• 제목/요약/키워드: Creative Application

검색결과 652건 처리시간 0.026초

아동 교육 공간의 바이오필릭 디자인 패턴 적용 분석 (A Study on the Application of Biophilic Design Pattern in Educational space)

  • 최주영;박성준
    • 교육시설 논문지
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    • 제27권3호
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    • pp.3-14
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    • 2020
  • The purpose of this study is to discuss the planning direction of educational spaces to support children's healthy and creative learning based on bio_philic theory. This study analyzed the characteristics of the application of biophilic patterns in children's education space through case analysis. The conclusion of this study is summarized as follows. As a result of the analysis of children's classroom space, the pattern of 'A(Visual connection with nature), F(Dynamic & Diffuse Light), K(Prospect)' shows high application rate, but the pattern of 'C(Non-Rhythmic Sensory Stimuli), G(Connection with Natural Systems), I(Material Connection with Nature)' shows low application rate. In particular, there is a lack of connection with patterns such as hearing, smell, touch, taste stimulation and water experience, and curiosity through exploration of nature about 'B(Non-visual connection with nature), E(Presence of Water), N(Risk/Peril)' changes in nature and ecosystem. In the corridor and rest space, the pattern of 'A(Visual connection with nature), D(Thermal & Airflow Variability), F(Dynamic & Diffuse Light), G(Connection with Natural Systems), K(Prospect)' shows high application rate, but 'B(Non-visual connection with nature)' shows low application rate. In addition, the application of patterns related to the stimulation of curiosity through direct exploration of nature and the exploration of the patterns of 'E(Presence of Water), N(Risk/Peril)' is insufficient. Therefore, in the case of classroom spaces, the active use of nature as it is should be considered within the scope that does not cause visual confusion, and it should provide an area that can be experienced through the five senses. And corridors and rest spaces should be designed to introduce more active natural elements as spaces to recover stress caused by learning. In other words, the characteristics of children's education facilities need to be connected between classroom space, corridor, rest space and external space. This study is meaningful in that it analyzes and derives the application characteristics of 'biophilic design' which affects the 'Attention Restoration' of children's educational spaces through foreign cases.

Math Creative Problem Solving Ability Test for Identification of the Mathematically Gifted

  • Cho Seok-Hee;Hwang Dong-Jou
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제10권1호
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    • pp.55-70
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    • 2006
  • The purpose of this study was to develop math creative problem solving test in order to identify the mathematically gifted on the basis of their math creative problem solving ability and evaluate the goodness of the test in terms of its reliability and validity of measuring creativity in math problem solving on the basis of fluency in producing valid solutions. Ten open math problems were developed requiring math thinking abilities such as intuitive insight, organization of information, inductive and deductive reasoning, generalization and application, and reflective thinking. The 10 open math test items were administered to 2,029 Grade 5 students who were recommended by their teachers as candidates for gifted education programs. Fluency, the number of valid solutions, in each problem was scored by math teachers. Their responses were analyzed by BIGSTEPTS based on Rasch's 1-parameter item-response model. The item analyses revealed that the problems were good in reliability, validity, difficulty, and discrimination power even when creativity was scored with the single criteria of fluency. This also confirmed that the open problems which are less-defined, less-structured and non-entrenched were good in measuring math creativity of the candidates for math gifted education programs. In addition, it discriminated applicants for two different gifted educational institutions and between male and female students as well.

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도서관 무한창조공간의 개념 및 프로그램에 관한 연구 (A Study on Establishing Creative Zones and Creative Zone Programming)

  • 안인자;최상기;노영희
    • 정보관리학회지
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    • 제31권2호
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    • pp.143-171
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    • 2014
  • 본 연구에서는 무한창조공간의 도입을 위한 개념 정립, 도입의 당위성, 기존공간의 역할 등에 대해 재정의하고 공공도서관의 무한창조공간에서 운영하기에 적절한 프로그램의 사례를 발굴하고자 하였다. 문헌조사방법 및 사례조사방법을 사용해서 무한창조공간의 개념, 무한창조공간의 발전과정, 국내외 사료로부터 도출된 시사점, 무한창조공간 활용방향 등을 도출하였다. 그리고 도서관의 무한창조공간 운영프로그램 유형으로 스토리창작프로그램, 도서관의 특성을 반영한 주제별 무한창조프로그램, 전문가멘토링 프로그램, 전문가컨설팅 프로그램, 각종교육 프로그램, 특허출원 및 창원지원 프로그램 등을 제안하였다.

