
The emergence of Artificial Intelligence dramatically changes the creative process of generating new ideas, which is called "ideation." The objective of this research is to study its impact on the "ideation" phase at the individual level. Ten students from Polytechnic schools participated in two activities that measured the characteristics of divergent-creative thinking: "fluency," "flexibility," and "originality." The first activity was Guilford's Alternative Uses Test, and the second was a creative storytelling technique. The students were divided into two groups, and one of the groups collaborated with ChatGPT. From the data analysis, it was found that in Guilford's test, Artificial Intelligence significantly enhances "fluency" and "flexibility" and considerably improves "originality." However, in the production of a creative text, the research showed no enhancement of the above characteristics. A possible cause is identified in the different degree of experience in creative writing among the students who collaborated with ChatGPT, and consequently in the different way they provided prompts. In conclusion, Artificial Intelligence can prove to be a valuable collaborator in the "ideation" phase, but its effectiveness depends on users' experience in prompting techniques.
Contemporary artistic research has successively integrated preoccupations with the experimentation of space and mobility, as well as collective interactions between participants in situations of proximity or remoteness. In the scientific field, an important part of spatial cognition study has recently turned towards understanding the collective aspects of spatial cognition, integrating an understanding of the acquisition of spatial knowledge and studying cognitive maps, as well as research on navigation and individual and collective memorization. In both cases, spatial behaviors and mental representations are fundamental focuses. Using CORES research combining artistic and scientific perspectives as an example, we clarify specific differences within a framework common to the arts and sciences. This article will develop three points: 1) Artistic and scientific research contexts, 2) Interactions between artistic and scientific perspectives, 3) Proposal of a 7-step joint arts and sciences research cycle. In so doing, this study aims to counter the divide between the artistic and scientific fields by demonstrating a shared creative dynamic.
In developing countries, the basic problem is power fluctuation and uneven voltage, which leads to serious damage to electronic devices and electrical equipment. Power fluctuation and uneven voltage supply are significant problems in the lead industry. Under-voltage, over-voltage, brownouts, blackouts, spikes, etc., are common problems which are faced due to fluctuation. Using our project, we have attempted to resolve the problems of under-voltage and over-voltage. In our project, we will be using Arduino UNO as a control board, which will be used to calculate the input voltage and determine whether it is over-voltage, normal-voltage, or under-voltage. Depending on the input voltage, the relay will get on or off according to the command. Arduino UNO, on the other hand, sends data to the ESP8266 Node MCU. As soon as the ESP8266 Node MCU connects to the wifi network, the data will be sent to a Google sheets (with the help of API call). After the data is stored in google sheets, it will be processed, and then a graph will be created that will indicate when over-voltage and under-voltage occurred.
In the dynamic and customer-centric business landscape of the 21st century, organizations are increasingly turning to innovative methodologies to drive meaningful and effective solutions to complex problems. This paper explores the integration of LEGO® SERIOUS PLAY® into design thinking sessions as a method for rapid prototyping with a focus on customer-centricity. By combining the principles of design thinking, rapid prototyping, and LEGO® SERIOUS PLAY® methodology, this study aims to investigate how the construction of these scenes, coupled with storytelling and pitch development, can facilitate the exploration of customer pain points and gains to inform solution ideation and iteration. A detailed case study is presented to illustrate the application of this approach, highlighting the process from problem identification to prototype creation and feedback gathering. Through analysis and reflection, this paper identifies key insights into the effectiveness of using LEGO® SERIOUS PLAY® for rapid prototyping within design thinking sessions, as well as challenges and opportunities for future research and practice. Ultimately, this study underscores the potential of prototyping as a valuable tool for fostering creativity, collaboration, and customer-centric innovation in organizations seeking to drive positive change and deliver impactful solutions. We are exploring how using this approach can help organizations unlock the full potential of their teams, drive breakthrough innovation and create lasting impact in an ever-changing world. OBJECTIVES: Exploration of LEGO® SERIOUS PLAY® within the design thinking process for rapid prototyping in the context of envisioning the future of cities. Specifically, the paper aims to demonstrate how these methodologies can foster creativity, collaboration, and customer-centric innovation, particularly in uncertain and complex environments as categorized by the Stacey Matrix. METHODS: This study employs a series of 20 design thinking sessions using LEGO® Serious Play to engage diverse stakeholders in imagining the city of 2030. The methods include defining the initial problem statement, conducting empathy exercises to understand user needs and utilizing LEGO® SERIOUS PLAY® for constructing scenes that highlight customer pain points and gains. Developing and presenting pitches and stories based on these LEGO® models and reframing and recreating prototypes based on cross-pollination of ideas. RESULTS: Participants quickly generated rapid prototypes that visually and tangibly represented their ideas. Several specific problems were identified, each accompanied by customer-centric solutions. The use of LEGO® SERIOUS PLAY® facilitated deeper engagement, creativity, and collaboration among participants. Storytelling and pitching helped effectively communicate the envisioned future scenarios and solutions. Feedback from stakeholders provided valuable insights that guided iterative refinement of the prototypes. CONCLUSION: Design thinking, when combined with LEGO® SERIOUS PLAY®, proves to be an effective methodology for rapid prototyping and innovation in complex and uncertain environments. The approach encourages a customer-centric mindset, ensuring that solutions are relevant and impactful. The iterative process of prototyping and feedback leads to continuous improvement and refinement of ideas. LEGO® SERIOUS PLAY® enhances creativity and collaboration, making it a valuable tool in the design thinking toolkit. This integrated methodology can help organizations navigate and transform ambiguity into actionable opportunities for innovation, particularly in the context of future urban planning and development.
