Digital Creativity

Papers
(The median citation count of Digital Creativity is 1. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2020-03-01 to 2024-03-01.)
ArticleCitations
Using artificial intelligence in craft education: crafting with text-to-image generative models34
A proposal of virtual museum metaverse content for the MZ generation24
A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook19
Creativity and opportunity: how COVID-19 fosters digital dance education12
The design and evaluation of a multimodal ubiquitous learning application for EFL writers11
The anthropophagic studio: towards a critical pedagogy for interaction design7
Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p’yori chinch’an uigwe7
A bibliometric analysis of cultural and creative industries in the field of arts and humanities7
Augmented reality sandboxes: children’s play and storytelling with mirror worlds6
Artificial everyday creativity: creative leaps with AI through critical making5
Getting into someone else's soul: communicating embodied experience5
Designing for intersubjectivity and dialogicality in museum interactive installations about migration5
Human–robot collaboration: a fabrication framework for the sequential design and construction of unplanned spatial structures5
CRUX: a creativity and user experience model5
How to design for exploration through emergent narratives4
Generative comics: a character evolution approach for creating fictional comics4
The art of the thinking space—a space filled with data4
‘Eternal Recurrence’: development of a 3D water curtain system and real-time projection mapping for a large-scale systems artwork installation4
Curating the Everywhere Museum of Everything4
Moving in rhythms: what dancers and drummers can teach us about designing digital interactions3
Transitioning into states of immersion: transition design of mixed reality performances and cinematic virtual reality2
Engaging locals in rural areas: value correspondence in placemaking through mobile augmented reality2
From concept to space: a new perspective on AIGC-involved attribute translation2
Sketching in-vehicle ambient lighting in virtual reality with the Wizard-of-Oz method2
Role of engagement in online gaming: a study of generation Z customers2
The role of digital technologies in recording values of human settlements: testing a practical Historic Urban Landscape approach in China and India2
Data-driven creativity for screen production students: developing and testing learning materials involving audience biometrics2
Crafting animated parables: an embodied approach to representing lifestyle behaviours for reflection2
The role of virtual reality technology in conceptual design: positioning, applications, and value2
Troubleshooting as a method in COVID-19 times: smart home ethnographies and remote aged care innovation2
Effects of continuous and discontinuous non-relevant stimulus on creativity1
A digital distraction? The role of digital tools and distributed intelligence in woodblock printmaking practice1
Experimenting with non-fiction VR storytelling: micronarrative, abstraction and interactive navigation. The case of In Pieces VR1
Pending recognition of media art: a case study of themes in media art festivals 2006–20211
From immersion to collaborative embodiment: extending collective interactivity in built environments through human-scale audiovisual immersive technologies1
Mythical narratives in digital games and the digital apocalypse1
Augmenting television narratives using interactive home appliances1
Unpacking the resource impacts of digitally-mediated domestic practices using resource trace interviewing1
Bringing the colour senses of personal photos to everyday living environment: the design and deployment of a tangible interactive lighting artifact1
A change of space: implications of digital fieldwork in connected homes during the COVID-19 pandemic1
A psychological perspective on the sociotechnical enablers of knowledge worker digital creativity1
Uses and abuses of User-Centered Design: literature review and proposal of a tool for evaluating ethics in the design of mobile applications1
The possibilities of illness narratives in virtual reality for bodies at the margins1
Shifting Boundaries: Practices and Theories, Arts and Technologies1
Audio-augmented arboreality: wildflowers and language1
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