creativity

创造力
  • 文章类型: Journal Article
    本研究调查了人格与思想生成能力之间的关系。想法的产生是通过“鸡蛋任务”进行评估的,在该任务中,参与者必须生成尽可能多的解决方案,以设计将鸡蛋从10m的高度掉落的方法,以使其不会破裂。还向102名参与者提交了标准过程通信模型(PCM)问卷。结果表明,想法的产生根据参与者的PCM基础类型而有所不同。即使六种基础类型中的五种(思想者,Persister,协调器,发起人和叛逆者)表现出相似的流畅性和分类灵活性,ImaginerBase的分数高于其他基本类型。这些结果,根据认知控制能力进行讨论,强调PCM可以突出考虑个体间差异的个人创造性表现的观点。
    The present study investigated the relation between personality and ideas generation abilities. Ideas generation was assessed by the \"egg task\" in which participants had to generate as many solutions as possible to design ways to drop a hen\'s egg from a height of 10 m so that it does not break. The 102 participants were also presented with the standard Process Communication Model (PCM) questionnaire. Results suggest that idea generation varied according to PCM Base Type of participants. Even if five out of six Base Types (Thinker, Persister, Harmonizer, Promoter and Rebel) presented similar fluency and categorical flexibility, Imaginer Base presented higher scores than other Base Types. These results, discussed according to cognitive control abilities, reinforce the view that PCM can highlight an individual\'s creative performance considering interindividual differences.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    探索创造力体验与精神疾病之间的自我感知关系,并了解这些关系背后的含义。
    精神疾病和艺术创造力之间存在某种联系的观点可以追溯到古代。有一些证据表明存在实际的相关性,但是关于这种关系的性质和方向,许多问题仍然没有答案。对辩论的定性贡献很少,主要关注参与艺术对精神疾病患者的潜在好处。
    探索性的,解释性研究。
    二十四名有自述精神病经历的专业及半专业艺术家,是故意招募的。进行了非结构化的深入访谈,并对成绩单进行了解释性分析,以解释学现象学框架为指导。
    参与者体验艺术创造力和精神疾病之间的一系列相互作用。三种构成模式描述了这些互动的样子:“流动为强大的力量”;“模棱两可的自我表现”;和“叙述痛苦的经历”。\"
    研究结果表明,无论是创造力的概念,还是精神疾病的概念,以及它们的相互关系,是分层和复杂的现象,可以在人们的生活中采取不同的意义。这些发现为超出两极分化的学术辩论的进一步研究提供了起点。了解患有精神疾病的艺术家的经历可以帮助塑造艺术在公共心理健康和心理健康护理中的作用。
    UNASSIGNED: To explore the self-perceived relationships between experiences of creativity and mental illness and to understand the meanings behind these relationships.
    UNASSIGNED: The idea that mental illness and artistic creativity are somehow related dates back to ancient times. There is some evidence for an actual correlation, but many questions remain unanswered on the nature and direction of the relationship. Qualitative contributions to the debate are scarce, and mainly focus on the potential benefits of participation in the arts for people with mental illness.
    UNASSIGNED: An explorative, interpretive study.
    UNASSIGNED: Twenty-four professional and semi-professional artists with self-reported experience with mental illness, were recruited purposively. Unstructured in-depth interviews were conducted and transcripts were subjected to interpretive analysis, guided by a hermeneutic phenomenological frame.