INTRODUCTION: The complex accessibility needs of some players and, in particular, of people with Intellectual Disability (pwID) require greater attention from research due to the lack of tools to support playtesting, particularly those of a qualitative nature and suited to their diversity of experiences and motor and cognitive characteristics. OBJECTIVES: Recognizing the scarcity of research in media production, particularly games, the study pursues three objectives: firstly, to describe the accessible games developed through a multi-year service learning project involving students from the Videogames Bachelor’s Degree and pwID; secondly, to approach the validation of the Gaming Observation Grid (GOG), a qualitative tool for playtesting sessions; and thirdly, to reflect on service learning as a strategy for bridging the gap between academia and civil society in the context of game design. METHODS: The research employed a qualitative media ethnography-based approach involving students from the Videogames Bachelor's Degree. Over a span of three years and six consecutive semesters, 59 students actively participated in a service learning project, engaging with pwID and Non-Governmental Organizations (NGOs) in the field. All playtesting activities’ observations were based on GOG, with a total of 273 observed gaming sessions. RESULTS: The development of 18 videogames, spanning diverse genres and themes, prioritized accessibility based on adjustment settings. GOG emerged as a tailored and feasible instrument, valuable in the broader landscape of inclusive game development. In terms of service-learning outcomes, results highlight students' reflections on the real-world impact of game design and development, underscoring the pedagogical value of service learning in bridging theoretical knowledge and practical application. CONCLUSION: This study underscores the critical need for enhanced research attention to the complex accessibility requirements of players, particularly pw ID, while emphasizing the relevance of qualitative playtesting tools tailored to their diverse experiences and cognitive-motor characteristics, as well as the inherent value of the experience for the students involved.
Life Story books are frequently employed to facilitate reminiscence interventions, but their use in music therapy remains limited in the scientific literature. There is a paucity of research detailing the design processes involved in this context. In contemporary music therapy, the effective integration of technology is a significant concern. This paper aims to report on the Participatory Design process used to adapt the Emobook Life Story Book App for a Reminiscence Music Therapy Program for people living with dementia. An interdisciplinary team comprising an interaction designer, a software engineer, a music therapist, and a research assistant engaged in co-design meetings. The interdisciplinary and participatory process yielded four ideas and four lines of action, which evolved iteratively as the work meetings progressed. Points raised by the lines of action were addressed, leading to modifications in the Emobook app and adjustments in the intervention program for seamless integration. Collaborative, interdisciplinary efforts are essential in advancing the incorporation of technology into music therapy practice. This study demonstrates the value of a Participatory Design approach in adapting technology for use in Music Therapy.
