• Title/Summary/Keyword: Creative Idea

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A Study on the Utilization of Customizing Nail Art Design Using Laser marking System (레이저 마킹 시스템을 이용한 Customizing 네일아트 디자인 활용 방안 연구)

  • Yoon, Jae-Won
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.353-359
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    • 2022
  • Entering the era of the 4th Industrial Revolution, as humans pursue beauty with a differentiated lifestyle and the quality of life improves, nail art is in the spotlight as another art field as part of beauty and jewelry art. In addition, as the rapidly growing and digitalized decorative beauty nail industry has become a major industry in the world, it is expressed as a formative beauty art that requires creative and original decorative expression. Recently, as the rapidly growing and digitalized decorative beauty nail industry has become a major industry in the world, it is expressed as a formative beauty art that requires creative and original decorative expression. This study aims to present the direction of a new expression idea that expresses visual beauty, expecting the creative beauty industry and jewelry nail art to become popular as an image imprinting expression method using a laser marking program among digital systems.

Sociocultural Factors Leading to Creative Thinking and Idea Generation (창의적 사고와 아이디어 생성에 영향을 미치는 사회문화요인들에 대한 탐색)

  • Lee, Seon-Young;Kim, Jeong-A
    • (The) Korean Journal of Educational Psychology
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    • v.31 no.4
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    • pp.767-794
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    • 2017
  • Creativity is a social byproduct formed in a specific sociocultural context. Although creativity differs according to the level of culture ranging from supranational, national, professional to organizational levels, research studies documented in literature have mainly dealt with creativity in the (super)national level. For example, differences in personal creativity in the East and the West led by collectivism and individualism, respectively have been dominating in the studies about cultural differences in creativity. Consequently, the domain specificity of creativity and the effects of a more micro level of culture, such as domains, occupations, and organizations, on creative outcomes have been dismissed. Understanding the characteristics of domains, and sociocultural and environmental factors leading to creative products is worth investigating considering that the conception of creativity today highly relies on the nature of domains valued in a certain sociocultural environment. This study reviewed a wide range of literature regarding creativity and sociocultural and environmental factors in order to explore how culture and/or cultural factors inspired creative thinking and generating ideas for creative performance and products. Cultural factors were identified either as a value or a practice (custom) and examined on the supernational, national, professional, and organizational levels. For supernational and national cultures, issues on individualism, collectivism, artistic social atmosphere, and multi-cultural experiences were discussed, while the professional and organizational cultures delved topics on the domain of architecture in which both originality and functionality are greatly valued for creativity. The authors concluded that the impact of culture on creative thinking and idea generation varied according to the levels of culture although issues on multifactorial aspects of culture, differences between personal and collective creativity, and the identification of culture either as a value or a practice (custom) should be discussed further for future studies.

The effect of the 1:1 coaching and the example ideas with the GROW model on the creativity of new product development ideas (GROW모델을 활용한 1:1 코칭과 예시 아이디어가 신제품 개발 아이디어 창의성에 미치는 영향)

  • Hwan, Hyeonhee;Jung, Moon-Sun;Kim, KunBae;Kim, BooMin
    • The Korean Journal of Coaching Psychology
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    • v.5 no.2
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    • pp.1-24
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    • 2021
  • This study is an experimental study to examine the effect of the 1:1 coaching and example ideas with the GROW model on the creativity of new product ideas. Participants were composed of 32 adults who did not know coaching and were not related to new product development-related industries, and the experiment was randomly assigned to 1:1 coaching group, example idea group, and control group. The ideas answered by the participants were evaluated by measuring novelty, appropriateness, and willingness to pay after the experiment, and 30 experimental data and 3 expert group evaluation data were used for the final analysis. As a result of the study, the 1:1 coaching using the GROW model had a significant effect on the creativity of new product ideas, and in particular, had a positive effect on novelty. The example idea group received the lowest score among the three groups, including the control group, in novelty and suitability, and was found to have a negative effect on idea creativity. Based on these results, implications and limitations for the use of coaching in the work or situation of presenting creative ideas were discussed, and suggestions for follow-up studies were made.

