• Title/Summary/Keyword: Creative Content

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Research on the revitalization of cultural prototype content industry

  • Hur, Kang
    • International Journal of Contents
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    • v.6 no.2
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    • pp.14-20
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    • 2010
  • Korean Cultural Content Industry is developing creative cultural content based on internationally acknowledged manufacturing capacity, however, in order to become cultural industry with international competitiveness, it has to be planned and made in OMSU way. This research studied and analyzed successful cases of cultural content digital restoration and excellent cases of OSMU-type that has been developed and supported by Korean Culture and Contents Agency. This study suggests the direction of growth on the basis of movement of cultural content industry and cultivating plan of human resources.

Design of Algorithm Thinking-Based Software Basic Education for Nonmajors (비전공자를 위한 알고리즘씽킹 기반 소프트웨어 기초교육 설계)

  • PARK, So-Hyun
    • The Journal of Industrial Distribution & Business
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    • v.10 no.11
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    • pp.71-80
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    • 2019
  • Purpose: The purpose of this study is to design the curriculum of Basic College Software Programming to develop creative and logical-thinking. This course is guided by algorithmic thinking and logical thinking that can be solved by computing for problem-solving, and it helps to develop by software through basic programming education. Through the stage of problem analysis, abstraction, algorithm, data structure, and algorithm implementation, the curriculum is designed to help learners experience algorithm problem-solving in various areas to develop diffusion thinking. For Learners aim to achieve the balanced development of divergent and convergent-thinking needed in their creative problem-solving skills. Research design, data and methodology: This study is to design a basic software education for improving algorithm-thinking for non-major. The curriculum designed in this paper is necessary to non-majors students who have completed the 'Creative Thinking and Coding Course' Design Thinking based are targeted. For this, contents were extracted through advanced research analysis at home and abroad, and experts in computer education, computer engineering, SW education, and education were surveyed in the form of quasi-openness. Results: In this study, based on ADD Thinking's algorithm thinking, we divided the unit college majors into five groups so that students of each major could accomplish the goal of "the ability to internalize their own ideas into computing," and extracted and designed different content areas, content elements and sub-components from each group. Through three expert surveys, we established a strategy for characterization by demand analysis and major/textbook category and verified the appropriateness of the design direction to ensure that the subjects and contents of the curriculum are appropriate for each family in order to improve algorithm-thinking. Conclusions: This study helps develop software by enhancing the ability of students who practice various subjects and exercises to explore creative expressions in various areas, such as 'how to think like a computer' that can implement and execute their ideas in computing. And it helps increase the ability to think logical and algorithmic computing based on creative solutions, improving problem-solving ability based on computing thinking and fundamental understanding of computer coding and development of logical thinking ability through programming.

Case Study of Art Asset and Its Categories as Creative Place Asset (창조적 장소자산으로서 예술자산의 유형과 사례 연구)

  • Chung, Su-Hee;Lee, Byung-Min
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.1
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    • pp.28-44
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    • 2014
  • As the era of glocalization arrives, each area of the world with the uniqueness trying to enhance competitive advantage. In this context, the 'Art asset' should be understood as an independent 'Content' in terms of place marketing & creative regional regeneration. Especially in a place as a component of assets 'art' is recognized as an independent content & as a means for new areas of creative regeneration and the local economy will be discussed. To do this, place the property on the basis of a review of existing research on the concept of a new arrangement of art assets were classified by type and each of the cases examined. Ultimately, through the review of creative play area as a place of art assets and utilize the potential value of plce asset is the goal of this article.

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Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.

A Study on Creative Strategy Related to Expression Advertisement for Missy Brand- Focused on ELLe's Advertisement (Missy Brand 의 고아고 크리에이티브 전략에 관한 연구 - ELLE 광고를 중심으로-)

  • 송윤주;정성혜
    • Journal of the Korean Society of Costume
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    • v.50 no.3
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    • pp.161-178
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    • 2000
  • This study intended to provide the visual basic data of efficient fashion advertising for Missy Brands in the 21 th by investigating and analyzing the creative strategy related to expression of fashion advertisement. The Research methdologies were as follow. First, the change of domestic advertising industry, theoretical background of the creative strategy and the condition and problems in the domestic Missy market were studied through the relevant fashion advertisement and periodical publications. Second, the content analysis was done using the advertisement of Missy Brands in Fashion magazine, " ELLE" which were published from 1992 to 1998. (3/6/9/12). The results were summarized as follows: First, the ELLE's analysis results were to increase in number of the advertisements for the teenager Brand fro 1993 and for the I.B.(Imported Brand) or L.B(License Brand) from 1995. As a result of the analyses, we suppose that a number of advertisements are proportional related to the sales of Brands. Second, the re were significant differences between D.B. (Domestic Brand) and I.B(Imported Brand) or L.B.(License Brand ) in the change of creative strategy for Missy Brands advertisements. The creative strategy of D.B. ads was used more importantly in linsuistic message than in visual message. On the contrary, the creative strategy of I.B.(L.B) ads, attached importance to the visual message(photo). Third, the ads of TIME showed ads, effect to have relevance to sales. The creative strategy of TIME ads. appeals to consumer for consistent Brand image, at the same time reflects the distinctive Brand image from the other. This study was suggested the creative strategy change of TIME through the visual data base.data base.