INTRODUCTION: This paper provides a comprehensive examination of the Creative Coding project’s impact on female empowerment.OBJECTIVES: The project addresses the gender disparity in STEAM fields by integrating coding and art for girls aged 10-15, using the Strudel tool that combines real-time live coding and music composition.METHODS: Through observation and interviews with the girls who participated and performed at the end of the Creative Coding project, but also with those who dropped out, we cast a deep look into the positive and negative parameters to tailor concrete measures for every girl empowerment - not only super achievers. We collaborated with teachers and female mentors from the Computer Science and Engineering Department as relatable role models, to support feelings of belonging and spark curiosity. Using the new user-friendly Strudel tool that supports the integration of art, music, and audio-visual elements, we aimed at an engaging learning experience. To tailor new actions and increase attrition we used a mess map for analysis of the wicked problem of dropouts. Finally, collaboration among the girls and peer learning were expected as by-product effects.RESULTS: Positive outcomes include increased interest, self-confidence, creativity, and aspirations in STEAM subjects among the girls. However, a more comprehensive and supportive environment is recognized as necessary to engage a broader group of girls in STEAM activities. The findings highlight the importance of cultivating curiosity, providing mentorship, promoting inclusivity and collaboration, and integrating creativity in education to inspire and empower girls in coding and STEAM disciplines.CONCLUSION: The paper concludes by emphasizing the potential of Creative Coding practices and the audio-visual perception of music to enhance girls’ empowerment, creativity, and interest in coding and STEAM fields.
Taiwanese culture holds immense value, with its rich heritage and history being recognized worldwide. While efforts have been made to preserve tangible cultural heritage, intangible aspects such as knowledge and beliefs have often been overlooked. To address this gap and contribute to the preservation of Taiwanese cultural heritage, technology has been harnessed, with games emerging as a popular medium.This study explores the advantages of using games to promote understanding and appreciation of Taiwanese culture. Through a literature review and examination of existing serious games related to Taiwanese culture, a research game was developed. Expert interviews were then conducted with professionals from the game industry and cultural creativity sector, providing diverse perspectives and invaluable insights.The feedback obtained from these expert interviews demonstrates a positive reception towards the concept of using games as a tool for cultural education. Furthermore, the suggestions and recommendations provided by the experts have significantly contributed to the enhancement and refinement of the prototype game. As a result, valuable guidelines have been derived, serving as a roadmap for future designers interested in creating serious games centered around Taiwanese culture.
INTRODUCTION: Programming is an important skill in the 21st century and it is important to reach and motivate the younger audience. Educational games have proved to motivate students, but research reports about girls not feeling welcome in game environments. OBJECTIVE: The overall objective of this study is to gather information for the development of a preliminary conceptual model for girl inclusive educational game design. METHODS: This study was conducted as a requirement-focused Design science study. The focus was set on gathering requirements for a future design and development of educational games on fundamental programming. RESULTS: A thematic analysis resulted in the main themes of Exploration Without Violence, Collaborative Interaction, Character Diversity, Customisation, Graphics, Game Mechanics, Game Content, and Learning and Motivation CONCLUSION: The accumulation of results from the literature study and the survey have been merged into a preliminary conceptual model. The conclusion is that a thoughtful consideration of the found factors can support the idea of a Girl Inclusive Educational Game Design.
Social networking services allow people to feel and remain connected with others. However, fatigue, loneliness, and anxiety are believed to increase as communication becomes increasingly intimate. In our previous study, we developed Palco, a paper-based, handcrafted, and tangible avatar. We demonstrate that abstract and passive communications are effective in maintaining relationships with communication partners. This study focuses on a mechanism to support the creation of avatars by users by adding the ability to identify multiple avatars and project information to each avatar using a single projector to the Palco system. A user study examined the effectiveness of user-generated avatars by comparing avatars with different levels of user involvement in the process from design to use. The findings indicate that user-generated avatars have the potential to function as a communication medium that strengthens emotional bonds between communication partners. Additionally, the experiences in the design and creation of the avatars allowed the users to demonstrate their creativity.
The purpose of this paper is to discuss the methodology and results of researchers who conducted a study concerning the forecasting of tourism demand. In more detail, this study aims to examine and assess various studies about search engines, web traffic data, and social media data, specifically. Using an extensive database of indexed articles, we conducted the review with the goal of providing a solid understanding of the literature. The findings of our study revealed that few researchers integrate different data sources when forecasting tourism demand. Therefore, the authors of this paper decided to conduct a systematic review to provide researchers with a comprehensive overview of the importance of such data. This paper may inspire Omani researchers to undertake similar research based on its findings, which is currently lacking. Thus, this paper will improve understanding of how data sources affect forecasting accuracy and how modern technologies can support economic growth.
In this proposed method, iMCS can detect and prevent fake sensing activities of mobile users using machine learning techniques. Our iMCS solution uses behavioral analysis based on participants' reliability scores to detect variation in behavior of users and introduces a new role in a distributed system of MCS architecture to validate the collected data. To evaluate the incentive based on the participant's sensory data and data quality, to properly distribute profit among the participants, we employ the Shapley Value approach. The evaluation results demonstrate that our method is effective in both quality estimations and incentive sharing.
