课题基金 / 基金详情

CreativeIT Pilot: Learning from Creativity in the Wild: Leveraging the Success of Creative Content Systems

CreativeIT Pilot: Learning from Creativity in the Wild: Leveraging the Success of Creative Content Systems
CreativeIT 试点:从野外创造力中学习:利用创意内容系统的成功
批准号:
0855865
负责人:
Stephanie Teasley
金额:
$27.4万
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2009
资助国家:
美国
项目状态:
已结题
起止时间:
2009-09-01 至 2013-08-31

项目摘要

项目成果

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中文摘要
翻译
对于创意支持工具的研究人员和开发者来说,视频分享网站Youtube.com和照片分享网站Flickr.com等“用户生成内容”(UGC)的在线空间尤其令人感兴趣。这些系统是巨大的、多样化的空间,用于创造性的生产、互动、合作和挪用。这个项目调查了具体的UGC系统,我们称之为创意内容系统(CCS),是如何被数以百万计的人用来产生和传播他们的创意产品的。更深入了解参与这类制度的动力,将有助我们为未来教资会制度内的创意活动设计更有效的制度支援,以及为我们提供更丰富的资讯科技创意模式。该项目的智力价值来自于三项贡献。首先,这项工作将在在线社区中产生增强的创造性实践模式。业余/专业互动在网络社区中变得越来越普遍,需要更好地理解和支持这些群体在创作实践和目标受众之间的差异。其次,这项研究将产生和评估下一代创意支持技术的设计建议。更好地了解业余和专业创造性实践的共同和独特因素,是为创造性个人和创造性社区发展下一代支助工具的必要先决条件。第三,这项工作将增加成功促进业余活动的知识。通过下一代CCS设计的设计建议,创意专业人员将受益于知识和技术,帮助他们利用业余创造力和贡献。利用这些系统的成功将通过鼓励本项目当前参与者和系统之外的创新和创造力而产生更广泛的影响。虽然这个项目是在创造性文化活动的背景下进行的,但研究结果将更广泛地适用于更多地参与与STEM相关的项目,这些项目希望征集业余贡献和志愿者。这项研究的结果将广泛传播给学术界,包括但不限于创造力与认知、CSCW和CHI。
英文摘要
For researchers and developers of creativity support tools, online spaces of "user-generated content" (UGC) such as the video-sharing site Youtube.com and the photo-sharing site Flickr.com are of particular interest. These systems are massive, diverse spaces for creative production, interaction, collaboration and appropriation. This project investigates how specific UGC systems, those we call Creative Content Systems (CCS), are being used by literally millions of people to generate and disseminate their creative products. A better understanding of the dynamics of participation in such systems would allow us to both design more effective system support for creative activities in future UGC system, as well as providing us with a richer model of IT-enabled creativity. The project's intellectual merit comes from three contributions. First, this work will generate enhanced models of creative practice in online communities. Amateur/professional interactions have become increasingly prevalent in online communities and the differences between these populations in creative practice and intended audiences needs to be better understood and supported. Second, the research will generate and assess design recommendations for next generation creative support technology. Generating a better understanding of the common and distinct factors of amateur and professional creative practice is a necessary precondition for evolving the next generation of support tools for creative individuals and creative communities. Third, this work will generate enhanced knowledge of successful facilitation of amateur activity. Via the design recommendations for next generation CCS design, creative professionals will benefit from knowledge and technology to help them leverage amateur creativity and contribution. Leveraging the success of these systems will lead to broader impacts by encouraging innovation and creativity beyond this project's current participants and systems. Though this project is set in the context of creative cultural activity, the findings will be more broadly applicable to increasing participation in STEM-related projects that wish to enlist amateur contributions and volunteers. The results from this study will be disseminated broadly to academic communities including, but not limited to, Creativity and Cognition, CSCW, and CHI.
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