• 제목/요약/키워드: Creative Content

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Satisfaction with Development Direction of Local Culture and Arts through the PCSI Model: Focused on Daegu Music City

  • Lee, Sea-Bom;Lee, Chi-Woo;Moon, Jae-Young
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.255-261
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    • 2021
  • In Korea, there are a total of 8 creative cities selected by UNESCO in 7 fields. UNESCO creative city refers to a network of creative cities with international level of experience, knowledge, and expertise in the field of culture and arts. Based on the PCSI 2.0 model, this study conducted a satisfaction survey of experts on Daegu's Creative City. Variables were composed of service quality, social responsibility, inconsistency, satisfaction and performance, and service quality was measured by dividing it into three categories: content quality, delivery quality, and environmental quality. Therefore, this study verified that the three types of quality, social responsibility, and inconsistency affect satisfaction, and that satisfaction affects performance. As a result of the study, it was found that the three service quality did not directly affect satisfaction, but rather affected satisfaction through inconsistency. So, 3 out of 10 hypotheses were rejected.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

Development and Application of a Creative Problem Solving Analysis Framework for Elementary School Science Textbook - Focused on the 5th and 6th grade 1st semester - (초등 과학 교과서에서 창의적 문제해결력 분석특 개발과 적용 - 5, 6학년 1학기 교과서를 중심으로 -)

  • Kim, Hyun-Jeong;Choe, Seon-Yeong;Kang, Ho-Kam
    • Journal of Korean Elementary Science Education
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    • v.22 no.2
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    • pp.163-172
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    • 2003
  • The purpose of this study was to develop the analytic framework of Creative Problem Solving(CPS) for elementary school science textbook. For this purpose, we developed the framework based on the theories of problem, definition of problem solving and various kinds of CPS model. The six elements of the framework for content analysis were extracted through theoretical examination: problem introduction, problem statement, solution thinking, formulating hypothesis, testing hypothesis, and assessment. The developed framework was applied to the extbooks for the 5th and the 6th grades 1st semester in elementary science textbook of the 7th national curriculum. The results of this study were as follows: 1. The scores of the framework for content analysis in the 5th grade were slightly higher than those of the 6th grade, but there were no significant difference. 2. The comparison of the scores between the elements of the framework was found that the scores on the elements of testing hypothesis and formulating hypothesis were higher than those of the other elements. 3. The comparison of the scores between the units was found that the scores of the framework for the 9th unit (“trip of water”) of the 5th grade were higher than those of the other units, which were presented lower level than 1.0 (50.0%) score of the framework. 4. The comparison of the scores between the intensive course and the regular coures in the 6th grade textbook was showed that the scores on the intensive course were higher than the basic course. In conclusions, it was found that the problem introduction and problem statement in the textbook should be amended, and that various information and activities should be presented in the textbook.

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'Reminiscence' emersed in creative industry in terms of Storytelling Significance and Application (문화콘텐츠에 나타난 '레미니상스(Reminiscence)'에 대한 스토리텔링 측면의 의미와 활용)

  • Jeong, Eui-Tae;Jung, Kyoung-He
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.477-485
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    • 2018
  • Beyond the mid-2010s, there has been increasing cases of using 'Reminiscence' as a trigger for recalling 'Past' in pre-production process of creative contents. In previous researches on this phenomenon, it has been recognized that retro, recall, compassion, and memory are similar. In order to look closely to grasp the psychological tendency of the contents user in detail, the study about 'Reminiscence' was conducted. The researcher analyzed 'Reminiscence' as a process of restructuration based on the experience and desire of the person individual which were derived from the past and further analyzed it as a lack of desire due to the time can never return. The study hopefully can make a balance against the cutting edge content distribution technology biased production tendency.

Bibliographic Information and Subject Information Linked to Textbooks to Support Self-directed Creative Learning of Elementary School Students in Online Environment (초등학생의 자기주도적 창의학습을 지원하기 위한 교과서 연계 서지정보 및 주제정보 구축에 관한 연구)

  • SoYoung Yoon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.93-114
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    • 2023
  • In accordance with the educational paradigm that values self-directed creative education, school libraries and public libraries emphasize self-directed learning support through curriculum-linked programs as their main tasks. For self-directed learning, it is essential to provide learner-centered educational knowledge information, and there should be abundant textbook-linked references that can deepen and expand the curriculum reflected in textbooks. This study established KDC-linked information related to unit and cross-curricular learning topics through the analysis of elementary school textbooks and curriculum-linked books, restructured KDC system based on major subjects in the elementary school curriculum, and established a curriculum-linked subject information. Libraries can strengthen support for self-directed creative learning for elementary school students in an online environment by linking library content targeted for each user with elementary school education content focusing on learning topics in the curriculum.

