學術產出-學位論文

文章檢視/開啟

書目匯出

Google ScholarTM

政大圖書館

引文資訊

TAIR相關學術產出

題名 敘述創作電腦輔助系統
A Computer-aided System for Narrative Creation
作者 張允泰
Yun-Tai Chang
貢獻者 李蔡彥<br>陳聖智
Li, Tsai-Yen<br>Chen, Sheng-Chih
張允泰
Yun-Tai Chang
關鍵詞 創造力
電腦輔助系統
數位敘事
人機介面
認知過程
creativity
computer-aided system
digital narrative
HCI
cognition process
日期 2010
上傳時間 17-四月-2012 09:31:23 (UTC+8)
摘要 對於許多人而言,在寫作時要寫什麼題材、元素常另人傷透腦筋。本研究的目的為透過設計一個輔助敘事創作的電腦系統,來激發使用者在素材上的創造力,以期幫助使用者創作出一個題材新穎的故事。許多電腦輔助系統 (如 CAD, CAI, ITS等),已經注意到協助創意思考的重要性。Liu (2000) 利用電腦運算將形狀重組,讓原本單一的形狀能延伸出許多不同的形狀,提供更多的變異性以激發使用者的創造力;因而本研究擬對於圖片、文字等以內容為主的元素,嘗試以Liu所提出的方式再生多樣的訊息;然而目前電腦要產生內容性的元素仍十分困難,因此人們對同樣一件事物的不同的想法,便成了提供變異內容的最佳資料庫,例如,Huang, Li, Wang & Chang (2007) 便利用腦力激盪的合作方式達成創意學習的目標。
本研究針對敘事創作,提出一個Picture-Attributed-Note (PAN) 架構,期望能激發使用者的敘事創意並協助其完成故事創作。在激發創意的部份,我們利用圖片、分類和筆記來呈現和記錄資料。其中分類筆記是以文字方式呈現,我們採用 Rabiger (2000) 所提出的 Character, Location, Object, Situation, Action, and Theme (CLOSAT) 來進行分類,藉圖片和分類資料的刺激,讓使用者能對故事中各樣的元素有更多的想法或聯想,以達到透過變異資料來激發創造力的目的。我們以PAN架構為基礎實作了一個電腦輔助系統來了解系統對使用者所產生的影響,並驗證所設計系統的有效性。本研究邀請了四位受測者來創作故事,其中一位在創作過程中沒有系統的輔助。在創作完畢後,四位受測者皆立刻觀看實施影音回溯來說明創作的過程。此資料最後用內容分析法,透過Chen (2002) 針對電腦系統所提出涵蓋 Conceptual, Operation, Perceptual和 Evaluation四個構面的編碼予以分析比較。實驗結果說明PAN 系統能幫助激發使用者尋找元素且不會改變使用者敘事創作的過程,同時PAN系統的介面設計能讓使用者能更專注於敘事創作的過程。
It is difficult to find elements or topics for many people when they are writing a story. The goal of this research is to design a computer-aided system for narrative, which can stimulate user’s creativity on finding story elements. Many computer-aided systems (e.g. CAD, CAI, ITS etc.) have noticed the importance of assisting creative thinking. Liu (2000) reassembled a shape to provide different shapes for users, so their creativity can be stimulated through seeing more variables. This study uses pictures and texts as the elements and tries to use Liu’s method to reproduce more elements. However, it is difficult for computer to automatically generate pictures and texts that can deliver appropriate meanings and contexts. Nevertheless, people’s divergent thinking is a good source for computer to leverage. For instance, Huang, Li, Wang & Chang (2007) proposed a method to assist creative learning by brainstorming and cooperation.
In this study, we focus on narrative creation and propose a Picture-Attributed-Note (PAN) framework to assist a writer’s creating process. We use picture and attributed notes to present and record story elements and to stimulate creativity. The attributed notes are presented by texts and in this study we utilize six attributes: Character, Location, Object, Situation, Action, and Theme (CLOSAT), which were proposed by Rabiger (2000), to categorize the text. We attempt to stimulate user’s creativity through the pictures and attributed notes and make the user think and associate elements for his/her story. In this study, we have implemented the PAN framework as a computer-aided system and conducted experiments to know how a user uses the PAN system for story writing. We invited four participants to create a story, one without the PAN system. When they completed their stories, they were asked to do video/audio protocol immediately. We used content analysis to analyze the data through four main categories: Conceptual, Operational, Perceptional and Evaluation (COPE) coding system, proposed by Chen (2002), to analyze and compare data. The analysis on our experimental results reveals that the PAN system can help stimulate user’s creativity and does not change the writer’s main creating process. In addition, the user interface of the PAN system can allow the user to concentrate more on the creating process.