현대패션에 나타난 아트모드에 관한 연구 (A Study of the Art Mode in Modern Fashion)

  • 김선영
    • 복식
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    • 제59권8호
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    • pp.1-14
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    • 2009
  • This study was aimed to make clear fashion is an expression art displaying not only functional or commercial aspects, but creative functions as an artistic work by analyzing Art Mode and its values, and to help develop more creative design by combining fashion with art. In terms of method, relevant documents, precedent studies, and the works announced in domestic and foreign fashion collections, such as Vogue, Fashion News, Gap, and Collections from 2000 to 2009. According to the findings, artistic works were used by the Art Mode in modern fashion. The respect of artists was expressed using historic famous painting works or current works in various fields, designers' individuality was shown by directly applying work messages to clothes, and fashion design was converted into a tool to communicate the messages like artistic works. Second, the various styles, using the formative character of modern art styles from animalism to modern abstractism, showed the creativity of design, transformed art into the art that enables to see the image of modern art, and presented the possibility of developing into a newer creative design through the application of numerous art styles and the transformation of ideas. Third, the collaboration with artists was used. Fashion designers or fashion brands tried to change the images of works or brands in partnership with artists or to increase differentiated images. The future direction of fashion is a pursuit of new form and content to express fashion, not simply to use artistic works. It is expected that such pursuit will lead to more creative and artistic fashion design.

Study on Agenda-Setting Structure between SNS and News: Focusing on Application of Network Agenda-Setting

  • Kweon, Sang-Hee;Go, Taeseong;Kang, Bo-young;Cha, Min-Kyung;Kim, Se-Jin;Kweon, Hea-Ji
    • International Journal of Contents
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    • 제15권1호
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    • pp.10-24
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    • 2019
  • This study applied network agenda-setting theory to analyze the impact of the agenda-setting function of the media on certain issues by focusing on the agenda at the center of controversy, 'Creative Economy'. To this end, the study extracted the data referred to creative economy in the media and SNS from 1 January 2008 to 31 December 2014, and analyzed the data using the network analysis program UCINET and the Korean language analysis program Textom. The results of the present study show that, during the period under former President Lee (2008-2011), the media's creative economy agenda-setting function did not exert a significant impact on the agenda-setting within SNS. However, from 2012 when the government of former President Park Geun-hye had started, the agenda-setting function of the media starts to show increasingly strong influence on the agenda cognition in SNS. The central words and sub-words configuration forming the center of the semantic network moved in the direction of a high correlation, in addition to the gradually increasing correlation based on QAP correlation analysis. In 2014, the semantic networks of the media and SNS bore a close resemblance to each other, while the shape of networks and sub-words structure also had a high level of similarity.

'우리 몸의 구조와 기능' 애니메이션 제작을 활용한 프로그램 개발 및 적용 효과 (The Development and Application Effects of STEAM Program Utilizing Animation Production about 'Structure and Function of the Our Body')

  • 이상호;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권2호
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    • pp.263-274
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    • 2019
  • The purpose of this study is to investigate the effect of STEAM program on students' academic achievement, creative problem-solving ability, scientific inquiry ability and scientific interests of elementary school students. For this, we developed a STEAM program to utilize animation production about 'structure and function of the our body' unit in 5th grade. The STEAM program was developed for a total of 9 sessions and was applied to the experimental group. The theoretical lesson of the 2009 revised curriculum was consisted of 11 sessions and was applied to the comparative group. The results of study showed significant differences of the students' academic achievement, creative problem-solving ability to the experimental group participating in the STEAM program and also showed significant effects in the domains of subject contents and teacher preference, which are the areas of scientific interests compared to the comparative group. This means that the STEAM program to utilize animation production about 'structure and function of the our body' developed in consideration of the characteristics of elementary students positively influenced the academic achievement, creative problem-solving ability and scientific interests of elementary school students. In the future we need to develop STEAM programs more variously that utilize animation production and that it needs to be applied to elementary schools.

