Table of Contents:
Career change Case study method Cerebral localization Characteristics of the creative process Charisma [Cognitive approach] Cognitive style Collaboration Communicativeness Compensation Competition Compliance Componential model Condensation Conformity Consensual assessment Constant probability of success Continuum of adaptive creative behaviour Contrarianism Converging thinking Creative audience Creative class Creative ecosystem Creative environment Creative industries Creative person Creative process Creative product Creative productivity Creative seeds Creative services Creativity and leadership Creativity as a cultural construction Creativity research Creativity techniques Creativity: a history of the word Creativogenic society Creatology Curiosity |
Cognitive approachThis approach "seeks to understand the mental representations and processes underlying creative thought" using both human subjects and computer stimulations of creativity (Sternberg and Lubart, 1999: 7). Taylor (1947) isolated two factors, fluency of ideas and fluency of expression, which appeared to be related to creativity and were reflected in subsequent books on divergent thinking. Finke and his colleagues (Finke, 1990; Finke, Ward, and Finke, 1992) suggested that there are two main processing phases of creative invention - generative and explanatory ones. In the first phase, the individual constructs mental representations referred to preinventive structures, and in the second, these properties are used for generation of creative ideas. A number of mental processes involved in these phases have been described, including the processes of retrieval, association, synthesis, transformation, analogical transfer, and categorical reduction. Weisberg (1986, 1993, 1999) suggested that creativity is based on quite ordinary cognitive processes and the decisive factor of creative achievement is large domain-specific knowledge and persistence in practice. Computer stimulation of creativity (Wessells, 1990; Boden, 1991, 1999; Partridge and Rowe, 1994) have attempt to simulate creative processes such as problem solving or improvisation using the computer and tried to build up computational models of creativity.
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