• Title/Summary/Keyword: Creative Content

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Size sorting of chemically modified graphene nanoplatelets

  • Han, Joong Tark;Jang, Jeong In;Kim, Sung Hun;Jeong, Seung Yol;Jeong, Hee Jin;Lee, Geon-Woong
    • Carbon letters
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    • v.14 no.2
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    • pp.89-93
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    • 2013
  • Size-sorted graphene nanoplatelets are highly desired for fundamental research and technological applications of graphene. Here we show a facile approach for fabricating size-sorted graphene oxide (GO) nanoplatelets by a simple centrifugal method using different dispersion solvents. We found that the small-sized GO nanoplatelets were more effectively separated when dispersed in water or dimethylformamide (DMF) than in an alkali aqueous solution. After several iterations of the centrifugation, the sizes of GO in the supernatant solution were mostly several micrometers. We found that the GO area was not strongly correlated with the C-O content of the GO dispersed in water. However, the size-sorted GO nanoplatelets in DMF showed different C-O content, since DMF can reduce GO nanoplatelets during exfoliation and centrifugation processes.

The Effects of Practical Problem-Based Home Economics Instruction (PPBHEI) on Middle School Students' Creativity: Focusing on the Content on "Clothing Management and Recycling" (실천적 문제 중심 가정과 수업이 중학생의 창의성에 미치는 효과: '의복 관리와 재활용' 내용 요소를 중심으로)

  • Bae, Ja-Young;Shim, Huen-Sup;Chae, Jung-Hyun
    • Human Ecology Research
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    • v.59 no.3
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    • pp.401-418
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    • 2021
  • The purpose of this study was to test the effects of Practical Problem-Based Home Economics Instruction (PPBHEI) on middle school students' creativity, focusing on the content on "clothing management and recycling." This study carried out quasi-experimental research with an independent variable of PPBHEI and a dependent variable of creativity. The experiment was based on a sample of 62 (31 in each group) second grade students in the Cheongju area over four class hours. ANCOVA was performed to examine pre-test and post-test differences between the experimental group and the control group. The results showed that PPBHEI did not improve the level of creativity but improved the level of creative motivation among the sub-elements of creativity (creative thinking, creative tendency, creative motivation). In particular, PPBHEI improved the level of independence in creative tendency, intrinsic motivation, and diligence in creative motivation. From the results of this study, it can be concluded that PPBHEI is effective in improving independence, intrinsic motivation, and diligence in respect of middle school students'creativity.

Mixed Display Platform to Expand Comfortable Zone of Stereoscopic 3D Viewing

  • Yang, Ungyeon;Kim, Namkyu;Seo, Jinseok;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • v.35 no.2
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    • pp.352-355
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    • 2013
  • Common stereoscopic three-dimensional (3D) display has a convergence and accommodation conflict that violates the natural human cognitive process of viewing. This weakness exposes the challenge in supporting fun factors while eliminating safety problems in the 3D viewing experience. Thus, human factors have become a major research topic. In this letter, we propose a 3D stereoscopic visualization platform that can expand the sense of a 3D space by fusing organically mixed stereoscopic displays to provide a continuous feeling of 3D depth. In addition, we present pilot test results to show the possibility of the technical implementation of the proposed platform and note ongoing research issues to be addressed.

A system for experience of assembling digital heritage using the miniatures of architectural component (부재 미니어처를 이용한 디지털 건축 문화재 조립 체험 시스템)

  • Lee, JiHyung;Kang, kyung-kyu;Kim, Jae woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.35-38
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    • 2014
  • 디지털 문화재 콘텐츠는 현실에서 체험하기 힘든 문화재를 디지털 기술의 특성을 이용하여 사용자의 경험을 극대화할 수 있고, 문화재 보수, 교육 등에 활용될 수 있다. 그런데 기존의 디지털 건축물 문화재는 실재 문화재의 구조 및 구성을 무시하고 외형만 만들어져 있어서 다양한 형태로 바꾸어 활용하기 곤란하며, 디지털 건축물 문화재 자체가 가상공간에 존재하여 현실체험에 제한을 받고 있다. 본 논문은 사용자가 현실공간에서 부재 미니어처를 이용하여 미니어처 문화재를 조립하고 그 결과를 가상공간의 디지털 문화재로 연결하여 다양한 체험을 제공하는 시스템에 관한 것이다. 이로서 현실 체험과 가상 체험이 연결되어, 보다 효과적인 체험이 가능하고 건축 문화재에 대한 보다 전문적인 학습이 가능하게 된다.

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Dual Autostereoscopic Display Platform for Multi-user Collaboration with Natural Interaction

  • Kim, Hye-Mi;Lee, Gun-A.;Yang, Ung-Yeon;Kwak, Tae-Jin;Kim, Ki-Hong
    • ETRI Journal
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    • v.34 no.3
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    • pp.466-469
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    • 2012
  • In this letter, we propose a dual autostereoscopic display platform employing a natural interaction method, which will be useful for sharing visual data with users. To provide 3D visualization of a model to users who collaborate with each other, a beamsplitter is used with a pair of autostereoscopic displays, providing a visual illusion of a floating 3D image. To interact with the virtual object, we track the user's hands with a depth camera. The gesture recognition technique we use operates without any initialization process, such as specific poses or gestures, and supports several commands to control virtual objects by gesture recognition. Experiment results show that our system performs well in visualizing 3D models in real-time and handling them under unconstrained conditions, such as complicated backgrounds or a user wearing short sleeves.

