Digital Creativity

Papers
(The TQCC of Digital Creativity is 3. 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 2020-10-01 to 2024-10-01.)
ArticleCitations
Using artificial intelligence in craft education: crafting with text-to-image generative models65
A proposal of virtual museum metaverse content for the MZ generation39
A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook23
Creativity and opportunity: how COVID-19 fosters digital dance education16
Artificial everyday creativity: creative leaps with AI through critical making12
The design and evaluation of a multimodal ubiquitous learning application for EFL writers12
Augmented reality sandboxes: children’s play and storytelling with mirror worlds9
Human–robot collaboration: a fabrication framework for the sequential design and construction of unplanned spatial structures8
A bibliometric analysis of cultural and creative industries in the field of arts and humanities8
Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p’yori chinch’an uigwe8
Designing for intersubjectivity and dialogicality in museum interactive installations about migration7
From concept to space: a new perspective on AIGC-involved attribute translation6
Getting into someone else's soul: communicating embodied experience6
CRUX: a creativity and user experience model6
The role of virtual reality technology in conceptual design: positioning, applications, and value4
Engaging locals in rural areas: value correspondence in placemaking through mobile augmented reality4
Troubleshooting as a method in COVID-19 times: smart home ethnographies and remote aged care innovation4
The role of digital technologies in recording values of human settlements: testing a practical Historic Urban Landscape approach in China and India4
Role of engagement in online gaming: a study of generation Z customers3
Sketching in-vehicle ambient lighting in virtual reality with the Wizard-of-Oz method3
Artificial intelligence as relational artifacts in creative learning3
The tamarind forest: an augmented virtuality experience3
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