參考文獻 Amabile, T. (1996). Creativity in context: Westview Pr.
Balabanovi , M., Chu, L., & Wolff, G. (2000). Storytelling with digital photographs.
Boden, M. (1998). What is creativity. Creativity in human evolution and prehistory, 22°V60.
Brilliant, R. (1984). Visual narratives: storytelling in Etruscan and Roman art: Cornell Univ Pr.
Brna, P., Martins, A., & Cooper, B. (1999). My first story: Support for learning to Write Stories.
Chatman, S. (1980). Story and discourse: Narrative structure in fiction and film: Cornell Univ Pr.
Chatman, S. (2006). Story and Discourse: Narrative Structure. The novel: an anthology of criticism and theory, 1900-2000, 219.
Chen, S. C. (2002). Analysis of the use of computer media by expert and novice designers. The International Journal of Design Computing, 3.
Csikszentmihalyi, M. (1988). Society, culture, and person: A systems view of creativity. . The nature of creativity: Contemporary psychological perspectives., The nature of creativity: Contemporary psychological perspectives., 325-339.
De Bono, E. (1999). Six thinking hats (REV ed.): Little, Brown & Company.
Flower, L., & Hayes, J. R. (1981). A Cognitive Process Theory of Writing. College Composition and Communication, 32(4), 365-387.
Forster, E. M. (1985). Aspects of the Novel. New York: Harcourt Brace & World.
Gero, J. (1990). Design prototypes: a knowledge representation schema for design. AI magazine, 11(4), 26.
Guilford, J. (1950). Creativity research: Past, present and future. American psychologist, 5(1), 444-454.
Guilford, J. (1957). Creative abilities in the arts. Psychological Review, 64(2), 110-118.
Guilford, J., Christensen, P., Merrifield, P., & Wilson, R. (1978). Alternate uses: manual of instructions and interpretation. Orange, CA: Sheridan Psychological Services.
Huang, C., Li, T., Wang, H., & Chang, C. (2007). A Collaborative Support Tool for Creativity Learning: Idea Storming Cube.
Jones, M., & McBeth, M. (2010). A Narrative Policy Framework: Clear Enough to Be Wrong? Policy Studies Journal, 38(2), 329-353.
Keeney, R. (1996). Value-focused thinking: A path to creative decisionmaking: Harvard Univ Pr.
Khatena, J. (1975). Creative Imagination and What We Can Do to Stimulate It.
Kozbelt, A., Beghetto, R. A., & Runco, M. A. (2010). Theories of creativity. The Cambridge Handbook of Creativity, 20.
Landry, B. M., & Guzdial, M. (2006). iTell: supporting retrospective storytelling with digital photos. Paper presented at the Proceedings of the 6th conference on Designing Interactive systems.
Liu, Y.-T. (2000). Creativity or novelty?: Cognitive-computational versus social-cultural. [doi: DOI: 10.1016/S0142-694X(99)00013-7]. Design Studies, 21(3), 261-276.
Maher, M., Bonnardel, N., & Kim, Y. (2010). Creativity: Simulation, stimulation, and studies. AI EDAM, 24(02), 149-151.
Mateas, M., & Sengers, P. (1999). Narrative Intelligence. AAAI Fall Symposium on Narrative Intelligence.
McKim, R. H. (1980). Experiences in Visual Thinking: Brooks/Cole Publishing Company.
Mendick, S. A. (1962). The associative basis of the creative process. Psychological Review, 69(3), 220-232.
Nakakoji, K., Yamamoto, Y., & Ohira, M. (1999). A framework that supports collective creativity in design using visual images. Paper presented at the Proceedings of the 3rd conference on Creativity & cognition.
Nodelman, P. (1990). Words about pictures: The narrative art of children`s picture books: Univ of Georgia Pr.
Osborn, A. (1963). Applied imagination: Principles and procedures of creative problem-solving: Scribner.