산업체 애로기술을 활용한 TRIZ 기반 창의적문제해결방법론 교과목 개선 (Improvement of Creative Solving Problem Method Curriculum based TRIZ Using Industrual Bottleneck Techniques)

  • 이재경
    • 공학교육연구
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    • 제24권3호
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    • pp.58-69
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    • 2021
  • It is very necessary to have a creative problem-solving capacities to learn various majors and liberal arts based on the major, and to solve the bottleneck techniques led by students. In this study, the existing creative problem-solving curriculums, 'Methodology of Inventive Problem Solving' based on TRIZ, were improved and applied, and industrial bottleneck techniques were provided to students to solve these techniques. To improve the curriculum, 1) improvement of instructional objectives and learning contents, 2) improvement of evaluation methods and contents (reflecting the evaluation of instructor and students), and 3) learning satisfaction survey were conducted in the following order. As a result of the application of the improved curriculum, the level of activities for each team was improved, and when the core process was well understood, the evaluation of team activities was also excellent, but there was a tendency to focus on methods that are relatively easy to apply in the problem solving process. In the final exam (learning contents evaluation), teams with difficult understanding of the TRIZ theory or low team activities showed a relatively high trend, but the difference in level between divisions was slightly reduced.

대학생의 우주 교육을 위한 라즈베리 파이 기반 캔위성 수업자료 개발과 적용 (Development of CanSat Instruction Materials using Raspberry Pi for Space Education in University and Its Application)

  • 유승훈;이상현;이상구;이영건
    • 공학교육연구
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    • 제26권1호
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    • pp.3-11
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    • 2023
  • The purpose of this study is to develop Raspberry Pi-based CanSat instruction materials for liberal arts classes to be used in university space education. The educational satellite simulation program is developed by applying the ADDIE program consisting of analysis, design, development, execution, and evaluation of 15 lessons per semester. The usefulness of the instruction materials is evaluated by a validity test of a total of 6 experts. The proposed materials are applied to 100 college students from various majors. To analyze the impact on creative problem-solving ability, a questionnaire is conducted before and after class, and as a result, it is confirmed that there is a significant improvement in all areas after class. The class satisfaction survey is conducted for a total of 10 questions, and the average score is 4.41 out of 5, which is high. In conclusion, the proposed instruction materials make it possible to achieve successful space education using Raspberry Pi and improve creative problem-solving ability in universities.

A Case Study of Creative Art Based on AI Generation Technology

  • Qianqian Jiang;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권2호
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    • pp.84-89
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    • 2023
  • In recent years, with the breakthrough of Artificial Intelligence (AI) technology in deep learning algorithms such as Generative Adversarial Networks (GANs) and Variational Autoencoders (VAE), AI generation technology has rapidly expanded in various sub-sectors in the art field. 2022 as the explosive year of AI-generated art, especially in the creation of AI-generated art creative design, many excellent works have been born, which has improved the work efficiency of art design. This study analyzed the application design characteristics of AI generation technology in two sub fields of artistic creative design of AI painting and AI animation production , and compares the differences between traditional painting and AI painting in the field of painting. Through the research of this paper, the advantages and problems in the process of AI creative design are summarized. Although AI art designs are affected by technical limitations, there are still flaws in artworks and practical problems such as copyright and income, but it provides a strong technical guarantee in the expansion of subdivisions of artistic innovation and technology integration, and has extremely high research value.