• Title/Summary/Keyword: 아이디어 창의성

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발명하는 사람들-제51호

  • Han, Mi-Yeong
    • The Inventors News
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    • no.51
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    • pp.1-16
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    • 2006
  • 함께 즐기는 '여성 발명인 축제'열린다/이 가을을 여성 발명의 계절로/빠진 영구치, 임플란트 기술로 대신한다/국내 의약품 특허출원 외국 기업이 주도/웰빙 붐 타고 기능성 베개 출원 늘어나/토양오염 복원기술, 관심 높아져/기업 CI교체 따른 상표출원 급증/여성경제단체, 오세훈 서울 시장 초청 간담회 가져/'2006대한민국 발명특허대전' 개최/특허청, 중소기업 특허경영 지원단 발족/한국특허문헌, WIPO로 전세계 서비스 실시/APEC 여성지도자네트워크 회의 개최/'2006 특허기술 사업화 성공사례발표회'/세계최초 신개념 CTF기술 상용화/특허청, 제4회 발명 장학생 선발/김치, 러시아 모스크바에 진출한다/고속 주행 틸팅열차 특허로 인정/현직 공무원, 다양한 발명품으로 특허와 되다/자신만의 'TV채널' 선택 가능하다/전지산업, 이온성 액체 관련 특허로 안전하게/명확한 의견 제출로 효율적인 심판 진행/치매예방물질 2배인 김치 개발됐다/한국과학기술연구원 논문 특허심의제도 도입/'한국 오시면 KISS로 맞이합니다'/삼성전자, 중국 특허 마쓰시타 아성 깨다/싱가포르 수출 인큐베이터로 중소기업 해외시장 공략/특허청, 영남대와 지식재산역량 강화 위한 약정 체결/깎는 횟수 줄인 잔디, 세계최초 개발/순창군, 웰빙 고추장 특허출원/역사 속의 발명품/하루 10분 발명교실/특허Q&A/케이제이알텍(주)문승자 대표/한.일 변리사회 업무협정체결 25주년 기념식 개최/중소기업청, 하반기 18조원 신용보증 공급 계획/'2006 대만 국제발명품 전시회'서 한국 참가자 수상/'불났을 때' 긴급 대피 요령은?/아이디어 착상 및 발명 기법/창의성과 도전정신이 성공한 사업가 만든다/사탕을 탄생시킨 사람들/'휴대폰 특허료 1.3억불 내라' 중재 결정/'신발깔창 휴대폰 충전기'/휴대폰으로 광고 받고 무료 문자 이용 가능/아파트 저작권.특허 열풍 거세게 불어/'골다공증 예방 요구르트' 나왔다/갈증 느끼지 않아도 '물' 자주 마셔라/10월 '지재권 및 여성발명 창의교실' 개최안내/한국여성발명협회 회원사 발명품 가이드/함씨네토종콩종합식품, 특선 수상/

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Estimation of the Effectiveness of Basic Engineering Design Education Through Student Survey (학생 설문을 통한 기초설계 교육효과 평가)

  • Won, Yun-jae
    • Journal of Practical Engineering Education
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    • v.11 no.2
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    • pp.159-165
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    • 2019
  • Engineering design education has been established and implemented as three stages of basic design, element design, and capstone design with the introduction of engineering education accreditation system. In the basic design, the concept and procedure of design is introduced to the beginners of engineering, and the creativity and teamwork is practiced rather than mathematical detailed design for the purpose of being connected to and used effectively in the capstone design. In this study, the opinions of the students performing capstone design after taking basic design were surveyed through questionnaire. Overall, students recognize the importance of basic design education and experienced that it is useful. The results indicate that effective basic engineering design education is being carried out, and are considerably agree to those at the professors in the former survey.

Entrepreneurship and Market Leadership in Culture Industry (문화산업에서 기업가정신의 발현과 마켓리더십)

  • Han, Yoo-Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.417-426
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    • 2020
  • The culture industry has been considered very important as firms utilize human creativity as the main source for providing high-value-added services. In this industry, the inspirations and ideas of individual creators have been stressed rather than the roles of entrepreneurs so far. However, in recent years, due to the influence of "Hallyu" or the Korean Wave, entrepreneurial firms have actively participated in producing a variety of products embracing cultural value. In this vein, the entrepreneurship-related elements such as the degree of leaders' innovativeness, risk-taking environment, first mover advantage, employee compensation, and tolerance to failure were selected to investigate their effects on market leadership. As a result, it was observed that risk-taking environment, first mover advantage, employee compensation, and tolerance to failure had a positive effect whereas leaders' innovativeness was not statistically meaningful. These findings show that the creation of an atmosphere where employees' creativity can be fully appreciated is more important than the leader' insight-driven innovativeness. The results of this study indicate that when companies formulate strategies and the government initiate policies in the culture industry, entrepreneurship should be incorporated as a crucial element.