Propp, V. (1968). Morphology of the folktale (L. Scott, Trans. 2 ed.). Austin : University of Texas Press.
Purcell, A. T., & Gero, J. S. (1998). Drawings and the design process: A review of protocol studies in design and other disciplines and related research in cognitive psychology. Design Studies, 19(4), 389-430.
Rabiger, M. (2000). Developing story ideas. Boston, Mass. : Focal Press.
Rossmann, E., & Fink, A. (2010). Do creative people use shorter associative pathways? [doi: DOI: 10.1016/j.paid.2010.07.025]. Personality and Individual Differences, 49(8), 891-895.
Shen, Y., & Biberman, E. (2010). A Story Told by a Picture. Image & Narrative, 11(2), 177.
Shneiderman, B. (2000). Creating creativity: user interfaces for supporting innovation. ACM Trans. Comput.-Hum. Interact., 7(1), 114-138.
Stein, M. (1975). Stimulating creativity: Individual procedures: Academic Pr.
Wang, H., Cosley, D., & Fussell, S. (2010). Idea Expander: Supporting group brainstorming with conversationally triggered visual thinking stimuli.
Williams, F. E. (1980). Creativity assessment packet. Buffalo, NY: DOK Publishers.
Woodman, R., Sawyer, J., & Griffin, R. (1993). Toward a theory of organizational creativity. Academy of management review, 18(2), 293-321.
Xu, Z., Li, Z., & Su, Z. (2009). Research on computer aided creative design. Paper presented at the Computer-Aided Industrial Design & Conceptual Design, 2009. CAID & CD 2009. IEEE 10th International Conference on.
Young, J. (1985). What is creativity. The Journal of Creative Behavior, 19(2), 77-87.
描述 碩士
國立政治大學
數位內容碩士學位學程
98462002
99
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0098462002
資料類型 thesis
dc.contributor.advisor 李蔡彥<br>陳聖智zh_TW
dc.contributor.advisor Li, Tsai-Yen<br>Chen, Sheng-Chihen_US
dc.contributor.author (作者) 張允泰zh_TW
dc.contributor.author (作者) Yun-Tai Changen_US
dc.creator (作者) 張允泰zh_TW
dc.creator (作者) Yun-Tai Changen_US
dc.date (日期) 2010en_US
dc.date.accessioned 17-四月-2012 09:31:23 (UTC+8)-
dc.date.available 17-四月-2012 09:31:23 (UTC+8)-
dc.date.issued (上傳時間) 17-四月-2012 09:31:23 (UTC+8)-
dc.identifier (其他 識別碼) G0098462002en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/52848-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 數位內容碩士學位學程zh_TW
dc.description (描述) 98462002zh_TW
dc.description (描述) 99zh_TW
dc.description.abstract (摘要) 對於許多人而言,在寫作時要寫什麼題材、元素常另人傷透腦筋。本研究的目的為透過設計一個輔助敘事創作的電腦系統,來激發使用者在素材上的創造力,以期幫助使用者創作出一個題材新穎的故事。許多電腦輔助系統 (如 CAD, CAI, ITS等),已經注意到協助創意思考的重要性。Liu (2000) 利用電腦運算將形狀重組,讓原本單一的形狀能延伸出許多不同的形狀,提供更多的變異性以激發使用者的創造力;因而本研究擬對於圖片、文字等以內容為主的元素,嘗試以Liu所提出的方式再生多樣的訊息;然而目前電腦要產生內容性的元素仍十分困難,因此人們對同樣一件事物的不同的想法,便成了提供變異內容的最佳資料庫,例如,Huang, Li, Wang & Chang (2007) 便利用腦力激盪的合作方式達成創意學習的目標。
本研究針對敘事創作,提出一個Picture-Attributed-Note (PAN) 架構,期望能激發使用者的敘事創意並協助其完成故事創作。在激發創意的部份,我們利用圖片、分類和筆記來呈現和記錄資料。其中分類筆記是以文字方式呈現,我們採用 Rabiger (2000) 所提出的 Character, Location, Object, Situation, Action, and Theme (CLOSAT) 來進行分類,藉圖片和分類資料的刺激,讓使用者能對故事中各樣的元素有更多的想法或聯想,以達到透過變異資料來激發創造力的目的。我們以PAN架構為基礎實作了一個電腦輔助系統來了解系統對使用者所產生的影響,並驗證所設計系統的有效性。本研究邀請了四位受測者來創作故事,其中一位在創作過程中沒有系統的輔助。在創作完畢後,四位受測者皆立刻觀看實施影音回溯來說明創作的過程。此資料最後用內容分析法,透過Chen (2002) 針對電腦系統所提出涵蓋 Conceptual, Operation, Perceptual和 Evaluation四個構面的編碼予以分析比較。實驗結果說明PAN 系統能幫助激發使用者尋找元素且不會改變使用者敘事創作的過程,同時PAN系統的介面設計能讓使用者能更專注於敘事創作的過程。
zh_TW