INTRODUCTION: The study of how classroom layout and activities affect learning outcomes of students with different demographics is difficult because it is hard to gather accurate information on the minute by minute progression of every class in a course. Furthermore, the process of data gathering must produce an abundance of data to work with and hence must be automated. OBJECTIVES: A machine learning model trained on images of a classroom and thus capable of accurately labeling the classroom layout and activity of many thousands of images much faster and cheaper than employing a human. METHODS: Transfer learning can allow for preexisting computer vision models to be retrained on a smaller, more specific dataset in order to still achieve a highly accurate result. RESULTS: In the case of the classroom layout, the final model achieved an accuracy of 97% on a four category classification. And for detecting the classroom activity, after experimentation with several different versions that could work on a very small sample sizes, the best model achieved an accuracy of 86.17%. CONCLUSION: In addition to showing that using computer vision to determine human activities is possible albeit more difficult than layouts of inanimate objects such as classroom desks, the study shows the differences between the use of self-supervised learning techniques and data augmentation techniques in order to overcome the problem of small training data-sets.
INTRODUCTION: The first line of defense in the cyber world is strong and difficult to predict passwords. However, users often choose highly predictable passwords based on personal information, dictionary words, birth date, etc. OBJECTIVES: The primary objective is to ascertain password choice and practices of users of developing countries. METHODS: Most of the existing studies are done in the developed world and our exhaustive search failed to find similar research in the context of developing countries. Here, we conducted detailed surveybased scrutiny about the password-based security perceptions of Bangladeshi nationals, which include 881 participants, primarily students, and professionals. RESULTS: Most of the users were found to have bad practices, for example, having personal information(56%), password reuse(69%), having commonly used patterns(81.3%). Students from technical backgrounds fared well compared to non-technical backgrounds as expected. However, some professionals (especially Bankers) surprisingly chose weaker passwords even though dealing with sensitive data. CONCLUSION: We also make a few recommendations to improve awareness.
INTRODUCTION: Programming languages enable us to communicate with our machines in a human-like way through computer code. Many programming languages have been developed; however, the majority of them do not have an Amharic development environment. This resulted in a Limited capacity of finding our solutions for our problems based on the context of where we are in the world and lack of technological innovation in the Amharic Language . OBJECTIVES: the main goal of this study is to create an easy-to-use high-level Amharic programming language, as well as a special compiler Environment for the language. METHODS: To develop the Amharic-based compiler development environment (IDE), we have used the compiler developments environment principles by modifying existing algorithms for the language. In this study, we conducted a new Amharic programming language environment called SABA, as well as a special Amharic interfaced compiler DAMAT. RESULTS: We discovered that the study support those who wanted to learn programming languages in their local language, and educational institutions found it better to teach and learn. Last, the study contributes to global technological advancement. CONCLUSION: The study illustrates the possibilities of constructing a programming language environment using native language by developing a prototype, further additional keywords, and grammar will enhance the study.
In this research, we propose a movie recommender system that can recommend movies to both new and existing customers. It searches movie databases for all of the relevant data, such as popularity and beauty that is required for a recommendation. We apply both content-based and collaborative filtering and evaluate their advantages and disadvantages. To build a system that delivers more exact movie recommendations, we employ hybrid filtering, which is a combination of the outcomes of these two processes. The recommendation engines are also used for business purposes and to make strategies for organizations. Due to the growing demands of customers and user’s recommendation systems plays a huge role. These recommender systems also help us to utilize our time in the busy world by giving us more relevant searches. These systems are generally used with the movie’s websites or with many commercial applications and are of great use. This type of recommendation system can be also used for precise results. It will make movies suggestions more relevant as per the need of the users.
Ideation is a core activity in the design process which begins with a design brief and results in a range of design concepts. However, due to its exploratory nature it is challenging to formalise computationally. Here, we report a creative knowledge mining method that combines design theory with a machine learning approach. This study begins by introducing a graphic design style classification model that acts as a model for the aesthetic evaluation of images. A Grad-CAM technique is used to visualise where our model is looking at in order to detect and interpret visual syntax, such as geometric influences and color gradients, to determine the most influential visual semiotics. Our comparative analysis on two Nordic design referents suggests that our approach can be efficiently used to support and motivate design exploration. Based on these findings, we discuss the prospects of machine vision aided design systems to envisage concepts and possible design paths, but also to support educational objectives.