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Social identity cues to improve creativity and identification in face-to-face and virtual groups.

, , , , , and . Comput. Hum. Behav., (2017)

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IdeAM Running Quiz: A Digital Learning Game to Enhance Additive Manufacturing Opportunities Discovery., , , , , , , and . Int. J. Emerg. Technol. Learn., 17 (10): 32-50 (May 2022)Trends integration process as input data for Kansei Engineering Systems., , and . WSTST, volume 29 of Advances in Soft Computing, page 1204-1215. Springer, (2005)Avatar-mediated creativity: When embodying inventors makes engineers more creative., , , , and . Comput. Hum. Behav., (2016)Analysis of the correlation between words and design elements for the generation of a Kansei engineering system., , and . WSTST, volume 29 of Advances in Soft Computing, page 1183-1194. Springer, (2005)Anticipating user's needs with playful methods., , , , and . Erog'IA, page 25-32. ACM, (2014)Social identity cues to improve creativity and identification in face-to-face and virtual groups., , , , , and . Comput. Hum. Behav., (2017)Proposition of a PLM tool to support textile design: A case study applied to the definition of the early stages of design requirements., , , and . Comput. Ind., (2015)A Proposal for a Methodology of Technical Creativity Mixing TRIZ and Additive Manufacturing., , , , , , and . TFC, volume 572 of IFIP Advances in Information and Communication Technology, page 106-116. Springer, (2019)