114 resultados para theorising creativity

em Deakin Research Online - Australia


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 While Romanticism, psychoanalysis and postmodern theory have provided the dominant paradigms for understanding creativity in the humanities in the past century, this paper argues that interdisciplinary engagement with sociobiology and the cognitive sciences might provide ground-breaking perspectives. Against the ‘supra-rational’, masculinist and solipsistic visions of creativity that have prevailed, the work of the sociobiologist Ellen Dissanayake and of the neuroscientist Antonio Damasio invite new ways of thinking about the role of the feeling body, femininity and mutuality in creative practice. This paper will survey Dissanayake’s and Damasio’s research to explore the possibility and desirability of a paradigm shift when it comes to understanding creativity, with poetry as a strategic focus for its argument. This paper is not interested in putting forward a new methodology for writing poetry but in recognising the embodied condition from which all poetry fundamentally arises.

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Whether one writes in the field of literary studies or that of creative writing, one begins with the 'blank page'. The field of interest I am calling the 'blank page' has implications for the discipline of creative writing, and can be useful to theorising creativity, writing practice, and pedagogy. One creates out of, or into, the 'blank page '; one's practice is partly determined by how one theorises, however subconsciously, this blank page (how does one start? how blank is the page? how have others figured the blank page); and one teaches students who have to face literal blank pages. ln this paper I will consider how the theorisation of the blank page in literary studies addresses such creative-writing issues. I will then engage D.W. Winnicott's psychoanalytic theory on 'the location of play' to consider the implications of conceptualising the blank page as 'the location of writing'. A Winnicottian approach to the blank page, as a space akin to the potential space of play, allows various insights into the process of writing, especially as a proccss involving paradox.

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 Written by the author of three collections of poetry, this paper contests the enduring stereotype of the ‘mad’ poet, present in Romantic, psychoanalytic and psychological theories of creativity. Mobilising theories of embodied cognition, it offers a demystified and de-pathologised vision of poiesis and poetry. The paper focuses on three traits typically associated with the ‘mad’ poet in popular representations and theoretical understandings of that figure: extreme emotionality; divergent thinking; and a tortured unconscious. Using findings in the cognitive sciences, the essay demonstrates how emotional experience, divergent thinking, and the unconscious are integral parts of brain functioning, rather than traits exclusive to psychopathology. Poiesis is not informed, in any essential way, by madness but rather by the normal conditions of embodied cognition.

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Max Nordau’s physiognomic study of criminality, Degeneration (1895), notably dedicated to the Italian pioneer of criminal anthropology Cesare Lombroso, labels poets and other artists—alongside criminals, prostitutes, anarchists, and lunatics—as ‘degenerates’. The Symbolist poets come under particular scrutiny in Nordau’s pseudo-scientific study. Paul Verlaine is described as ‘a repulsive degenerate subject with asymmetric skull and Mongolian face’ (1920 [1895]:128), while Stéphane Mallarmé is said to have ‘long, pointed, faun-like ears’ (131). The emotional and metaphorical intensity of their poetry, for Nordau, is another reflection of their alleged degeneracy. These poets write ‘twaddle’ (116), engaging in a ‘babbling and stammering’ (119) resonant of children and animals, which only ‘imbeciles and idiots’ profess to understand. While the Symbolists are viewed as avant-garde, Nordau is at pains to demonstrate that their irrational use of language actually exposes them as atavistic. Nordau proclaims: ‘clear speech serves the purpose of communication of the actual’ (118). By contrast, the Symbolists, ‘so far as they are honestly degenerate and imbecile, can think only in a mystical, that is, in a confused way… their emotions override their ideas.’

Identified by Nordau as one of the fin de siècle’s degenerates, Oscar Wilde evoked Nordau’s book in a petition for clemency when he was imprisoned in 1896, arguing that Nordau’s findings proved he required medical rather than punitive intervention. His plea was not successful, with Wilde later quipping: ‘I quite agree with Dr Nordau’s assertion that all men of genius are insane, but Dr Nordau forgets that all sane people are idiots’ (cited in Hitchens 2000: 18).

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Requirements Engineering (RE) is a commencing phase in the systems development life cycle and concerned with understanding and specifying the customer's requirements. RE has been recognized as a complex cognitive problem solving process which takes place in an unstructured and poorly understood problem .context. A recent understanding describes the RE process as inherently creative, involving cycles of incremental building followed by insight-driven econceptualization .of the problem space. This chapter relates this new understanding to various creative process models described in the creativity and psychology of problem solving literature.