dc.description.abstract (摘要) It is difficult to find elements or topics for many people when they are writing a story. The goal of this research is to design a computer-aided system for narrative, which can stimulate user’s creativity on finding story elements. Many computer-aided systems (e.g. CAD, CAI, ITS etc.) have noticed the importance of assisting creative thinking. Liu (2000) reassembled a shape to provide different shapes for users, so their creativity can be stimulated through seeing more variables. This study uses pictures and texts as the elements and tries to use Liu’s method to reproduce more elements. However, it is difficult for computer to automatically generate pictures and texts that can deliver appropriate meanings and contexts. Nevertheless, people’s divergent thinking is a good source for computer to leverage. For instance, Huang, Li, Wang & Chang (2007) proposed a method to assist creative learning by brainstorming and cooperation.
In this study, we focus on narrative creation and propose a Picture-Attributed-Note (PAN) framework to assist a writer’s creating process. We use picture and attributed notes to present and record story elements and to stimulate creativity. The attributed notes are presented by texts and in this study we utilize six attributes: Character, Location, Object, Situation, Action, and Theme (CLOSAT), which were proposed by Rabiger (2000), to categorize the text. We attempt to stimulate user’s creativity through the pictures and attributed notes and make the user think and associate elements for his/her story. In this study, we have implemented the PAN framework as a computer-aided system and conducted experiments to know how a user uses the PAN system for story writing. We invited four participants to create a story, one without the PAN system. When they completed their stories, they were asked to do video/audio protocol immediately. We used content analysis to analyze the data through four main categories: Conceptual, Operational, Perceptional and Evaluation (COPE) coding system, proposed by Chen (2002), to analyze and compare data. The analysis on our experimental results reveals that the PAN system can help stimulate user’s creativity and does not change the writer’s main creating process. In addition, the user interface of the PAN system can allow the user to concentrate more on the creating process.
en_US
dc.description.tableofcontents CHAPTER 1 Introduction 1
CHAPTER 2 Related Work 3
2.1 Creativity 3
2.2 Narrative 4
2.3 Computer-aided system 7
2.4 HCI 7
CHAPTER 3 System Design and Implementation 9
3.1 The elements to stimulate creativity 9
3.2 The user interface of the PAN system 10
3.3 The structure of the PAN system 12
3.4 How to show elements in the PAN system 13
3.5 Implementation of the PAN system 13
CHAPTER 4 Experiments and Results 18
4.1 Pre-test: Test of the ability of divergent thinking 18
4.1.1 Procedure 18
4.1.2 Experimental Result 19
4.2 Main Experiment 20
4.2.1 Procedure 20
4.2.2 Experiment Result 21
Participant 1: without the PAN system 21
Participant 2: with the PAN system 21
Participant 3: with the PAN system 24
Participant 4: with the PAN system 24
Result Summary 26
4.3 Establishing The Coding System 27
CHAPTER 5 Analysis and Discussion 29
5.1 Participant 1’s Process of Creating a Story 30
5.2 Participant 4’s Process of Creating a Story 35
5.3 Process of Creating a Story with Pictures 37
5.4 Finding Appropriate Pictures for Using 38
5.4.1 General Pattern of Seeing a Picture 38
5.4.2 Recalling a Picture 39
5.5 Deciding to Use a Picture 41
5.6 With and Without the PAN System 43
5.7 The Use of CLOSAT 45
5.8 Augmented writing process 47
5.9 Seeing-imaging-writing 47
CHAPTER 6 Conclusions 49
References 51
APPENDIX A (In Chinese) Examples of Pictures and Notes in Database 1
APPENDIX B (In Chinese) Analysis Data of Pre-test 8
APPENDIX C Analysis Data of Main Experiment (In Chinese) 18
