• Title/Summary/Keyword: 창의실용

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Analysis of the use of tuplet by drummer Anika Nilles (드러머 아니카 닐즈의 잇단음표 활용 분석)

  • Han, Ho-Seok;Cho, Tae-Seon
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.245-251
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    • 2021
  • Recent popular music is made in an easy, simple, and repetitive style for the audience. German drummer Anika Niles, has creatively expressed her music and performance using Quintuplet, Septuplet, and Nonuplet that are not often used in music, different from traditional music styles. The purpose of this study is to analyze the use of tuplet used by Anika Nilles and derive the effect accordingly to present the possibility of development in future music. The research method analyzes the techniques used by dividing the consecutive notes into three main categories: five, seven, and nine. This study classified and analyzed her performance techniques using tuplet that are not usually used in music and presented various applications. Anika Nilles expressed the characteristics of tuplet and played them accordingly, and the fact that there are various methods of application showed that her performance technique using them was of sufficient research value.

Design of a Stepwise Enrichment Curriculum for the Gifted and Talented in Informatics (정보과학영재를 위한 단계별 심화 교육과정의 설계)

  • Kim, KyungKyu;Lee, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.35-50
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    • 2014
  • The current curriculums for the gifted and talented students in informatics are not practical and systematic in teaching methods because it is hard to provide the gifted and talented students with appropriate education individualized at their own levels. Furthermore, there are still some problems in previous curriculums for the gifted and talented students in informatics as follows. First, there are not sufficient on previous curriculums for the gifted and talented education in informatics in middle and high schools. Second, previous curriculums in use do not contribute to cultivating the creativity, problem-solving, logical thinking abilities and insight for the gifted students. Third, there is no curriculum, which reflects on individual's ability and aptitude, for the gifted and talented education in informatics. Therefore, in this paper, we suggest stepwise enrichment curriculums that enables the gifted and talented students to be equipped with creative problem-solving skills and computational thinking abilities. In this regard, at first, The problem with existing research and educational institutes for the gifted and talented in informatics were analyzed. Next we developed a concrete stepwise enrichment curriculum in accordance with the practical educational objectives of the gifted and talented in informatics.

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Current status and future direction of constructed-response assessments - Cases of secondary mathematics in Gyeonggi-do and Ohio - (중등 수학과 서술형평가 체계의 실제와 대안적 발전 방향 모색 - 경기도 창의.서술형 평가와 미국 오하이오 주 평가를 중심으로 -)

  • Kim, Rae-Young;Kim, Goo-Yeon;Noh, Sun-Sook;Kim, Min-Kyeong;Jeon, Ji-Hoon;Kim, Ki-Young;Lee, Min-Hee
    • Communications of Mathematical Education
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    • v.26 no.3
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    • pp.273-299
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    • 2012
  • The purpose of this study is to investigate how constructed-response assessments are currently defined and used to find an alternative way of developing well-defined constructed-response questions and an assessment system. Based on our review of the literature, we analyze constructed-response assessments developed and used in Gyeonggi-do, South Korea and Ohio, U.S.A. in terms of their definitions, types of questions, information and guidelines given by the government agencies in each place, and scoring rubrics and their use. The results provide meaningful implications for the development of constructed-response assessments in the future.

A Policy Community Model for 'Creative Cultural Contents Tourism' Infrastructure : A Case Study on Seongnam City ('창의적 문화콘텐츠관광' 기반조성을 위한 정책공동체 모형 -성남시 사례를 중심으로-)

  • Kim, Hyeong-Soo
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.177-190
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    • 2013
  • Recently, our society is seeing cultural value in a new light, perceiving it as an element that creates new values added. Reflecting this trend, the local governments in various levels focus on reviving the regional economies by enhancing cultural competencies and developing the culture and tourism industries. This research is conducted to perform the policy project 'administrative support plans to make Seongnam a hub of international culture and tourism,' which was proposed as part of the urban renewal strategy of the city. This study proposes the establishment of 'policy communities' to build the infrastructure for 'creative cultural content tourism' as a plan to accomplish the policy goal pursued by Seongnam. The focuses include what the policy communities are, how they work, and what the local government has to do with them for a successful implementation of proposed policies, by theoretically examining the composition variables of policy communities. In particular, the study concentrates on how to reconstruct the infrastructure for the culture content technology (CT) in the IT-based city and to transform itself into a city of "creative cultural content tourism". If the policy communities are formed under the proposed model in this paper, it is expected that they will become the viable alternatives in the field.