READY MADE Creative Gymnastic for Designers (READY MADE디자이너를 위한 창조적인 훈련 연구)

  • Bruno, Marco
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.365-374
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    • 2006
  • A 'Readymade' is an everyday object selected and designated as art. The term was coined by Marcel Duchamp to describe his artistic process based on the attempt to destroy the notion of the uniqueness of the art object: his influence went for beyond the art world affecting all design activities based on creativity. The purpose of this study is to investigate the ready-made technique from an educational point of view. Starting from Duchamp experience and his further influence on the design world, the study aims to demonstrate the value of the ready-made technique as a basic element in the education of young designers. The research method is based on the empirical observation of the results of the same project assigned to forty different students in different universities. The collected results were grouped in four families according to each specific generative method: constructive, conceptual, aggregative and elaborative. These four categories, derived by the observation of the results, represent tangible variations of the same disciplined technique. This flexibility demonstrates the value of the ready-made process as a foundation practice particularly indicated for young designers. These are the main skills students developed through its application to design projects; exploring and reconsidering attitude, recycling issues, new identity to familiar objects, focus on ideas.

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Development and evaluation of virtual world-based elementary education programs (가상세계 기반 초등 교육 프로그램 개발 및 평가)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.219-227
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    • 2022
  • Students are always preparing for remote classes while taking face-to-face classes due to COVID-19. However, it is true that the class satisfaction with distance learning is not high for students and teachers. The idea that even if remote classes are conducted at home, it would be nice to have classes together like real ones, the need for a virtual world education program that utilizes augmented reality and virtual reality based on the metaverse has emerged. However, there are very few studies that teachers try to apply them to their classes. In this study, a metaverse application curriculum was presented for elementary science and 'space' domains. To implement the metaverse, ZEPETO and COSPACIS EDU were used. In the analysis of content creation with students and evaluation with schoolmates, this study showed that the concentration of learning was increased and creativity improved in the 'real', 'individual', and 'society' domains.

A Study on Burger King The Growth Mechanism: Toward The Dynamism of Corporate Success and Failure (기업성패 동태적 모형에 따른 버거킹 성장 매커니즘에 관한 연구)

  • Lee, Choong-Woo
    • The Korean Journal of Franchise Management
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    • v.5 no.2
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    • pp.51-67
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    • 2014
  • Looking at the case of countries or companies, the success and failure can be found a certain repetitive 'Pattern'. In this paper, global franchise company factors determine the success or failure of the Burger King on the market dynamism perspective, and looked to discuss its implications. The success or failure of a company in a country like pattern of the growth and erosion and stagnation and decline, and the pursuit of sustainable growth through relentless improvement reactivated. Burger King has more to strengthen brand equity oriented by the world's best restaurant through the development of aggressive marketing activities in the global market to regain its former glory.

A Study of Seymour Chwast Focusing on his creative (시뮤와 크워스트(Seymour Chwast)의 작품세계에 대한 연구-독창적인 캐리커쳐(Caricature)를 중심으로-)

  • Moon, Chul
    • Archives of design research
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    • v.11 no.1
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    • pp.219-228
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    • 1998
  • Seymour Chwast, who has worked in various fields as in illustrator, graphic designer, and art director since 1950's, opened a new possibility in the field of visual design. Pushpin Graphics, founded by Chwast and his collegues, played a vital role in experimentation based on their creativity and courage. Amazingly enough his field covers Illustration, graphic design, poster, typography, and publication. His works, in which he sa tired people or events severely using his own lanb'Uage styit', appeals public powerfully and is remembered for a long time. He gives various forms to his creative ideas throughout many fields he deals with including caricature, giving all designers fresh and b'Teat inspiration. The fact that Chwast dose not limit himself to anyone style but uses various styles freely indicates his creative thinking process. The Creative Thinking, which is embedded in all his works, is so interesting and tactful that it may fulfill the requirement of the times, which wants to see something new and epochmaking. The aim of this study is to find creativity of Chwast's new visual language and its meaning through the analysis of unique caricatures among his works based on his philosophy, creative work process, and, particularly, creative thinking.