    UNASSIGNED: Participants experience a range of interactions between artistic creativity and mental illness. Three constitutive patterns describe what these interactions look like: \"flow as a powerful force\"; \"ambiguous self-manifestation\"; and \"narrating experiences of suffering.\"
    UNASSIGNED: The findings show that both the concept of creativity and the concept of mental illness, as well as their interrelationships, are layered and complex phenomena that can take on different meanings in people\'s lives. The findings provide starting points for further research that goes beyond the polarized academic debate. Understanding the experiences of artists with mental illness can help shape the role of art in public mental health and mental health care.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    暂无摘要。
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    目的:自职业治疗成立以来,Play一直被视为支持健康的重要职业,但是游戏的复杂性给研究成年人的学者带来了挑战。职业科学和职业治疗的研究人员经常讨论职业的经验素质,包括那些被认为是游戏的。然而,文献缺乏对成人游戏的构成以及成人在首选活动中的经历的清晰描述。
    目的:为美国成年人追求和可能认为是游戏体验的广泛首选活动提供知识体系。我们将这些活动称为成人游戏,因为它们包含关键游戏文献中描述的游戏体验品质。
    方法:横断面调查研究。
    方法:31项调查,修订的每日职业经历调查(DOESr),上传到Qualtrics以使用雪球采样进行数据收集。在线调查链接分发给18-64岁的参与者。
    方法:调查由491名参与者完成。探索性因素分析用于提取所报告的最普遍的游戏体验模式。还检查了内部一致性和内容效度。
    结果:因素分析得出了代表成人游戏体验不同模式的五个因素的最佳解决方案:创造力冒险,恢复,深度参与,Ludos,和精通。
    结论:DOESr确定的五个因素代表了成人游戏体验的不同模式。DOESr证明了五个因素中的三个以及整个工具的内部一致性。简单的语言摘要:以前关于成人职业的研究并没有解决成年人在玩耍时寻求或享受的一系列体验。这项研究确定了成人游戏体验的五种模式。了解这些模式可以帮助职业治疗从业者在定制客户的游戏体验以促进最佳的健康和福祉。
    OBJECTIVE: Play has been viewed as a critical occupation supporting health since the founding of occupational therapy, but the complexity of play presents challenges to scholars who study adults. Researchers in occupational science and occupational therapy often address experiential qualities of occupations, including those considered to be play. However, the literature lacks clear descriptions of what constitutes adult play as well as the experiences of adults during preferred activities.
    OBJECTIVE: To contribute to the body of knowledge on the wide range of preferred activities adults in the United States pursue and may perceive as play experiences. We refer to these activities as adult play because they contain experiential qualities of play described in key play literature.
    METHODS: Cross-sectional survey study.
    METHODS: A 31-item survey, the Daily Occupational Experience Survey-revised (DOESr), was uploaded to Qualtrics for data collection using snowball sampling. The online survey link was distributed to participants aged 18-64 years.
    METHODS: The survey was completed by 491 participants. Exploratory factor analysis was used to extract the most prevalent patterns of play experiences reported. Internal consistency and content validity were also examined.
    RESULTS: The factor analysis yielded an optimal solution of five factors representing distinct patterns of adult play experiences: Creativity-Adventure, Restoration, Deep Engagement, Ludos, and Mastery.
    CONCLUSIONS: The five factors identified by the DOESr represent distinct patterns of adult play experiences. The DOESr demonstrated acceptable internal consistency for three of the five factors as well as for the overall tool. Plain-Language Summary: Previous research on adult occupations has not addressed the array of experiences that adults seek or enjoy while engaging in play. This study identified five patterns of adult play experiences. Understanding these patterns may assist occupational therapy practitioners when tailoring clients\' play experiences to promote optimal health and well-being.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    创新具有挑战性,理论和实验表明,团体可能比个人更好地识别和保存创新。但是团体内部的创新面临着自己的挑战,包括groupthink和截断扩散。我们进行了涉及游戏的实验,在游戏中,人们在各种条件下寻找想法:在网络社交群体中,或在具有自主代理(机器人)的网络组中。目的是搜索具有定义相似性的20,000个名词的语义空间,以查找具有最高点值的任意名词。参与者(N=1875)嵌入了15个节点的网络(n=125),我们有时会在其中添加2个机器人。机器人有3种可能的策略:它们共享一个由直接邻居生成的随机名词,或者从那些确定的名词中最相似的名词,或者最不相似的名词。我们首先确认,群体比孤立的个体能够更好地探索语义空间。然后我们证明,当共享最相似名词的机器人在面向相对容易导航的语义空间的组中运行时,组表现优越。具有可解释行为的简单自主代理会影响人类群体创造性发现的能力。