Wide-viewing holographic display system enabling a user to interact with holographic 3D contents (홀로그램 콘텐츠와 사용자 간에 상호작용 가능한 광시야각 홀로그래픽 디스플레이 시스템)

  • Yoon, MinSung;Kim, Youngjun;Jeong, Il-Kwon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.294-296
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    • 2018
  • 최근 디지털 홀로그래피는 3차원 영상을 획득, 처리 및 재생을 하지만, 디스플레이 전자 소자 특성에 의한 시야각이 작아서 사용자의 관찰 가능한 시역이 제한적인 단점이 있으며, 따라서 복원된 입체 영상과 사용자 사이에 상호작용 서비스 제공이 용이하지 않는 한계를 지니고 있다. 본 논문에서 우리는 $360^{\circ}$ 전방향 (1,024 시점)의 홀로그래픽 3D 콘텐츠를 FFT 알고리즘을 이용하여 생성하고, 이 콘텐츠를 디스플레이할 수 있으면서 동시에 이 콘텐츠와 사용자 간 상호작용이 가능한, 광시야각 (${\pm}60^{\circ}$) 홀로그래픽 디스플레이 시스템의 설계 및 제작한 결과를 실증한다.

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Medical Digital Twin-Based Dynamic Virtual Body Capture System (메디컬 디지털 트윈 기반 동적 가상 인체 획득 시스템)

  • Kim, Daehwan;Kim, Yongwan;Lee, Kisuk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1398-1401
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    • 2020
  • We present the concept of a Medical Digital Twin (MDT) that can predict and analyze medical diseases using computer simulations and introduce a dynamic virtual body capture system to create it. The MDT is a technology that creates a 3D digital virtual human body by reflecting individual medical and biometric information. The virtual human body is composed of a static virtual human body that reflects an individual's internal and external information and a dynamic virtual human body that reflects his motion. Especially we describe an early version of the dynamic virtual body capture system that enables continuous simulation of musculoskeletal diseases.

The Career Plateau and Organizational Commitment of R&D Professionals : Focusing on the Moderating Role of Age and Creative Behavior (R&D인력의 경력정체와 조직몰입의 관계 : 연령과 창의적 행동의 조절효과를 중심으로)

  • Cha, Jong-Seok;Park, O-Won
    • Journal of Technology Innovation
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    • v.26 no.4
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    • pp.122-145
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    • 2018
  • This paper investigates the relationship between R&D professionals' career plateau and organizational commitment in which career plateau's sub-dimensions consist of structural and job-content plateau. Further, it aims to examine the moderating effect of age and creative behavior of R&D professionals on the relationship between career plateau and organizational commitment. Empirical data were collected from 418 R&D professionals who work for Government sponsored research institutions. The results showed that the relationship between structural plateau and organizational commitment is differently related depending on age level. That is, the negative relationship between structural plateau and organizational commitment is stronger for junior R&D professionals. Furthermore, the relationship between job-content plateau and organizational commitment is negatively related, and differs in the strength depending on the creative behavior level of R&D professionals. For one with stronger characteristics of creative behavior, job-content plateau is more negatively related to organizational commitment. Based on the results, some implications are suggested on the career plateau issues of R&D professionals who work for government sponsored research institutions. Finally, it is discussed on the limitations of this study and further research directions.

Creative Potential of Olympiad Problems

  • Samovol Peter;Applebaum Mark;Braverman Alex
    • Research in Mathematical Education
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    • v.10 no.2 s.26
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    • pp.89-102
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    • 2006
  • The present article is dedicated to discussing the methods of teaching schoolchildren to solve creative problems. A few types of Olympiad problems were chosen as a didactic content of the article. The relevance of the choice receives proper grounding. Explanations are followed by examples from pedagogic practice. The article was written for the use of school teachers and educationalists that are researching the problem of improving creative thinking with schoolchildren.

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Analysis of Creative Content Policy in Korea -Effect of Extrinsic Rewards on Intrinsic Motivation- (국내 창조산업 콘텐츠 진흥정책의 동기구축효과에 관한 연구 -수혜자 만족도를 중심으로-)

  • Chung, Yoon-Kyung;Kim, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.210-220
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    • 2013
  • This study explores the performances of Korean content policies to subsidize creative content industry. This study conducts survey on 402 creative industry employees. Research result shows that the current policy has some effects of extrinsic rewards on intrinsic motivation in subjects' perception of market development. Besides the perception, however, Korean subsidize policy sees to have low performances in general. The findings suggests that the industry subjects are not satisfied with the current policies. It is necessary to reconsider the direction of the contests policy.