Participant 1 18
Participant 3 57
Participant 4 81
APPENDIX D Curriculum Vitae 105
APPENDIX E Conference Paper 107
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0098462002en_US
dc.subject (關鍵詞) 創造力zh_TW
dc.subject (關鍵詞) 電腦輔助系統zh_TW
dc.subject (關鍵詞) 數位敘事zh_TW
dc.subject (關鍵詞) 人機介面zh_TW
dc.subject (關鍵詞) 認知過程zh_TW
dc.subject (關鍵詞) creativityen_US
dc.subject (關鍵詞) computer-aided systemen_US
dc.subject (關鍵詞) digital narrativeen_US
dc.subject (關鍵詞) HCIen_US
dc.subject (關鍵詞) cognition processen_US
dc.title (題名) 敘述創作電腦輔助系統zh_TW
dc.title (題名) A Computer-aided System for Narrative Creationen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) Amabile, T. (1996). Creativity in context: Westview Pr.zh_TW
dc.relation.reference (參考文獻) Balabanovi , M., Chu, L., & Wolff, G. (2000). Storytelling with digital photographs.zh_TW
dc.relation.reference (參考文獻) Boden, M. (1998). What is creativity. Creativity in human evolution and prehistory, 22°V60.zh_TW
dc.relation.reference (參考文獻) Brilliant, R. (1984). Visual narratives: storytelling in Etruscan and Roman art: Cornell Univ Pr.zh_TW
dc.relation.reference (參考文獻) Brna, P., Martins, A., & Cooper, B. (1999). My first story: Support for learning to Write Stories.zh_TW
dc.relation.reference (參考文獻) Chatman, S. (1980). Story and discourse: Narrative structure in fiction and film: Cornell Univ Pr.zh_TW
dc.relation.reference (參考文獻) Chatman, S. (2006). Story and Discourse: Narrative Structure. The novel: an anthology of criticism and theory, 1900-2000, 219.zh_TW
dc.relation.reference (參考文獻) Chen, S. C. (2002). Analysis of the use of computer media by expert and novice designers. The International Journal of Design Computing, 3.zh_TW
dc.relation.reference (參考文獻) Csikszentmihalyi, M. (1988). Society, culture, and person: A systems view of creativity. . The nature of creativity: Contemporary psychological perspectives., The nature of creativity: Contemporary psychological perspectives., 325-339.zh_TW
dc.relation.reference (參考文獻) De Bono, E. (1999). Six thinking hats (REV ed.): Little, Brown & Company.zh_TW
dc.relation.reference (參考文獻) Flower, L., & Hayes, J. R. (1981). A Cognitive Process Theory of Writing. College Composition and Communication, 32(4), 365-387.zh_TW
dc.relation.reference (參考文獻) Forster, E. M. (1985). Aspects of the Novel. New York: Harcourt Brace & World.zh_TW
dc.relation.reference (參考文獻) Gero, J. (1990). Design prototypes: a knowledge representation schema for design. AI magazine, 11(4), 26.zh_TW
dc.relation.reference (參考文獻) Guilford, J. (1950). Creativity research: Past, present and future. American psychologist, 5(1), 444-454.zh_TW
dc.relation.reference (參考文獻) Guilford, J. (1957). Creative abilities in the arts. Psychological Review, 64(2), 110-118.zh_TW
dc.relation.reference (參考文獻) Guilford, J., Christensen, P., Merrifield, P., & Wilson, R. (1978). Alternate uses: manual of instructions and interpretation. Orange, CA: Sheridan Psychological Services.zh_TW
dc.relation.reference (參考文獻) Huang, C., Li, T., Wang, H., & Chang, C. (2007). A Collaborative Support Tool for Creativity Learning: Idea Storming Cube.zh_TW
dc.relation.reference (參考文獻) Jones, M., & McBeth, M. (2010). A Narrative Policy Framework: Clear Enough to Be Wrong? Policy Studies Journal, 38(2), 329-353.zh_TW
dc.relation.reference (參考文獻) Keeney, R. (1996). Value-focused thinking: A path to creative decisionmaking: Harvard Univ Pr.zh_TW
dc.relation.reference (參考文獻) Khatena, J. (1975). Creative Imagination and What We Can Do to Stimulate It.zh_TW