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A Study on Searching for Cultural Contents of Citizen Participation - Focusing on the Project of Book Publishing of Namyangju City (시민 참여 문화콘텐츠 발굴사업 사례 연구 - 남양주시의 책자 발간 사업을 중심으로)

  • Eum, Yeong-Cheol
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.122-129
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    • 2014
  • The idea of global cities were widespread in the 20th century, but now in the 21st century the paradigm has changed into creative cities. They are trying to develop the creative contents in which economy and culture are connected to promote their global competitiveness. This thesis focuses on the three main points represented in the projects of publishing journals of Namyangju city. Firstly, the project held 'community-based lectures of humanities,' and 'literary contest' to induce participation of the citizens. The results of the events, however, were not successful because of the narrow extent of creative groups of the city and not enough campaign of the city. Secondly, there was the education of citizens to promote their participation, as they are so much the main parts of publishing journals that theory and practice of reporting on their own is essential. Thirdly, the project committee established citizen publishing committee and encouraged them to do their parts at each department. As a result, citizens succeeded in building cultural infrastructure for shaping the creative city and had the initiative to publish journals about masters, masterpieces, and attractions in Namyangju city. The city and the citizens should practice the culture contents projects in both sides' cooperation.

A Study on the Teaching·Learning Management Status and Improvement Plan about 'Creative Engineering Design' Lesson of 'Technology·Home Economics Subject' for High School Teachers (고등학교 기술·가정 교과 '창의 공학 설계' 단원 수업에 대한 교수·학습 운영 실태 분석 및 개선 방안)

  • Kim, SeongIl;Lim, YunJin
    • 대한공업교육학회지
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    • v.41 no.1
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    • pp.128-146
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    • 2016
  • The purpose of this study was to provide a basic research data for increasing the quality of 'creative engineering design' lesson and the teaching learning capability of high school teachers by analyzing the teaching learning management status and improvement plan of 'technology home economics subject' lesson for high school teachers. In order to investigate the teaching learning management status, the survey questionnaires from 63 teachers were collected from high school teachers who teach technology home economics subject currently and analyzed by statistical program SPSS 20. The main results of this study were as follows: First, for the contents of 'creative engineering design' lesson, the highest mean of response was 'creative thinking method'(M=4.22). In the learning activities, the teachers perceived the importance of the 'idea concept' highly. Second, in the management of 'creative engineering design' lesson, the teachers perceived the importance of the secure of tool, material budget, and practice space for the lesson highly. In the teaching capabilities, the teacher perceived the importance of the preparing teaching learning strategy most($$M{\frac{._-}{.}}4.14$$). Third, the teachers preferred to product for making uncomfortable things better in life and the other production outside from the content of textbook. Fourth, in the ratio of practice:theory lesson, they perceived the ratio of 3:7(36.5%), 4:6(25.4%), and 2:8(23.8%) are appropriate. In the assessment, the combination of production, portfolio, and presentation was preferred most. Fifth, there were statistically significant difference in teachers' interest and satisfaction and contents about 'creative engineering design' lesson between groups divided by the existence of practice space, certification held(technology teacher, non technology teacher), etc. Therefore, in order to improve the interest and satisfaction about the 'creative engineering design' lesson, the secure of space for technology practice and material budget were required. In addition, training and seminars program for improving the teaching capability for 'creative engineering design' lesson were required.

A Study on the Form and Symbolism of Issey Miyake Dress (이세이 미야께(Issey Miyake)의 의상에 나타난 형태미와 상징성에 관한 연구)

  • 박명희
    • Journal of the Korean Home Economics Association
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    • v.28 no.1
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    • pp.9-20
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    • 1990
  • The purpose of this study was to identify the original quality of design by Issey Miyake and the relationship between the modern expression of art and his design regarding the form, internal symbolism, and Japanese tradition. The bottom current of the modern expression of art has two current: intention to autonomy or purism and intention to contingency. According to analysis of Miyake's design, it was found that Miyake has directed his attention to coexistance of fabric and the body with a pure fluid sculptured form based on two dimensional rectangular fabric. And his plasticity of dress was also made against the fitted structure form and idea of Haute Couture, emphasizaing on his own creativity and insisting on a creative collaboration between the designer and wearer. Finally, the fact that his design was inflnenced by traditionalison of Japanese costume and current modern expression of art was proved.