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Research on the Curriculum for Integration of ICT+Design (ICT+디자인 융합 교육과정 개발연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.105-114
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    • 2017
  • Nowadays, novel and innovative technology including 3D printers, internet of things (IoT), and wearable devices are rapidly emerging. As we must constantly keep up with the most recent trends, words like convergence, multidisciplinarity, and design revolution indeed define society today. Due to the expansion of such diverse technological, industrial, and academic convergence trends, the role of design is becoming evermore essential in development of products as well as creative services. Even the government is pushing towards a 'creative economy' by encouraging ICT convergence to create novel industries as well as advanced jobs. In order to adapt flexibly to such changes in global trends, a solid academic curriculum centered around 'ICT+Design' must be developed. In the current research, we analyzed various literature and benchmarked the major universities both domestic and foreign. Also we utilized a survey-based approach against subjects who are experts or design specialists working in environments related to industry and research. In our proposed integrated ICT+Design educational curriculum, students familiarize themselves with design perspectives and methodology to creatively carry out the course. Moreover, experts from design and ICT came together in an act of 'Radical Collaboration' in which they shared their unique 'Design Thinking' in order to promote understanding and cooperation. Furthermore, industry experts have also taken part as mentors in order to create a workplace-oriented course with various integrated projects. Most importantly, the course was designed so that in addition to research, students can really get hands-on with their ideas in the creativity-integrated workplace.

A Study of AI Education Program Based on Big Data: Case Study of the General Education High School (빅데이터 기반 인공지능 교육프로그램 연구: 일반계 고등학교 사례를 중심으로)

  • Ye-Hee, Jeong;Hyoungbum, Kim;Ki Rak, Park;Sang-Mi, Yoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.83-92
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    • 2023
  • The purpose of this research is to develop a creative education program that utilizes AI education program based on big data for general education high schools, and to investigate its effectiveness. In order to achieve the purpose of the research, we developed a creative education program using artificial intelligence based on big data for first-year general high school students, and carried out on-site classes at schools and a validation process by experts. In order to measure the creative problem-solving ability and class satisfaction of high school students, a creative problem-solving ability test was conducted before and after the program application, and a class satisfaction test was conducted after the program. The results of this study are as follows. First, AI education program based on big data were statistically effective to improve the creative problem solving ability according to independent sample t test about 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' except 'execution', 'the difference between pre- and post-scores of male student and female student' on first year high school students. Secondly, in satisfaction conducted after classes of AI education program based on big data, the average of 'Satisfaction', 'Interest', 'Participation', 'Persistence' were 3.56 to 3.92, and the overall average was 3.78. Therefore, it was investigated that there was a lesson effect of the AI education program based on big data developed in this research.

Effectiveness Analysis of a STEAM Program Utilizing Digital Astronomy and Space Resources for 6th Graders in Elementary School (초등학교 6학년을 위한 디지털 활용 천문우주 STEAM 프로그램의 효과 분석)

  • Youn-Jeong Heo;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.17 no.2
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    • pp.168-180
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    • 2024
  • In this study, we developed a STEAM program based on digital astronomical and space resources and applied it to 167 randomly selected elementary school students to examine the effectiveness of the STEAM program in enhancing creative problem solving skills. The results of this study are as follows: first, the statistical analysis of pre-test and post-test scores for creative problem-solving skills related to the STEAM program showed significant results (p<.05). This suggests that the STEAM program contributed to improving creative problem-solving skills through the procedural process involved in generating ideas and convergent thinking during the digital problem-solving. Second, the paired sample t-test based on the pre-test and post-test of the STEAM attitude test also showed significant results (p<.05). Analyzing digital materials and presenting pixel art projects positively influenced STEAM attitudes in terms of interest, communication, and usefulness. This underscores the need for developing integrative education programs utilizing advanced technologies in the future. Third, in the class satisfaction test conducted after the application of the STEAM program, the satisfaction factor scored an average of 3.55, interest scored 3.35, and overall class difficulty scored 3.46. The main difference from traditional classes was the focus on 'acquisition of future career information.' However, given the slight decrease in interest during the digital transformation and interpretation process, it is recommended that future classes allocate sufficient time for experiential activities. To generalize the developed program, future studies should consider various school levels, implementation periods, and difficulty levels.