dc.relation.reference (參考文獻) Kozbelt, A., Beghetto, R. A., & Runco, M. A. (2010). Theories of creativity. The Cambridge Handbook of Creativity, 20.zh_TW
dc.relation.reference (參考文獻) Landry, B. M., & Guzdial, M. (2006). iTell: supporting retrospective storytelling with digital photos. Paper presented at the Proceedings of the 6th conference on Designing Interactive systems.zh_TW
dc.relation.reference (參考文獻) Liu, Y.-T. (2000). Creativity or novelty?: Cognitive-computational versus social-cultural. [doi: DOI: 10.1016/S0142-694X(99)00013-7]. Design Studies, 21(3), 261-276.zh_TW
dc.relation.reference (參考文獻) Maher, M., Bonnardel, N., & Kim, Y. (2010). Creativity: Simulation, stimulation, and studies. AI EDAM, 24(02), 149-151.zh_TW
dc.relation.reference (參考文獻) Mateas, M., & Sengers, P. (1999). Narrative Intelligence. AAAI Fall Symposium on Narrative Intelligence.zh_TW
dc.relation.reference (參考文獻) McKim, R. H. (1980). Experiences in Visual Thinking: Brooks/Cole Publishing Company.zh_TW
dc.relation.reference (參考文獻) Mendick, S. A. (1962). The associative basis of the creative process. Psychological Review, 69(3), 220-232.zh_TW
dc.relation.reference (參考文獻) Nakakoji, K., Yamamoto, Y., & Ohira, M. (1999). A framework that supports collective creativity in design using visual images. Paper presented at the Proceedings of the 3rd conference on Creativity & cognition.zh_TW
dc.relation.reference (參考文獻) Nodelman, P. (1990). Words about pictures: The narrative art of children`s picture books: Univ of Georgia Pr.zh_TW
dc.relation.reference (參考文獻) Osborn, A. (1963). Applied imagination: Principles and procedures of creative problem-solving: Scribner.zh_TW
dc.relation.reference (參考文獻) Propp, V. (1968). Morphology of the folktale (L. Scott, Trans. 2 ed.). Austin : University of Texas Press.zh_TW
dc.relation.reference (參考文獻) Purcell, A. T., & Gero, J. S. (1998). Drawings and the design process: A review of protocol studies in design and other disciplines and related research in cognitive psychology. Design Studies, 19(4), 389-430.zh_TW
dc.relation.reference (參考文獻) Rabiger, M. (2000). Developing story ideas. Boston, Mass. : Focal Press.zh_TW
dc.relation.reference (參考文獻) Rossmann, E., & Fink, A. (2010). Do creative people use shorter associative pathways? [doi: DOI: 10.1016/j.paid.2010.07.025]. Personality and Individual Differences, 49(8), 891-895.zh_TW
dc.relation.reference (參考文獻) Shen, Y., & Biberman, E. (2010). A Story Told by a Picture. Image & Narrative, 11(2), 177.zh_TW
dc.relation.reference (參考文獻) Shneiderman, B. (2000). Creating creativity: user interfaces for supporting innovation. ACM Trans. Comput.-Hum. Interact., 7(1), 114-138.zh_TW
dc.relation.reference (參考文獻) Stein, M. (1975). Stimulating creativity: Individual procedures: Academic Pr.zh_TW
dc.relation.reference (參考文獻) Wang, H., Cosley, D., & Fussell, S. (2010). Idea Expander: Supporting group brainstorming with conversationally triggered visual thinking stimuli.zh_TW
dc.relation.reference (參考文獻) Williams, F. E. (1980). Creativity assessment packet. Buffalo, NY: DOK Publishers.zh_TW
dc.relation.reference (參考文獻) Woodman, R., Sawyer, J., & Griffin, R. (1993). Toward a theory of organizational creativity. Academy of management review, 18(2), 293-321.zh_TW
dc.relation.reference (參考文獻) Xu, Z., Li, Z., & Su, Z. (2009). Research on computer aided creative design. Paper presented at the Computer-Aided Industrial Design & Conceptual Design, 2009. CAID & CD 2009. IEEE 10th International Conference on.zh_TW
dc.relation.reference (參考文獻) Young, J. (1985). What is creativity. The Journal of Creative Behavior, 19(2), 77-87.zh_TW