Byeong Ho Kang, …
R1,489 Discovery Miles 14 890 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the International Conference, UNESST 2011, held as Part of the Future Generation Information Technology Conference, FGIT 2011, Jeju Island, Korea, in December 2011. The papers presented were carefully reviewed and selected from numerous submissions and focuse on the various aspects of u- and e-service, science and technology.

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