scholarly journals Time Course of Creativity in Dance

2020 ◽  
Vol 11 ◽  
Author(s):  
David Kirsh ◽  
Catherine J. Stevens ◽  
Daniel W. Piepers

Time-motion studies revolutionized the design and efficiency of repetitive work last century. Would time-idea studies revolutionize the rules of intellectual/creative work this century? Collaborating with seven professional dancers, we set out to discover if there were any significant temporal patterns to be found in a timeline coded to show when dancers come up with ideas and when they modify or reject them. On each of 3 days, the dancers were given a choreographic problem (or task) to help them generate a novel, high quality contemporary dance phrase. They were videoed as they worked on this task for sessions of 15, 30, and 45 min. At the end of each 15 min interval during each session, we had them perform the phrase they were creating. They recorded and then coded the video of themselves dancing during these sessions by using a coding language we developed with them to identify when ideas are introduced, modified, and rejected. We found that most ideas are created early and that though these early ideas are aggressively pruned early on, many still make it into the final product. The two competing accounts of creativity in design research make predictions for the temporal structure of creativity. Our results support neither account, rather showing a more blended version of the two. The iterative design view, arguably the dominant view, is that good ideas are the product of generating many ideas, choosing one fairly early, committing to it, and iteratively improving it. The “fail fast fail often” view is that good ideas are the product of rapidly generating and discarding ideas and holding back from early commitment to any one in particular. The result of holding back commitment, typically, is not that an idea is taken up later and then incrementally improved at the last minute, as much as that later designs are not completely novel, instead incorporating the best parts of the entire sequence of ideas. In our study, we found no evidence that one account or the other was more predictive for the domain of contemporary dance. The behavior of the dancers that we studied revealed elements of both, calling into question how predictive these theories are.

2020 ◽  
Author(s):  
Philip Boakye

The acceptance of electronic laboratory information system (LIS) is gradually increasing in developing countries. However, the issue of time effectiveness due to computerization is less clear as there is fewer accessible information. One of the key issues for laboratorians is their indecision with LISs’ would-be effect of time on their work. A polyclinic in Ghana was in the process of implementing electronic LIS. Several of the laboratorians did not have knowledge and skill in computing and there were disagreeing views on the time effectiveness of the LIS after implementation. The management of the polyclinic laboratory was concerned to assess time advantageousness of recording data when using the electronic LIS compared with paper-based LIS. <div><br></div><div>Five randomly selected laboratorians were provided two sheets of paper with tables to document the time they spent for both paper-based and electronic LIS. Data were collected for a total of 230 records,115 electronic LIS and 115 paper-based LIS. The t-test (mean-comparison test) was computed to compare the means of both electronic and paperbased LIS times. </div><div><br></div><div>There was a statistical significant difference in the time spent between electronic and paper-based LIS. The time spent between paper-based and electronic LIS was 0.41 minutes (95% CI 0.15 to 0.66) longer than in electronic LIS. </div><div><br></div><div>LIS can be adopted in polyclinics without having significant negative impact on time spent between electronic and paper-based LIS. More time–motion studies that include laboratorians are however necessary in order to get a more complete picture of time spent between electronic and paper-based LIS. </div>


2014 ◽  
Vol 49 ◽  
pp. 292-299 ◽  
Author(s):  
Marcelo Lopetegui ◽  
Po-Yin Yen ◽  
Albert Lai ◽  
Joseph Jeffries ◽  
Peter Embi ◽  
...  
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2020 ◽  
Vol 2 (4) ◽  
pp. 568-580
Author(s):  
Robert “Bobby” Grisso ◽  
Erin G. Webb ◽  
John S. Cundiff

Herbaceous biomass will contribute significantly to meeting renewable energy goals. Harvesting equipment for hay is generally suitable for mowing, raking, and baling grasses such as switchgrass; however, there is a need for field data to better understand machine performance in energy crops. The purpose of this study was to collect field data to estimate baler field capacity, throughput, and speed. Data gathered with a Differential Global Positioning System (DGPS) unit during baling provided time-motion studies of baler productivity. Six fields were used to compare field capacity, speed, and throughput results from four round balers and one large-square baler. The results show that in-field performance of round balers is significantly affected by yield, but that the relationship can be represented with machinery management concepts, knowledge of maximum throughput, and wrap-eject time. Baler performance will be overestimated if the yield, maximum throughput, and wrap-eject time are not correctly accounted for.


1988 ◽  
Vol 53 (1) ◽  
pp. 145-157 ◽  
Author(s):  
Claudia Chang

This ethnoarchaeological study of an Inupiat Eskimo fish camp examines the formation of activity areas through time-motion studies and the analyses of activity episodes. These observations on two adults using the site during the summer of 1982 are used as examples of how spatially discrete activity areas are shaped by behavioral processes. In this case, activity-area formation is tied to the adaptive strategies of the Inupiat Eskimo cultural system. Specific subsistence-related activities such as food processing, animal butchering, and equipment maintenance leave material residues after tasks are completed. Cognitive and adaptive aspects of the Inupiat cultural system contribute to the spatial organization of this fish camp.


