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 2021-02-01 to 2025-02-01.)
ArticleCitations
Using artificial intelligence in craft education: crafting with text-to-image generative models65
Call for papers41
Critical computational relations in design, architecture and the built environment: editorial23
Form data as a resource in architectural analysis: an architectural distant reading of wooden churches from the Carpathian Mountain regions of Eastern Europe16
Beyond costume tradition and physical computing: characterizing the profile of interactive costume creators12
Techno-optimism and optimization in media architecture practice and theory12
Understanding children’s use of a mobile digital storytelling app8
A change of space: implications of digital fieldwork in connected homes during the COVID-19 pandemic6
Handheld controller-based locomotion in Virtual Reality as an approach to interactive music composition: insights from composers’ preferences6
Disruptions, technologically convergent factors and creative activities: defining and delineating musical stuff4
We build this city on rocks and (feminist) code: hacking corporate computational designs of cities to come4
An acceptance model of digital education in intangible cultural heritage based on cultural awareness4
Sketching in-vehicle ambient lighting in virtual reality with the Wizard-of-Oz method4
Renegade Monkeys3
Tweet for help: the role of social media in disaster events and the case of the 2015 Mina stampede3
Random walks through poetry3
Work, care and creativity in a time of COVID-19: creatively mapping presence bleed in the home3
Game attributes and their relation to the values considered relevant for women3
Soundscape fiction: designing and situating sonic design fiction to stimulate the imagination2
The design and evaluation of a multimodal ubiquitous learning application for EFL writers2
The role of virtual reality technology in conceptual design: positioning, applications, and value2
0.022052049636841