• Title/Summary/Keyword: Creative Content

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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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A study into effect the terminological definition of cultural industry has on creativity of cultural contents - Based on comparative study between Korean Cultural Industry, US Entertainment Industry and UK Creative Industry - (문화산업의 용어적 정의가 문화콘텐츠 창의성에 미치는 영향에 관한 연구 - 한국 문화산업, 미국 엔터테인먼트 산업, 영국 크리에이티브 산업과의 비교를 통하여 -)

  • Yoo, Jun-Ho;Yoon, Sung-Gum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.1-18
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    • 2010
  • Cultural industry along with cultural content that forms the center of cultural industry is the field whose interest is continually increasing due to the increase of weight in the national economy and the strengthening of importance in future value. Cultural content, particularly, accounts for the essential position in starting a business around one-person business, which recently arouses high interest in a nation. However, it is true that the debates on the rapid growth and identity of cultural content in contrast to the reinforcement of its position, and the criticisms about the lack in development of material and cultural content in staring a business show the limitation of overall cultural content in Korea. This research examines recognition of cultural industry or cultural content through terminologies of definition as well as the relationships of configures in accordance with the outcome of cultural content. Findings demonstrate that cultural content in Korea revealed the highest cultural orientation which is the same as existing interpretations, and as comparison objects, entertainment industry in the U.S. and creative industry in the UK contained the highest part of entertainment and creativity respectively. It reflects that mythical elements of language that has been discussed from the structuralist perspectives are projected in the relevant field. In conclusion, the conceptual definition of cultural content has the structure to project advantages and disadvantages of existing culture, and this limitation needs to be overcome in securing the items and business value in starting a business.

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Fast Random-Forest-Based Human Pose Estimation Using a Multi-scale and Cascade Approach

  • Chang, Ju Yong;Nam, Seung Woo
    • ETRI Journal
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    • v.35 no.6
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    • pp.949-959
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    • 2013
  • Since the recent launch of Microsoft Xbox Kinect, research on 3D human pose estimation has attracted a lot of attention in the computer vision community. Kinect shows impressive estimation accuracy and real-time performance on massive graphics processing unit hardware. In this paper, we focus on further reducing the computation complexity of the existing state-of-the-art method to make the real-time 3D human pose estimation functionality applicable to devices with lower computing power. As a result, we propose two simple approaches to speed up the random-forest-based human pose estimation method. In the original algorithm, the random forest classifier is applied to all pixels of the segmented human depth image. We first use a multi-scale approach to reduce the number of such calculations. Second, the complexity of the random forest classification itself is decreased by the proposed cascade approach. Experiment results for real data show that our method is effective and works in real time (30 fps) without any parallelization efforts.

Development of Applied Music Education Program for Creative and Convergent Thinking-With a Focus on the Capstone design Class (창의·융합적 사고를 위한 실용음악 교육프로그램 개발-캡스톤디자인 수업을 중심으로)

  • Yun, Sung-Hyo;Han, Kyung-hoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.285-294
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    • 2024
  • This study aims to enhance learners' creative and integrative thinking through the use of a practical music education program, facilitating high-quality artistic activities and the integration of various disciplines. To achieve this, a practical music education program incorporating the PDIE model was designed, and the content validity of the developed program was verified. Through this process, We have researched and described methodologies for multidisciplinary research that can be applied in practical music education. This paper focuses on the fourth session of the study, which deals with the creative and integrative education of practical music and mathematics. The mathematical theory of interest in this research is the Fibonacci sequence, fundamental to the golden ratio in art. The goal is to enable balanced and high-quality creative activities through learning and applying the Fibonacci sequence. Additionally, to verify the validity and effectiveness of the instructional plan, including the one used in the 15-week course, we have detailed the participants involved in the content validation, the procedures of the research, the research tools used, and the methods for collecting and analyzing various data. Through this, We have confirmed the potential of creative and integrative education in higher practical music education and sought to develop educational methodologies for cultivating various creative talents in subsequent research.

A Study on Educational Utilization of 3D Printing : Creative Design Model-based Class (3D 프린팅의 교육적 활용 방안 연구 : 창의적 디자인 모델 기반 수업)

  • Choi, Hyungshin;Yu, Miri
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.167-174
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    • 2015
  • A recent increase of interests on the influence of 3D printing and low prices of 3D printers makes a high possibility of 3D printer adoption as a educational equipment in public education settings. The Ministry of Science, ICT and Future Planning and Ministry of Trade, Industry and Energy proposed '3D printing industry development strategies', and had pilot schools to include understanding of 3D printing concepts and practices in the primary, secondary and high schools' curriculum. However, even if 3D printers were provided in educational settings, the research on educational content and methods to properly react to this change is very limited. Therefore, this study reviewed various 3D modeling software because a modeling skill is a prerequisite skill to use 3D printers, and proposed a creative design spiral based teaching content that can be incorporated in elementary school contexts.