2003 ◽  
Vol 84 (1) ◽  
pp. 139-165 ◽  
Author(s):  
SHARON CORWIN

ABSTRACT In the early decades of the twentieth century, the pursuit of efficiency came to dominate instances of industrial and artistic production: the engineering consultants Frank and Lillian Gilbreth attempted to visualize a language of minimal waste, while Precisionist art achieved its own aesthetic of efficiency. This essay examines the Precisionist project alongside the discourses of the rationalized factory and suggests a relationship between the formal economy of Precisionism and the rhetoric of scientific management. For Precisionist art and the Gilbreths' time-motion studies, the representation of efficiency ultimately entailed the elision of artist and worker as producers of labor.


Author(s):  
Fabrício Boscolo Del Vecchio ◽  
Bruno Antunez ◽  
Charles Bartel

DOI: http://dx.doi.org/10.5007/1980-0037.2016v18n6p648 To improve the combat sports training processes, the knowledge of effort:pause (E:P) ratio and of the high intensity:low intensity (HI:LI) relationship may be useful. However, no studies have investigated these aspects in taekwondo (TKD) official matches from different levels. The aim of this study was to analyze and compare the temporal structure of TKD combat matches at regional and state-level events. Thirty-four combat matches involving male TKD black belt athletes were analyzed. The athletes took part in two separate championships according to their level of competitiveness. Non-parametric distributions were identified in all variables, and the median was used as centrality and the interquartile range (25%-75%) for dispersion. The analysis of non-parametric variance, Kruskal-Wallis, with Dunn post-hoc, was used for comparisons between variables within the same competitive level and Mann-Whitney test between them. The significance level was 5%. On both levels, approximately 50% of combat time (51.3% and 50.8% in state and regional, respectively) was aimed at low-intensity activities in an observation mode; 12% of the time was devoted to preparation actions; and 36% represented high-intensity activity. It was also noted that the relationship of E:P at the state level was 1:8; at the regional level, it was 1:4. The relationship of HI:LI was 1:3 in the state and regional levels. It was observed that there is a difference in the E:P relationship during TKD competitions among different competitive levels. These findings can assist coaches and trainers in developing suitable, specific training processes according to TKD competition level. 


2021 ◽  
Author(s):  
Anthea Grace Blunden ◽  
Dylan Hammond ◽  
Piers Howe ◽  
Daniel R. Little

We propose a novel modeling framework for characterizing the time course of change detection based on information held in visual short-term memory. Specifically, we seek to answer whether change detection is better captured by a first-order integration model, in which information is pooled from each location, or a second-order integration model, in which each location is processed independently. We diagnose whether change detection across locations proceeds in serial or parallel and how processing is affected by the stopping rule (i.e., detecting any change versus detecting all changes; Experiment 1) and how the efficiency of detection is affected by the number of changes in the display (Experiment 2). We find that although capacity is generally limited in both tasks, architecture varies from parallel self-terminating in the OR task to serial self-terminating in the AND task. Our novel framework allows model comparisons across a large set of models ruling out several competing explanations of change detection.


2020 ◽  
Author(s):  
Gijs Terlouw ◽  
Derek Kuipers ◽  
Job van 't Veer ◽  
Jelle T Prins ◽  
Jean Pierre E N Pierie

BACKGROUND Children with autism spectrum disorder (ASD) have social deficits that affect social interaction, communication, and relationships with peers. Many interventions focus mainly on improving social skills in a clinical setting. However, developed social skills are not necessarily applied to children's daily life at school, and children with ASD face challenges in forming and maintaining relationships with peers. In addition to the direct-instruction-based programs, more activity-based programs could be of added value, especially to bridge the relational gap between children with ASD and their peers. OBJECTIVE This paper describes an iterative design process of the development of a virtual escape room as an activity-based serious game and describes the development of a game as a boundary object. The purpose of the serious game is to facilitate and trigger direct communication between high-functioning children with ASD and their peers. During the design research process, we examined in small steps whether the developed prototypes are feasible and whether they have the potential to achieve the objective of the serious game. METHODS This study is structured around the Design Research Framework to develop the escape room through an iterative-incremental process. Three playful test sessions (n=12; n=21; n=12) with different prototypes were initiated to eventually develop a beta-prototype. The beta-prototype was subsequently tested with children (n=12) and experts (n=12). RESULTS By testing various prototypes, including a paper prototype and an augmented reality prototype, different insights were found to get the design right. Insights were gathered to find the right theme, content, practical constraints, and shape of the serious game. Eventually, a multiplayer virtual escape room, AScapeD, was developed. Three children can play the serious game together in the same room on tablet devices. The first tests show that the game triggers social interaction and communication between the children. CONCLUSIONS This paper presented the iterative design process of AScapeD. AScapeD triggers social interaction and connection in a playful way between children with ASD and their peers. The conceptual structure of an escape room contributes to the natural emergence of communication and cooperation. The iterative design process has been beneficial to finding the right design, getting the design right, and contributed to the design of a serious game as a boundary object which mediates the various objectives of different stakeholders. The developed prototype is feasible and has the potential to achieve the aim of the serious game.


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