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Creative Talent for Fusion-Positive Collective Intelligence-based Collaborative Learning Content Research ; Focusing on the tvN Connective Lecture Show 'Creation Club 199' (창의 융합인재 양성을 위한 집단지성기반 협력학습 콘텐츠 연구: tvN의 커넥티브(connective) 강연쇼 '창조클럽 199'를 중심으로)

  • Iem, Yun-Seo
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.529-541
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    • 2015
  • Collaborative learning of collective intelligence-based model is also ideal in higher education did not yet consensus still in the theoretical level. To become collective intelligence-based collaborative learning is to mobilize the competence of the various members should be promoted as much as possible with their own services designed to actively participate in and contribute to the goals of the joint. Is still based collaborative learning model of collective intelligence, which does the actual model is not developed in education is a key program in creative fusion judge called talent. The evolution of the main features of the house just in shaping the content of a modern lecture geureohagi need to check from time to time to see and pay attention. As part of this study, attempts were associated with the tvN planning and attention to trying connector Executive Lecture show "Creative Club 199" content. Well oriented intention to converge the needs of the times, but it is even more compelling naeeotda implement the collective intelligence based on 'how' the reality is that together with the participants.

Development and Application Effect of STEAM Program Using Technology Based on TPACK - Focused on the Circulatory System - (TPACK 기반 테크놀로지 활용 STEAM 프로그램 개발 및 적용 효과 - 순환 기관을 중심으로 -)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.39 no.1
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    • pp.84-99
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    • 2020
  • The purpose of this study is to develop a STEAM program using technological pedagogical and content knowledge (TPACK) model to effectively utilize technology to solve the difficulties in the teaching of 'structure and function of our body' unit in the primary science curriculum and to confirm the effect on the academic achievement, creative problem solving ability and scientific interests of elementary students. The program was developed as the STEAM program of the 8th class by utilizing the construction knowledge of the TPACK model. The developed program was applied to 29 experimental group students in 5th grade. And the textbook-oriented circulatory system learning program was applied to 29 5th graders in the same school. As a result of the application of the program, the experimental group showed significant improvement over the comparison group in its creative problem solving ability and scientific interests, and the satisfaction of the class was also high. This caused a positive effect on students because the process of self-directing information about the circulatory system using smart devices, making outputs creatively using 3D printers, and presenting them through role play using produced outputs.

Generative AI Technology Trends and Development Prospects for Digital Asset Creation (디지털 에셋 창작을 위한 생성형 AI 기술 동향 및 발전 전망)

  • K.S. Lee;S.W. Lee;M.S. Yoon;J.J. Yu;A.R. Oh;I.M. Choi;D.W. Kim
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.33-42
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    • 2024
  • With the recent rapid development of artificial intelligence (AI) technology, its use is gradually expanding to include creative areas and building new content using generative AI solutions, reaching beyond existing data analysis and reasoning applications. Content creation using generative AI faces challenges owing to technical limitations and other aspects such as copyright compliance. Nevertheless, generative AI may increase the productivity of experts and overcome barriers to creative work by allowing users to easily express their ideas as digital content. Thus, various types of applications will continue to emerge. As images and videos can be created using text input on a prompt, generative AI allows to create and edit digital assets quickly. We present trends in generative AI technology for images, videos, three-dimensional (3D) assets and scenes, digital humans, interactive content, and interfaces. In addition, the prospects for future technological development in this field are discussed.

Contents Development Strategies for Field Trips with Creative Activities Using Smart Devices (창의적 체험활동을 위한 스마트 기기용 콘텐츠 개발 전략)

  • Kim, Hong-Rae;Lim, Byeong-Choon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.139-146
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    • 2011
  • The present study proposes an innovative approach to develop educational contents for the field trip with creative activities. In the study, the field trip with creative activities extends students' learning spaces from not only the classroom but also social circumstances. With the use of the Creative Resource Map (CRM) for students' field trip, students can approach to rich contents whenever and wherever they want. For this, it is necessary to have a variety of curriculum-related contents. For the content development, it is important to enhance mutual cooperation between school and local community as well as to create local capacity for the development of the u-learning contents with smart devices.

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