A review of current attempts to support problem solving in RE using
various design rationale approaches suggests., that their common major
wealmess lies in the lack of support for the creative and insight-driven problem solving process in RE. In addressing this weakness, the chapter suggests a new approach to promoting and supporting RE creativity using design rationale. The suggested approach involves the ad hoc recording of rationale to support the creative exploration complemented by a post hoc conceptual characterization of the problem space to support insight driven reconceptualization.

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A climate of change in the arts in the 1990s, including a growing recognition of the need for creative management, has raised the issue of how not-for-profit art museum directors use creativity in their managerial role. Traditionally, the prime function of art museums has been to gather, preserve and study objects. The perception of directors as keepers of collections and creativity as residing in the object has evolved. Creativity is increasingly seen as residing in the managers of organizations. A survey of Australian and New Zealand art museum directors revealed six strategic responses to change, indicating the extent to which they used creativity in their leadership role: economic emphasis, market orientation, audience development, collaboration, accessibility and community relations. The question this paper poses is whether the change in the director's role has overturned the traditional view of creativity as focused on the art work rather than on management initiatives. The proposed answer is that it has been not so much overturned as extended: directors now balance the development and preservation of creative art works with creative management of the art museum as a market-facing organization.

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Using current data, this article examines the ways in which teachers enact new curriculum prior to classroom implementation. This is new and important research as few, if any, studies have further explored what Goodson termed the 'middle ground' of curriculum (1994). This article locates the middle ground of curriculum between the high ground of curriculum (the formal construction of the written curriculum) and its ground-level implementation in the classroom. A model of the middle ground of curriculum that helps us to understand curriculum change processes from the perspective of those most affected by them - teachers - is subsequently proposed.

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In this paper the authors explore the use and adaptation of a language specifically developed for, and by, a community of young people who play computer games. Leet speak or 1337 5p34k, the language used by the participants in this study, incorporates symbols and numbers as substitutes for the letters contained in words. Described by the group as an ‘elite’ language or ‘leet speak’, the authors’ interest was captured by the derisive and ironic use of the language in an online forum for a tertiary first year unit of study. Rather than merely defining its participants within an elite cultural boundary, ‘leet speak’ is utilised ironically to unearth ‘wannabees’ (those seeking entrance and acceptance into the game world, generally 12 –16 year olds). Of particular fascination to the authors was that despite the clear self- demarcation of the group from the users of ‘leet speak’, and their insistence on its use solely by ‘newbs and wannabees’, the group continued to use the language to communicate with each other online. In this research, language defines the cultural group of games technology students in terms of the group’s continual subversion of the language’s very foundations whilst still using it to communicate. Perhaps most interesting was the group’s nonchalant admission that they perceived this to be the function of all languages ‘all languages are created purely for communication so dont [sic] have a cry about ppl been [sic] lazy’.

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For those who make and admire artistic works, there is no question of their value. However, for others interested in economic development, the value of the arts is often more tangential, contested and questionable. While the post-modern world of consumption and spectacle suggests to some academics and governments that the arts and cultural industries are the way of the future, others remain sceptical about their social and economic value. This is a theoretical as well as a practical issue this paper explores by offering a reconceptualisation of Pierre Bourdieu's concept of cultural capital as a way of re-assessing the value of the arts. The paper then applies this framework to quantify and qualify the value of the arts in one regional city in Australia – Geelong in Victoria – focusing on the work of two artists. The aim is to describe the interconnected processes by which the arts generate cultural capital in the form of confidence, image, individual well-being, social cohesion and economic viability. The analysis also highlights the ongoing power relations which prescribe artistic production, circulation and valuation. The implications of such a rethinking and application go well beyond one city and region to other places grappling with the relationship between artistic production and urban well being. By focusing on the broad-ranging process by which artistic value is created for individuals, groups, professionals, communities and governments, a model becomes available for other places to use in realising their cultural capital.

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RE is well-recognised as a creative problem solving activity by the systems development community. However, while substantial research has been conducted and knowledge gained about creativity in the general psychology of problem solving, creativity as it applies to RE remains a relatively unexplored area - one that has neither been comprehensively studied, nor highly recognised, as a research topic of importance. This paper attempts to address the above mentioned gap by presenting findings from a recent focus group study of creativity in RE as perceived by a group of RE practitioners. We provide a conceptual framework for understanding creativity in RE, which may be of use to requirements engineers attempting to enable more creative approaches and results, as well as adding to the existing, limited body of research in this area.