EDUCAR LA CREATIVIDAD , RETO EUROPEO
Work Programe 2013. (European Commission C(2012)4536 of 09 July 2012)
7.8 Challenge 8: ICT for Creativity and Learning
The culture and creative industries are a powerful motor for jobs, growth, exports and
earnings, cultural diversity and social inclusion, representing 4.5% of total European
GDP and accounting for 3.8% of the workforce. European industries, in particular
small and medium enterprises, are increasingly faced with the need to be more
productive, innovative and dynamic in responding to the changing market needs.
This challenge calls upon research and industry to unite their forces to produce more
powerful and interactive tools for creative industries, enhance the creativity of
workers pursuing different professions, and anticipate future trends in research and
innovation by encouraging interaction in and between different segments of the
creative industries.
One goal is to create a vibrant creative technology ecosystem and increase the
innovation capacity of European industries and enterprises by providing them with
better tools, capabilities and foresight. A further goal is to enhance, develop and
encourage creativity as an essential 21st century skill in professional contexts.
Education is a strong prerequisite for economic growth. Europe must support national
efforts to help students to learn better, teachers to teach better, and school systems to
become more effective. We need customised learning systems that can adapt to
effective use in a wide variety of diverse contexts. This is key for a successful
modernisation of educational and training systems in Europe.
Objective ICT-2013.8.1 Technologies and scientific foundations in the field of
creativity Target Outcomes
Research under this objective will address creativity and the tools and environments
in which it takes place. Research activities will contribute to equipping different
industries with more effective creative tools, expand the potential of technology in the
human creative processes and advance the scientific understanding of creativity
thus providing the basis for future innovative technologies. This will be
complemented by support activities that promote ways of closer interaction and
networking within and between different segments of creative industries.
a) Creative experience tools that make use of all our senses and allow for richer,
more collaborative and interactive experiences: real time simulation and
visualisation, augmented reality, 3D animation, visual computing, games
engines, and immersive experiences. The tools created should be cost
effective, with special attention to users like SMEs and individual creators,
intuitive, and be demonstrated in real environments for the creative and
cultural industries (such as advertising, architecture, arts, crafts, design,
fashion, films, music, publishing, video games, TV and radio etc.).
b) Intelligent computational environments stimulating and enhancing
human creativity: Multi-disciplinary research (e.g. computational creativity,
brain-based research, cognitive and learning sciences, HCI) should explore the
potential of technology to enhancing human creative processes. Research Page 82 of 170
should address individual and/or collective creative processes in professional
contexts involving domain-specific skills (in e.g. creative industries,
engineering, medical professions). Work should establish theories and models
for hybrid (human-computer) systems to be demonstrated by fully functional
prototypes of computational environments. Proposals need to address the
balance between scientific insights, technological innovation and practical
application to the domain. Proposals should include sound methodology for
the assessment and measurement of creative performance.
c) Progress towards formal understanding of creativity with a view to
advancing the measurable capability of computers to produce results assessed
by humans as useful, original and surprising. Proposals should contribute to
technological and theoretical insights on creativity, incorporating progress in
relevant areas such as AI, psychology, sociology, neuroscience and cognitive
science. Proposals should demonstrate how the theoretical insights gained in
the project will contribute to the understanding of human creativity.
Technological advances should be validated as proofs of concept in innovative
autonomous creative systems aiming to rise above the level of pastiche
(mimicry).
d) Roadmaps for future research and innovation in the creative industries;
proposals should target cross- and inter-cluster support activities to boost
creative competitiveness in sectors such as advertising, architecture, artS, crafts, design, fashion, films, music, publishing, video games, TV and radio.
Expected Impact
• Improved efficiency of creative processes by two fold at least as regards time and
resource investment, and quality of output.
• Improved competitive position of the European cultural and creative industries
through the provision of cost effective, innovative and high-value products and
services.
• Better understanding of the potential of technology in human creative processes
leading to enhanced domain-specific human creative performance.
• Deeper scientific understanding of creativity, fostering the synergy between
understanding and enhancing human creativity, and new technologies for
autonomous creative systems.
• Better coordination of European and national efforts, closer dialogue between
research and industry, better understanding of user requirements, more innovation
and technology uptake.
http://ec.europa.eu/research/participants/portalplus/static/docs/calls/fp7/common/32767-annex_6_to_the_decision_ict_for_cap_en.pdf,
Work Programe CEE, 9_7_2012
1 comentario:
Los educadores tenemos la responsabilidad de recoger el testigo de este reto, en la carrera hacia una Europa que construye para el futuro, a corto y a medio plazo:
- aprovechar las redes ya existentes entre empresas y educación
- defender y trabajar la consolidación de la Tecnología (herramientas, entornos, desarrollo de competencias y programas de innovación y aprendizaje)
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