An Activation Plan for Make-up Illustration Education (메이크업 일러스트레이션 교육 활성화 방안)

  • Kim, Kyung-Tai;Choi, Keun-Hee
    • Journal of the Korean Society of Fashion and Beauty
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    • v.4 no.3 s.9
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    • pp.5-12
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    • 2006
  • Make-up illustration is a field of creativity with visible creative and artistic values; its ultimate functions include communication of information, artistic expression, and recording. Establishing the make-up illustration education environment for the twenty-first century, there is an urgent need for research and development of professional curricula for basic art education and illustration education. It is extremely important for educators and institutions teaching make-up illustration to recognize that training of highly creative and professional beau designers through systematic educational structures is the ultimate foundation for enhancing competitiveness of the beauty industry despite the present reality that there are insufficient studies and publications on beauty illustration and that there is lack of illustration lecturers and artists equipped with professional beauty knowledge. Therefore, this study was conducted to research and analyze offering of illustration subjects by 160 beauty-related vocational schools and 16 4-year undergraduate colleges in the make-up field, which is the field with most creative art activities among the three representative beauty majors, namely make-up, hair, and skin. Education of make-up illustration must not remain as simple short-term education. The curricula must be specialized for providing solid foundation of basic majors. In terms of education content, strong emphases must be made for original and creative mark-up designs as well as purposes, functions, and necessity of make-up design and illustration. The curricula must include systematic, logical and artistic elements. Through the course of this study, which researched, analyzed and proposed measures for education content of make-up illustration, it was found that make-up illustration is the most appropriate subject that fulfills both the ultimate education objectives of beauty colleges and the demand by the society for beauty professionals. It is hoped that make-up illustration is emphasized and recognized for its importance and necessity as an education subject so that similar basic major subjects will further be researched and developed for specialized education.

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A study on how the choice attributes of creative musical has the different impact on satisfaction, depending on the use of SNS (SNS 활용여부에 따라 창작뮤지컬에 대한 선택속성이 만족도에 미치는 영향력 차이에 관한 연구)

  • Koo, Eun-Ja
    • Journal of Satellite, Information and Communications
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    • v.10 no.1
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    • pp.33-43
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    • 2015
  • This study, by using SNS, is to find ways to improve the recognition of the audience on creative musical for performance planning and marketing after looking into how the choice attributes of creative musical has the different impact on satisfaction. As a result, the audiences who use SNS show that the composition of content(1st ranking), main actors(2nd ranking), reviews on musical(3rd raking), and production(4th ranking) have the impact on their satisfaction but the stage composition, staff service, satisfaction on theater, and admission fee haven't. For those who don't use SNS, however, the composition of content(1st ranking), reviews on musical(2nd ranking), production(3rd raking), and main actors(4th ranking) affect the satisfaction while the staff service, stage composition, admission fee, satisfaction on theater hardly make any effect on it.

Qualitative Study on Group Decision Making with Synchronous Text Communication Medium (동시적 텍스트 기반 매체를 이용한 집단의사결정에 관한 질적 연구)

  • Park Sanghyuk;Cho Namjae
    • Journal of Information Technology Applications and Management
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    • v.11 no.4
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    • pp.1-23
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    • 2004
  • This study identifies communication patterns of groups using synchronous text communication medium for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusion; are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with synchronous text communication medium. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is importantto make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with electronic communication medium than face-to-face groups.

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The Development and Application Effects of Convergence Program for Field Trip and STEAM Education related Geology (지질 관련 야외 학습과 STEAM 교육을 융합한 프로그램 개발 및 적용 효과)

  • Kim, Deok-Ho;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.364-379
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    • 2014
  • In this study, a theme-centered STEAM program converged with field trip was developed in the 'The stratum and fossils' unit of elementary science. The objectives were to find the influences on academic achievement, creative problem solving abilities and scientific attitude of elementary school students. The STEAM education program was composed of content which can be applied effectively by converging field trip and STEAM elements. As the results applied the STEAM program to elementary school students, the experimental group improved effectively in the academic achievement, creative problem solving abilities and scientific attitude compared to the control group, which took the theoretical lesson. In conclusion, it is necessary to develop systematically and continuously programs converging STEAM and field trip in various units of science subject which field trip is possible.

Development and Implementation of Elementary Mathematics Curriculum (창의적 문제해결력 중심의 수학 교육과정 개발 및 적용: 초등학교 수준을 중심으로)

  • 김정효;권오남
    • Education of Primary School Mathematics
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    • v.4 no.2
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    • pp.83-103
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    • 2000
  • The purpose of this study is to develop and implement an alternative elementary mathematics curriculum to enhance creative problem solving ability. The curriculum consisting of three main elements was developed. The three elements are content knowledge, process knowledge and creative thinking skills. The curriculum contents and the units were developed by mathematics educators, elementary educators, psychologists, elementary school teachers and curriculum specialists for 3 years. In order to test the effectiveness of the developed curriculum, the 5 units based on a problem-based-learning (PBL) method were implemented in a 5th grade class as an experimental group during the second semester. For the comparison group the ordinary lesson based on the 6th national mathematics curriculum was implemented during the same period. Performance assessment was developed and used for the pre and post test. T-est was use to testify that the effect of the curriculum is statistically signigicant. The results of the test showed that the experimental group progressed significantly in the creative problem solving ability, but the comparison group did not.

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