    Innovation is challenging, and theory and experiments indicate that groups may be better able to identify and preserve innovations than individuals. But innovation within groups faces its own challenges, including groupthink and truncated diffusion. We performed experiments involving a game in which people search for ideas in various conditions: alone, in networked social groups, or in networked groups featuring autonomous agents (bots). The objective was to search a semantic space of 20,000 nouns with defined similarities for an arbitrary noun with the highest point value. Participants (N = 1875) were embedded in networks (n = 125) of 15 nodes to which we sometimes added 2 bots. The bots had 3 possible strategies: they shared a random noun generated by their immediate neighbors, or a noun most similar from among those identified, or a noun least similar. We first confirm that groups are better able to explore a semantic space than isolated individuals. Then we show that when bots that share the most similar noun operate in groups facing a semantic space that is relatively easy to navigate, group performance is superior. Simple autonomous agents with interpretable behavior can affect the capacity for creative discovery of human groups.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    默认模式网络(DMN)是一个分布广泛的,内在大脑网络被认为在内部定向认知中起着至关重要的作用。本研究在13名人类患者中使用了立体脑电图,在与创造性思维相关的两个过程中,跨多个规范DMN区域获得高分辨率神经记录:自发和发散思维。我们通过思维游移和替代使用任务来探索这两个与DMN相关的高级认知功能,分别。我们的结果显示,在这两项任务中都招募了DMN,以及时空响应动力学中特定任务的解离。与顶叶网络相比,DMN活性的特征在于伽马带功率(30-70Hz)的更强增加以及较低的θ带功率(4-8Hz)。在走神任务期间,两个网络之间的活动差异尤其明显。在DMN内,我们发现任务表现出不同的动态,在任务的初始阶段,替代使用任务更多地参与DMN,在后期徘徊。伽马功率变化主要由横向DMN位点驱动,而θ功率显示特定任务的效果。在备用使用任务期间,θ变化在DMN内没有显示空间差异,而精神错乱与早期外侧和晚期背侧DMN接触有关。此外,使用直接皮层刺激的DMN区域的因果操作优先降低了替代使用任务中反应的原创性,不影响流畅性或思想游荡。我们的结果表明,DMN活动可根据特定的认知过程进行灵活调节,并支持其在发散思维中的因果作用。这些发现揭示了支持不同形式认知的神经结构,并为DMN在概念之间原始联系的产生中的作用提供了因果证据。
    The default mode network (DMN) is a widely distributed, intrinsic brain network thought to play a crucial role in internally-directed cognition. The present study employs stereo-electroencephalography in 13 human patients, obtaining high resolution neural recordings across multiple canonical DMN regions during two processes that have been associated with creative thinking: spontaneous and divergent thought. We probe these two DMN-associated higher cognitive functions through mind wandering and alternate uses tasks, respectively. Our results reveal DMN recruitment during both tasks, as well as a task-specific dissociation in spatiotemporal response dynamics. When compared to the fronto-parietal network, DMN activity was characterized by a stronger increase in gamma band power (30-70 Hz) coupled with lower theta band power (4-8 Hz). The difference in activity between the two networks was especially strong during the mind wandering task. Within the DMN, we found that the tasks showed different dynamics, with the alternate uses task engaging the DMN more during the initial stage of the task, and mind wandering in the later stage. Gamma power changes were mainly driven by lateral DMN sites, while theta power displayed task-specific effects. During alternate uses task, theta changes did not show spatial differences within the DMN, while mind wandering was associated to an early lateral and late dorsomedial DMN engagement. Furthermore, causal manipulations of DMN regions using direct cortical stimulation preferentially decreased the originality of responses in the alternative uses task, without affecting fluency or mind wandering. Our results suggest that DMN activity is flexibly modulated as a function of specific cognitive processes and supports its causal role in divergent thinking. These findings shed light on the neural constructs supporting different forms of cognition and provide causal evidence for the role of DMN in the generation of original connections among concepts.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    目标:创意表达在整个生命周期中是如何变化的?虽然创造力通常保存到成年期,某些认知功能,如情节细节和思想流畅,已被证明随着年龄的增长而下降。本研究采用计算语言分析来研究老年人创造性写作的显着特征。
    方法:我们从50名老年人(65岁≤)的样本中收集了短篇小说,随后由一组独立的参与者对其创造力进行了评估。混合效应线性回归模型用于描述语义多样性和感知细节作为创造力的预测因子。语义多样性反映了叙事将不同的思想联系在一起的程度,并与创造力密切相关。感知细节,以感官描述为特征,以前曾与创意写作有关,可能有助于将读者运送到其他时间和地点。此外,我们将这些指标与以前收集的年轻成年人的故事样本进行了比较。
    结果:结果表明,感知细节和语义多样性的存在是创造力的显着正预测因素(p<0.05)。此外,我们发现,与年轻人写的故事相比,老年人写的故事包含的感知细节较少。
    结论:这些结果促进了我们对与年龄相关的创造力变化的理解,并突出了情节模拟在创作短篇小说中的潜在作用。
    OBJECTIVE: How does creative expression change across the lifespan? While creativity is generally preserved well into adulthood, certain cognitive functions, such as episodic detail and ideational fluency, have been shown to decline with age. The present study employs computational linguistic analyses to investigate the salient features of creative writing in older adults.
