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Part I: Basic Models of Creative Processes.- Preliminaries.- Testing the Triple Helix Model.- Knowledge Sciences and JAIST Nanatsudaki Model.- Part II: Tools for Supporting Basic Creative Processes.- Knowledge Acquisition by Machine Learning and Data Mining.- Creativity Support in Brainstorming.- Debating and Creativity Support.- Creativity Support for Roadmapping.- Integrated Support for Scientific Creativity.- Part III: Diverse Tools Supporting Creative Processes.- Statistics for Creativity Support.- Virtual Laboratories.- Gaming and Role Playing as Tools for Creativity Training.- Knowledge Representation and Multiple Criteria Aggregation.- Distance and Electronic Learning.- Management of Technology in Academic Research.- Knowledge Management and Creative Holism in the Knowledge Age.- Technology and Change: The Role of Technology.- The Emergence of New Concepts in Science.- Summary and Conclusions.
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