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A framework for similarity recognition of CAD models

  • Zehtaban, Leila;Elazhary, Omar;Roller, Dieter
    • Journal of Computational Design and Engineering
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    • v.3 no.3
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    • pp.274-285
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    • 2016
  • A designer is mainly supported by two essential factors in design decisions. These two factors are intelligence and experience aiding the designer by predicting the interconnection between the required design parameters. Through classification of product data and similarity recognition between new and existing designs, it is partially possible to replace the required experience for an inexperienced designer. Given this context, the current paper addresses a framework for recognition and flexible retrieval of similar models in product design. The idea is to establish an infrastructure for transferring design as well as the required PLM (Product Lifecycle Management) know-how to the design phase of product development in order to reduce the design time. Furthermore, such a method can be applied as a brainstorming method for a new and creative product development as well. The proposed framework has been tested and benchmarked while showing promising results.

Management Method in the Education Facilities of the Construction Process through Value Engineering(VE) Case Study (VE 사례분석을 통한 교육시설 건축공사 단계별 관리방안)

  • Kim, Hag-Joo;Mun, Gwang-Bae;Go, Seong-Seok
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2012.11a
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    • pp.129-132
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    • 2012
  • Value Engineering(VE) process is going to make a series of improvements for the effective construction project management or optimal proposal to improve quality, performance improvement, cost reduction and customer satisfaction. For making the quality model based on better than the architecture that is required in the VE, such a project promoting creative plan, functionality and constructability reflecting the materials and improved construction methods and building life cycle for reviewing the smooth progress of the construction projects may be necessary for management techniques. This study is to establish a management plan in the educational facilities construction process through education institution's recent orders completed by VE case study.

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A Study of Approach to the Religious Faith in Industrial Design - Especially on the Creative Idea of Christianity - (제품디자인의 종교적 사상의 접근 연구 -기독교적 창조사상을 중심으로-)

  • 박규현
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.72-73
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    • 1999
  • 1-1. 디자인은 종합과학이다. 아래 도표는 디자인이 종합과학의 두엇을 만족시켜야 할 것인가에 대한 설명이다. 1-2. 종교(학)적 연구 접근의 구체적 사유ㆍ첫째, 모든 과학이 궁극적으로 인간의 행복추구에 목적이 있다면 산업디자인학도 과학의 한 분야로서 인간의 행복추구를 위한 방편이 되는 종교와 신학을 마땅히 연구의 대상으로 받아들여야 하며, ㆍ 둘째, 이 세상은 무신론자들뿐만 아니라, 유신론자들에 의해서도 제품은 디자인되고, 생산되고, 교환되고, 분배되고, 소비되는 사회이기 때문에 이들에 의한 종교와 신학에 바탕한 디자인의 논리는 설득력을 가지며, ㆍ 셋째, 비록 종교적 견해를 달리함으로 인한 수긍될 수 없는 부분이 있을지라도, 그것은 어디까지나 종교적 견해가 다름으로 파생되는 문제이지, 논제가 그 자체의 논리성을 갖고있다면 마땅히 배타되어 져서는 아니 될 것으로 보아진다.(중략)

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The Architectural Environment as a Self-organizing System -Based on Paradigm of Natural Science- (자기조직 시스템으로서의 건축환경 개념에 관한 연구 -자연과학적 패러다임을 중심으로-)

  • 김주미
    • Korean Institute of Interior Design Journal
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    • no.14
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    • pp.63-73
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    • 1998
  • The aim of this study is to understand and redefine the nature of architectural environment within the paradigm of natural science. The chaos theory non-equilibrium thermodynamics theory self-organization of modern physics offer new insights to explain not only natural phenomena but also to define creative and dynamic architectural environment. First natural laws in modern physics like the arrow of time but is related not only with certainty but also possibility so nature is understood as a constantly changing process of evolution. Second the new architectural environment is defined as a kind of fluid and irreducible organic biosytem that cannot be fully understood by modernist idea of architecture. It is conceived of as a fluid constantly changing self-oraganizing system that consists of different situations events movements and programs in uncertain and irreducible time frame. Third insights and implications of natural science offer new language and strategy for design and the two disciplines can be understood as interdependent and co-evolving

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