• Title/Summary/Keyword: 창의적 시각표현

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Utilizing Plan for Computer Graphics in Elementary Design Education - Focusing on Poster Expression Lessons - (초등학교 디자인 교육에서 컴퓨터그래픽 활용 방안에 관한 연구 -6학년 포스터 표현지도 내용을 중심으로-)

  • Jung, Woo-Suk;Moon, Hyun-Joo
    • Journal of Science of Art and Design
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    • v.9
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    • pp.117-136
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    • 2006
  • The purpose of the present study is to explore the possibility of computer graphics as a new expression tool for high-grade elementary students' poster making by suggesting specific teaching-learning methods focused on expression using computer graphics to make posters in Unit 9 'Designing Notices' for 6th-grade elementary students. Through this study, we confirmed various possibilities of computer graphics as a new medium for art education and particularly its possibility for children's creative expression activities in expressing images hard to express with paper and brush and applying desired colors to the picture. The use of computer graphics as a new paradigm of art education in the 21st century is expected to contribute to the improvement of diversified visual literacy. Thus, art class in school education needs to take an active attitude in intrdoducing various multimedia.

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Application of the Concept of Reincarnation in the Visual Arts Education (시각디자인교육에서 Reincarnation적 발상에 관한 교재개발 연구)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.220-228
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    • 2010
  • Reincarnation, literally means "to be made flesh again". It is a mystical belief that the soul lives again in a new body after death. In this study, both material and spiritual elements are reincarnated in the form of the formative art in our life. This is similar to the notion of transmigration of the souls in Buddhism and Taoism. The concept "reincarnation"has a functional values as it provides a new tool in the education in the field. Especially in the digital design, the concept has become an essential contents as a text. The education employed the concept has a feature of edutainment which has been considered as an innovative method of education. The edutainment stimulates students' inner motivation and interests. This eventually leads them to use their own creativity in their study and achieve their goals. The education adopting the concept of reincarnation is more than the recycling of the used materials. It presupposes the understanding of the essence as well as the philosophical value of the materials. The creativity in the Visual Arts can be achieved with these educational foundations.

A Study on Culture art education method of lens based media literacy (문화예술 교육방법으로서 렌즈기반 미디어 리터러시에 관한 연구)

  • Ryu, ki-sang
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.427-428
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    • 2011
  • SNS(Socal Network Service)미디어로 회자되는 지금의 미디어 환경에서 소통은 미디어 접근성의 중요성과 함께 어떠한 이야기를 가지고 네트워크에 참여해야 하는가에 선택과 집중이 되고 있다. 최근의 미디어 환경은 문화예술 교육안에서도 시각정보 전달을 기반으로 하는 소통구조의 미디어와 예술, 문화, IT가 결합한 컨버전스 형태의 뉴 컬처 미디어에 대한 교육적 인식을 시작하였다. 좋은 교육은 규율과 친밀성에 기반하는데 그 두 가지 모두를 가지고 있는 렌즈기반미디어리터러시는 창의적인 자기표현과 소통이라는 관점을 가지고 문화활동가와 교육생, 교육생의 가족 등 지역사회구성원들에게 사회 참여를 확장시켜 소통의 격차를 줄이는데 일정한 역할을 할 것이다. 이렇게 형성된 모델은 개별 사용자를 넘어 미디어 생산자, 수용자, 유통자 간의 새로운 관계를 모색하는 데 기여할 것이다.

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Elementary Students' Creativity Appear in Small Group Interactions During Model-Based Classrooms on Terraforming (테라포밍에 대한 과학적 모델링 수업에서 소그룹 상호작용 중 발현되는 초등학생의 창의성)

  • Park, Shin Hee;Choe, Seung Urn;Kim, Chan Jong
    • Journal of The Korean Association For Science Education
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    • v.40 no.6
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    • pp.611-620
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    • 2020
  • The purpose of the study is to find creativity factors of students in the process of small group modeling and relate them to the types of interactions among students. In order to capture students' detailed interactions, this study was conducted as an 'essential case study' through qualitative analysis. We have developed the modules of nine lessons about terraforming, and they were used in an actual classroom. In order to understand the creativity of the students in the process of modeling, students' discourses and interview data were analyzed using 19 creative factors or abilities. The findings are as follows. Frequently found creativity factors are Elaboration, Evaluation, Visualization, Resist premature closer, Originality, Analysis and Concentration. And students' interactions that affect students' creativity in the process of modeling can be classified into four categories: Suggestion, Agreement, Questioning, Refutation, and Conversion. Through each interaction, students demonstrated the process of expressing and modifying their own thoughts and ideas in the modeling process. The findings of the study suggest that it is important to the teachers to understand types of interactions among students and the relationship between the types of interaction and creativity factors for students' creative modeling in modeling-based learning.

How Many Korean Science High-school Students Find the Same Scientific Problem as Kepler Found in Optics and Physiology? (얼마나 많은 과학고등학교 학생들이 케플러가 광학과 생리학에서 발견한 과학적 문제를 발견하는가?)