    METHODS: We collected short stories from a sample of 50 older adults (age 65≤) which were subsequently rated for creativity by an independent set of participants. Mixed-effects linear regression models were used to describe semantic diversity and perceptual details as predictors of creativity. Semantic diversity reflects the extent to which a narrative connects divergent ideas and is closely associated with creativity. Perceptual details, characterized by sensorial descriptions, have been previously associated with creative writing and may serve to transport readers to alternative times and places. Additionally, we compare these measures to a previously collected sample of stories from younger adults.
    RESULTS: Results indicate that the presence of perceptual details and semantic diversity were significant positive predictors of creativity (p<.05). Moreover, we find that stories written by older adults contain fewer perceptual details compared with stories written by younger adults.
    CONCLUSIONS: These results advance our understanding of age-related changes in creativity and highlight the potential role of episodic simulation in the writing of creative short stories.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    随着教育水平的不断发展和经济形势的低迷,就业竞争加剧,越来越多的高素质人才出现,人与职位之间的不适应已经成为一种普遍现象。然而,关于过度资格感和员工创造力之间的关系没有共识。基于节约资源理论,本研究揭示了过度资质对员工创造力影响的微观机制和边界条件。本研究分析了三个阶段获得的487个有效样本。研究结果表明:(1)职业制作对感知过度资格和创造力有正向中介作用,并且两半的路径是积极的;(2)工作退出行为在感知过度资格和创造力之间起着负面的中介作用。上半场的路径是积极的,并且下半年的路径是否定的;(3)组织认同调节了感知的过度资格对工作制作和工作退出行为的影响。具体来说,组织认同感越高,感知的过度资格对工作制定的积极影响越强,对工作退出行为的积极影响越弱;(4)组织认同在过度资格与创造力之间的关系中调节了工作制定和工作退出行为的中介作用。具体来说,组织认同越高,感知到的过度资格通过工作制作对创造力的间接积极影响越强,并且通过工作退出行为感知过度资格对创造力的间接负面影响越弱。研究结论深化了对员工工作行为影响机制的研究,为超额资质员工的组织管理提供了现实启示。
    With the continuous development of education level and the downturn of economic situation, employment competition is intensifying, more and more high-quality talents appear, and the misfit between people and posts has become a common phenomenon. However, there is no consensus on the relationship between perceived overqualification and employee creativity. Based on the conservation of resource theory, this study reveals the micro mechanism and boundary conditions of the influence of excessive qualification on employee creativity. This study analyzed 487 valid samples obtained in three stages. The results show that: (1) Job crafting has a positive mediating effect on perceived overqualification and creativity, and the path of the two halves is positive; (2) Work withdrawal behavior plays a negative mediating role between the perceived overqualification and creativity. The path in the first half is positive, and the path in the second half is negative; (3) Organizational identity moderates the effect of perceived overqualification on job crafting and work withdrawal behavior. Specifically, the higher the sense of organizational identification, the stronger the positive effect of perceived overqualification on job crafting and the weaker the positive effect on work withdrawal behavior; (4) Organizational identification moderates the mediating role of job crafting and work withdrawal behavior in the relationship between overqualification and creativity. Specifically, the higher the organizational identity, the stronger the indirect positive effect of perceived overqualification on creativity through job crafting, and the weaker the indirect negative impact of perceived overqualification on creativity through work withdrawal behavior. The study conclusion deepens the research on the mechanism of the influence of the perceived overqualification on employees\' work behavior, and provides practical enlightenment for the organization and management of employees with excess qualification.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    本文提出,不仅要展示想象力如何在我们人类经验的各个领域展开,但最重要的是要说明重大新颖性的出现。或者创造性的想象力是如何产生新颖的积极性的(不管它们是有效的,众生,新的做事方式,表演和成为)并使我们参与关心世界的诗学。
    This article proposes to show not only how imagination unfolds in the various fields of our human experience, but above all to account for the emergence of significant novelties. Or how the creative imagination gives birth to novel agentivities (be they works, beings, new ways of doing, acting and becoming) and engages us in a poetics of caring for the world.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Editorial
    暂无摘要。
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

公众号