A Comparative Study on the Awareness of Concepts for Gardens and Parks between the Experts and General Publics (정원과 공원에 대한 전문가와 일반인 인식 비교 연구)

  • Miok, Park
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.1-9
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    • 2018
  • The purpose of this study was to identify differences of perceptions for gardens and parks between experts and the general public concerning several aspects including scope, scale, publicity, artistic and scientific nature, main materials, practicality and aesthetics, executive and management systems as well as legal understanding of garden and park. The properties of garden and park were derived through literature research, and the concept, similarity, and difference of gardens and the parks were recognized by the experts and the public viewpoint was clarified by questionnaire. As for the difference in the scope of the gardens and the parks, the expert group recognized it more widely than the general public. In general, the space recognized as a garden was the rooftop green space, and urban forests were recognized as a park. In addition, the general public recognized urban forests as gardens the same as they recognized parks, and the distinction was unclear. In the expert group, the perception that gardens were small and the parks were large was more prevalent. It was generally recognized that gardens were private spaces and the parks were public spaces. In the expert group, the gardens were more personal and the parks were more apparent to the public. In the general population, functional and scientific aspects rather than artistic creativity in both gardens and parks. In addition, both the general public and experts found that parks are more complex than gardens. The garden was centered on plant material, and the park was recognized as a center where the sculptural facilities were centered, or the plant material and the sculptural facilities were properly balanced. To the experts the view of the gardens was positive. Expert groups emphasized the aesthetics of the garden, and the parks were more practical, and the general population showed similar perceptions of utility and aesthetics when comparing gardens and parks. In addition, the utility of gardens in the general publics is more emphasized than the aesthetics of the park. Regarding the executive system the park was recognized as the public sector, and the difference was larger in the expert group. As for the management system, both experts and the general public perceive the management of the park or the garden to be carried out by the supporting organization, and it is necessary to discuss the diversification of the management subject. It is found that there is a certain difference in recognition with the mixture of concepts, and there is still a big difference in legal system and perception.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

A Study on the production of Music Content Using Artificial Intelligence Composition Program (인공지능 작곡 프로그램을 활용한 음악 콘텐츠 제작 연구)

  • Park, Dahae
    • Trans-
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    • v.13
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    • pp.35-58
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    • 2022
  • This study predicts the paradigm shift that the development of artificial intelligence technology will bring to the production of music content, and suggests that works created through collaboration between artificial intelligence and humans can have artistic value as finished products. Anyone can easily produce music content using artificial intelligence composition programs, and it has become an opportunity to inspire artists with various attempts and creative ideas. Although artificial intelligence technology provides convenience in human life and benefits a lot in the efficient aspect of work, it is difficult to escape the perception of data-based pattern music in the art field so far. Pattern music with many quantitative elements is not recognized as a complete creation due to the absence of abstract symbolism or meaning pursued by art. However, it predicts that if qualitative elements such as emotions and creativity are given to artificial intelligence music through human collaboration, it can be recognized as a complete work of art. The development of artificial intelligence technology increases access to culture and art from the public, and it can be expected that anyone can enjoy it as well as aesthetic experiences. In addition, various contents can be produced by improving individual digital literacy, and it is an opportunity to share and communicate with others. As such, artificial intelligence technology serves as a medium connecting the public with culture and art, and is narrowing the gap between humans and technology through art activities. Along with this cultural phenomenon, we predict the possibility of research on the production of artificial intelligence music contents with artistic value and the development of various convergence and complex art contents using artificial intelligence technology in the future.

A Study on the Design of Pearl and Crystal according to the Change of Wedding Hair Ornament (웨딩 헤어장신구 변화에 따른 진주와 크리스탈을 응용한 디자인 연구)

  • Lim Soon Ja
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.99-106
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    • 2024
  • This study classifies images according to changes in wedding hair and equipment and approaches and presents creative designs using pearls and crystals to preserve the subtle and soft gloss of pearls. In addition, in modern times, it is intended to help women as a new part of hair art design art expression by expanding their choices with unique designs and decorative means that give women a special sense of humor by expressing them in various materials and forms in creating complementary and individualistic hairstyles. A total of three works were produced and analyzed to shape images according to changes in wedding hair jewelry, which can create designs by harmonizing the subtle and soft gloss of pearls with the splendor of crystals, so that they could be provided as new motifs for real-life marketability in creative and original hair art. The work was produced by the design intention and method, design development, production intention, production process, and work completion. It was possible to derive a unique up-style decoration that reveals one's personality while having both practicality and decoration. It is expected that the research on colored hair art design will continue as a motif for the development of hair art works and the commercialization of real life.

The Formative Ceramic Arts by Applying Expression of Cubism (큐비즘적 요소를 응용한 도자 조형)

  • Kim, Seok-Ho;Kim, Seung-Yeon;Kim, Seung-Man
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.622-629
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    • 2009
  • Modern figurative work is designed to have more creativity and characteristic traits by pure thought of the formative ceramic arts. In compliance with the demand which is various the design development could be satisfied an individuality and a taste is become accomplished. In this view, this study looks over expressive aspect of Cubism to present partition as a independent formative ceramic arts is able to contribute emotionally to our whole lives. In this procedure, this work is produced to express a three-dimensional effect and a spatial effect, approaching a figurative side. This is to overcome the limitation of Cubism art expressed in a two-dimensional surface in spite of its multi-dimensional observation of a given object. Accordingly, this study tries approaching pre-understanding of expressive aspect of Cubism which was the important turning-point in 20c art and expansion of the modern ceramic art field before producing the work. This study shows the possibility to become a creative and practical ceramic art work, approaching the new point of view breaking from the established conception. Consequently, the field of ceramic art could be expanded to a part of modern ceramic art as an object of study in art of life.