  • Kim, Young-Min
    • Journal of Gifted/Talented Education
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    • v.21 no.2
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    • pp.575-589
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    • 2011
  • The aims of this study are to investigate how Kepler found a scientific problem for the retinal image theory and to investigate how the science high-school students respond when the same situation is applied to them. And their results was compared with general high-school students' results. Kepler found the scientific problem in the eye vision through the critical analysis of contemporary theories of vision, based on his relevant knowledge of optics. When we applied the same situation to the Korean science high school and general high-school students, only a few of science high-school students found the scientific problem as same as Kepler's finding. From the results, it is suggested that in development of creativity teaching material, the situations like Kepler's problem finding need to be included in the programs.

Way of Local Culture Storytelling Application for Creative Cityscape Design -Focused on Tokyo's Marunouchi Street and Avenue des Champs-Elysées in Paris Style for the Journal of Korean Contents- (창의적 도시경관 디자인을 위한 지역문화 스토리텔링 활용 방안 -도쿄의 마루노우치 거리와 파리의 샹젤리제 거리를 중심으로-)

  • Hwang, Yoo-Soon;Lim, Chae-Hyong
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.119-132
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    • 2012
  • Korea's latest quantitative urban development led to a result to lose our public properties' identity provided by urban environment, so we now have to think how to solve environmental matter of one-sided public design. Because one city's public environment is the central axis to determine its first impression and also connected with its overall value, the region's value show obvious differences by its urban scape design. Therefore we analyzed current cityscape of Tokyo's Marunouchi street and Avenue des Champs-Elys$\acute{e}$es in Paris which applied how to connect visual and physical characteristics of urban space representation to outdoor space's nature well, and tried to reconsider what is our design identity of creative cityscape.

A Study on the Design for Corporate Design in Creative Design Concept Process on Marketing Strategy Method (기업 디자인 접근방식 과정 중의 크리에티브 디자인 컨셉의 마케팅 전략과정에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.131-136
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    • 2017
  • This paper examines the role of corporate design as a marketing process through a theoretical review of the development process of corporate design. Corporate design allows us to conceptualize the intangible consumer needs of a target and make possible the strategy of corporate design. This corporate design approach is to be organized like a marketing approach, so that it can produce outcomes of corporate design. The research was conducted in order to see whether the process of commercial design and its visualization help express the identity of the product, and optimize the direct and indirect experience of it. The rationality of corporate design is created by this process, and design essentially attains creativity in this process. In this research, the author tries to present design process in detail, demonstrate the basis of creative design strategy at the final stage, propose an ideal model of corporate design, where design can be performed creatively and harmoniously on the base of relevant data.

A Study on the current and Development of the Korea Independent Short Animation (한국 독립 단편애니메이션의 현재와 발전방향에 대한 연구)

  • Son, Gook-Whan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.1-22
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    • 2017
  • Independent short animation was the expression method for young animation creators through creative and progressive representation. Since the birth of animation, independent short animation has become a driving force for qualitative development and diversification of animation. This has brought many works to the world that emphasize experimentation and challenges in the history of animation and in countries that have the rich animation resources such as France, Japan, and Canada, they recognize its importance and supports young creators in order to maintain the value of it. However, Korean animations are evaluated the quality of works by the popularity of the children, moreover, companies that focus on developing and selling products, including toys, rather than animation works themselves and public awareness that accepts them are formed throughout the Korean animation industry. Because of these points, Korean animation creators can not express the creative vision for the future and philosophical awareness of the problem and they are trapped in commercial animation markets. In order to re-leap and expand the Korean animation industry, which has reached the saturation level with infant animation, it is necessary to reestablish the value of independent short animations with challenging and experimental characteristics and requires the creative environment and support system for the diversity of Korean animation industries, including the achieving commercial goals through good planning, story development and technological innovation. For this purpose, this paper analyzes the current state of production, screening, distribution, and government support of independent short animation in Korea, and explores the structural problems and solutions.

A study on the Circular art using a numeral operation for the mathematical gifted - Focused on the design of a circle using GSP - (초등수학 영재학생의 자연수의 연산을 활용한 원형 디자인 - GSP를 활용한 원 디자인을 중심으로 -)

  • Park, Joog-Youll;Lee, Heon-Soo
    • Education of Primary School Mathematics
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    • v.15 no.1
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    • pp.31-40
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    • 2012
  • In this paper, we developed teaching learning models using a numeral operation for the mathematical gifted focused on the design of a circle using GSP and investigated effects of this models. This model gave gifted-students to be able to produce creative outputs with mathematical principles and practicality and beauty of mathematics. We found following facts. Firstly, a developed teaching-learning model improves a mathematical gifted student's mathematical creativity as analytic thinking and deductive inference. Secondly, a circular design using GSP helps gifted students to understand the abstract rules because mathematical patterns was represented visually by a circular design. Lastly, a circular design using a numeral operation is helpful to gifted students revealing to creativity and beauty of mathematics.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.562-571
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    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.