Digital Creativity

Papers
(The TQCC of Digital Creativity is 2. 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 2020-04-01 to 2024-04-01.)
ArticleCitations
Using artificial intelligence in craft education: crafting with text-to-image generative models35
A proposal of virtual museum metaverse content for the MZ generation27
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
A bibliometric analysis of cultural and creative industries in the field of arts and humanities7
The anthropophagic studio: towards a critical pedagogy for interaction design7
Augmented reality sandboxes: children’s play and storytelling with mirror worlds7
Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p’yori chinch’an uigwe7
Artificial everyday creativity: creative leaps with AI through critical making6
Getting into someone else's soul: communicating embodied experience6
Curating the Everywhere Museum of Everything5
CRUX: a creativity and user experience model5
Human–robot collaboration: a fabrication framework for the sequential design and construction of unplanned spatial structures5
Designing for intersubjectivity and dialogicality in museum interactive installations about migration5
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
Generative comics: a character evolution approach for creating fictional comics4
How to design for exploration through emergent narratives4
Engaging locals in rural areas: value correspondence in placemaking through mobile augmented reality3
Moving in rhythms: what dancers and drummers can teach us about designing digital interactions3
Crafting animated parables: an embodied approach to representing lifestyle behaviours for reflection2
From concept to space: a new perspective on AIGC-involved attribute translation2
Troubleshooting as a method in COVID-19 times: smart home ethnographies and remote aged care innovation2
Role of engagement in online gaming: a study of generation Z customers2
Unpacking the resource impacts of digitally-mediated domestic practices using resource trace interviewing2
The role of virtual reality technology in conceptual design: positioning, applications, and value2
Sketching in-vehicle ambient lighting in virtual reality with the Wizard-of-Oz method2
Transitioning into states of immersion: transition design of mixed reality performances and cinematic virtual reality2
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
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