By Nelson Zagalo, Pedro Branco
This edited booklet discusses the interesting box of electronic Creativity. via exploring the present nation of the inventive industries, the authors convey how applied sciences are reshaping our artistic strategies and the way they're affecting the leading edge construction of latest items. Readers will detect how artistic construction methods are ruled by way of electronic information transmission which makes the relationship among humans, principles and inventive approaches effortless to accomplish inside collaborative and co-creative environments. for the reason that we depend on our senses to appreciate our global, maybe of extra value is that applied sciences via 3D printing are arriving from the electronic to the actual international. Written via an interdisciplinary team of researchers this idea upsetting e-book will entice lecturers and scholars from quite a lot of backgrounds operating or drawn to the applied sciences which are shaping our reports of the future.
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Extra info for Creativity in the Digital Age
This helps to foster an environment which is more about being a maker and a thinker, less about being an ‘audience’ and a consumer, and this can only be a good thing. 4 The Distribution and Funding Possibilities of the Internet Are Better than the Traditional Models As a word, ‘distribution’ doesn’t sound like something to get excited about. But distribution is just a word for how we get stuff to people, and, as suggested above, the internet is an incredibly efficient way of getting stuff to people – anything you can transport digitally anyway: brilliant for songs, videos, or stories, although not so good for actual cats or bananas.
In designing the BCT curriculum, we sought to develop new ‘modes of thinking’ that shift the traditional focus from teaching by transmission to a more socialised engagement with learning through creativity, collaboration and play. More specifically, we came to identify a playful approach to ‘discovering, integrating, applying and sharing’ different kinds of knowledge – whether theoretical, technical, intuitive, practical, emotional or organisational – within cross-disciplinary learning environments.
So then third, it’s interesting to look at the disruptive ways of funding larger-scale creative projects which are emerging within the present system – notably the crowdfunding platforms such as Kickstarter and Indiegogo. Indiegogo was launched in 2008; Kickstarter came along a year later, with a then-unique all-or-nothing model which seemed to make quality outputs more likely: if a project couldn’t raise its desired total within a set period (normally 30 or 60 days), then it wouldn’t be funded at all and no money would change hands.