Effectiveness and Relationship Analysis of Chemistry Programs Based on Metacognitive Learning Strategies Using Realistic Contents for Pre-service Teachers (예비교사를 위한 실감형 콘텐츠 활용 메타인지 학습전략 기반 화학 프로그램의 효과 및 관계성 분석)

  • Da Eun Lee;Hyun-Kyung Kim
    • Journal of the Korean Chemical Society
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    • v.67 no.4
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    • pp.271-280
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    • 2023
  • The purpose of this study is to investigate the effect of chemistry program based on metacognitive learning strategies using realistic contents on prospective teachers' creative thinking skills and science core competencies, and their perception. In particular, it was intended to further improve the effectiveness of the program by introducing a strategy to strengthen metacognition. Participants were classified into the experimental group subject to the newly developed chemistry curriculum and traditional group subject to general programs that exclude realistic contents and metacognitive strategies. Both groups were surveyed before and after the application of the program to measure the degree of change in metacognitive competencies, creative thinking competencies, and science core competencies. It also analyzed the impact of metacognitive competencies and science core competencies on creativity thinking competencies. As a result of the study, relevance and rationality among sub-factors of metacognitive competencies and creative thinking competencies of the experimental group were improved, and all sub-factors except for scientific participation and lifelong learning ability among science core competencies were significantly improved. In addition, it was found that metacognitive knowledge among metacognitive competencies, scientific inquiry ability and scientific thinking ability among science core competencies affect creative thinking competencies. Through the results, it was suggested that realistic content that incorporates metacognitive learning strategies is needed to improve creative thinking competencies, and learning models and programs that can utilize them are needed.

A Study on the Analysis of Gameness Transition in Media Contents :Focused on Chris Crawford's model (미디어 콘텐츠에 나타난 게임성 전이 분석 연구 :크리스 크로포드의 모델을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.37-48
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    • 2019
  • This paper aims to clarify the game performance and its principle and operation method at the depth of successful content through gameness transition, which is one of the transmedia phenomena of games. This paper investigated the current state of gameness transition and analyzed the game structure and working principle by using Chris Crawford's creative expression taxonomy model. As a result, the types of gameness transition could be extracted into space exploration type, stage type, reasoning competition type, and mutual competition type.

A Frame-Based Video Signature Method for Very Quick Video Identification and Location

  • Na, Sang-Il;Oh, Weon-Geun;Jeong, Dong-Seok
    • ETRI Journal
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    • v.35 no.2
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    • pp.281-291
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    • 2013
  • A video signature is a set of feature vectors that compactly represents and uniquely characterizes one video clip from another for fast matching. To find a short duplicated region, the video signature must be robust against common video modifications and have a high discriminability. The matching method must be fast and be successful at finding locations. In this paper, a frame-based video signature that uses the spatial information and a two-stage matching method is presented. The proposed method is pair-wise independent and is robust against common video modifications. The proposed two-stage matching method is fast and works very well in finding locations. In addition, the proposed matching structure and strategy can distinguish a case in which a part of the query video matches a part of the target video. The proposed method is verified using video modified by the VCE7 experimental conditions found in MPEG-7. The proposed video signature method achieves a robustness of 88.7% under an independence condition of 5 parts per million with over 1,000 clips being matched per second.

A Design of Multiple User Interaction Framework for Digital Heritage Contents (디지털 문화재 콘텐츠를 위한 다중 사용자 인터랙션 프레임워크 설계)

  • Lee, JiHyung;Kang, Kyung-Kyu;Seo, Ki-Young;Shin, Daesu;Park, Kyoung Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.313-316
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    • 2014
  • 디지털 문화유산 콘텐츠는 실제 문화유산의 경험을 완벽하게 전달할 수는 없지만 디지털 기술의 특성을 이용하여 다양한 부가서비스를 포함함으로써 사용자들에게 재미를 부여하거나 사용자 경험을 극대화할 수 있다. 그런데 기존의 디지털 문화유산 콘텐츠는 대부분 특정 입력 장치에 한정된 사용자 인터랙션을 지원하거나 단일 사용자의 인터랙션에 국한된 경우가 많았다. 본 논문에서는 여러 사용자들이 다양한 종류의 여러 입력 장치를 사용한 인터랙션 정보를 동시에 받아서 다양한 디지털 문화유산 콘텐츠에서 적절하게 처리하여 사용될 수 있는 다중 사용자 입력 및 처리 프레임워크를 소개한다. 이 프레임워크는 서로 다른 입력장치로부터 입력정보를 일반화시켜서 해당 응용프로그램에 전달되어 협력적 인터랙션에 사용할 수 있게 한다.

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Innovation Capacity of Student: A Case Study in Vietnam

  • DO, Anh Duc;PHAM, Nguyen Nguyen Thao;NGUYEN, Thi Minh Phuong;TU, Van Son;NGUYEN, Cam Nhung;NGUYEN, Hai Duong
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.5
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    • pp.189-199
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    • 2021
  • This study aimed to explore the factors affecting the innovation capacity of students at the National Economics University, Vietnam. Researchers used the innovation capacity model based on six factors, including personality traits, future orientation, creative skills, social interaction, content knowledge, and management skills. The empirical analysis used data from the survey of 303 students at National Economics University, Vietnam, with reliable tools (SPSS 26.0 software). The data were analyzed by testing the reliability of the scales, correlation analysis, and Pearson' Linear Correlation Coefficient, exploratory factor analysis, as well as regression model based on the survey data. The research results identified the following factors affecting innovation capacity of students: management skills, social interaction, and personality traits have the strongest impact on innovation capacity of students; content knowledge has the following strongest effects on innovation capacity of students; and finally the creative skills that affects on innovation capacity of students. There is also a positive relationship between all the factors and innovation capacity of students. The result can serve as useful reference sources for scholars who are interested in the innovation field. It also helps university's managers and policymakers build the appropriate environment to improve innovation capacity of students.