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 2020-05-01 to 2024-05-01.)
ArticleCitations
Using artificial intelligence in craft education: crafting with text-to-image generative models41
A proposal of virtual museum metaverse content for the MZ generation29
A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook20
Creativity and opportunity: how COVID-19 fosters digital dance education12
The design and evaluation of a multimodal ubiquitous learning application for EFL writers11
Artificial everyday creativity: creative leaps with AI through critical making8
A bibliometric analysis of cultural and creative industries in the field of arts and humanities7
The anthropophagic studio: towards a critical pedagogy for interaction design7
Augmented reality sandboxes: children’s play and storytelling with mirror worlds7
Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p’yori chinch’an uigwe7
CRUX: a creativity and user experience model6
Getting into someone else's soul: communicating embodied experience6
Designing for intersubjectivity and dialogicality in museum interactive installations about migration6
Human–robot collaboration: a fabrication framework for the sequential design and construction of unplanned spatial structures5
Curating the Everywhere Museum of Everything5
How to design for exploration through emergent narratives4
The art of the thinking space—a space filled with data4
Generative comics: a character evolution approach for creating fictional comics4
Moving in rhythms: what dancers and drummers can teach us about designing digital interactions3
Engaging locals in rural areas: value correspondence in placemaking through mobile augmented reality3
Transitioning into states of immersion: transition design of mixed reality performances and cinematic virtual reality3
The role of digital technologies in recording values of human settlements: testing a practical Historic Urban Landscape approach in China and India3
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