• Title/Summary/Keyword: Creative Play

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Optimum Conditions for Improvement of Mechanical and Interfacial Properties of Thermal Treated Pine/CFRP Composites (열처리된 Pine/탄소섬유 복합재료의 기계적 및 계면물성 향상을 위한 최적 조건)

  • Shin, Pyeong-Su;Kim, Jong-Hyun;Park, Ha-Seung;Baek, Yeong-Min;Kwon, Dong-Jun;Park, Joung-Man
    • Composites Research
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    • v.30 no.4
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    • pp.241-246
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    • 2017
  • The brittle nature in most FRP composites is accompanying other forms of energy absorption mechanisms such as fibre-matrix interface debonding and ply delamination. It could play an important role on the energy absorption capability of composite structures. To solve the brittle nature, the adhesion between pines and composites was studied. Thermal treated pines were attached on carbon fiber reinforced polymer (CFRP) by epoxy adhesives. To find the optimum condition of thermal treatment for pine, two different thermal treatments at 160 and $200^{\circ}C$ were compared to the neat case. To evaluate mechanical and interfacial properties of pines and pine/CFRP composites, tensile, lap shear and Izod test were carried out. The bonding force of pine grains was measured by tensile test at transverse direction and the elastic wave from fracture of pines was analyzed. The mechanical, interfacial properties and bonding force at $160^{\circ}C$ treated pine were highest due to the reinforced effect of pine. However, excessive thermal treatment resulted in the degradation of hemicellulose and leads to the deterioration in mechanical and interfacial properties.

Exploration into Better College Cultural Contents Education for Manifestation of Creativity (대학에서의 창의성 발현을 위한 문화콘텐츠 교육 개선방안 탐색)

  • Lee, Byung-Min
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.481-496
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    • 2013
  • The purpose of this study was to make a basic research on college cultural contents education in an effort to step up the manifestation of the creativity of cultural contents experts in line with the development of the fast-changing era of creative economy. It's basically meant to analyze the characteristics of cultural contents education in relation to creative idea to seek practical ways of improving that education. What problems there were with cultural contents education and how that education was actually provided were analyzed to suggest some of the right directions for client-centered cultural contents education. Earlier studies were analyzed, and the results of a survey that was conducted on students whose major was linked to cultural contents were analyzed as well. As a result, current cultural contents education was considered not to be satisfactory due to existing teaching methods, learning process and curriculums that were devoid of creativity. To rectify the situation, interdisciplinary attempts should be made such as multi-major, interdisciplinary programs or convergence education, and plenty of experiments, sufficient practice and an increase in the number of faculty members are all required. In terms of education, existing curriculums and courses should urgently be revamped to strengthen field placement and creative discussions. As for educational methods, the lecture method should be avoided, and specialized education should be offered instead, which should strike a balance between discussion, team play and project education. It is expected to produce good results if there are appropriate connection among different major fields of study and the harmonious implementation of diverse internship, convergence and field placement programs.

The User Support 3D Form Generation System Establishment (사용자 지향적 3차원 형태발상 지원 시스템 구축)

  • Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1115-1124
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    • 2014
  • The objective of this study is to present a new design method at the idea brainstorming process, which requires a great deal of time and effort to seek their own ideas in existing design process and to develop a user support idea forms generation system called OCIGS (Openware Creative Idea Generation System) that makes it possible to create a variety and 3D forms as well as a quantitative evaluation data for the actual types that compose the aesthetic factors and designs of qualitative standards. In order to achieve these objectives : First, overcoming the limitation of 3D form generation ability by establishing visual application system, Second, accepting users' opinions by generating 3D images dynamically, analysing and giving information on the preferred ones on the web on real time, Third, identifying tendency of preference so that they can generate preferred colors and images in future by updating image combination and dropping low-preferred ones. This system would play a role as an idea or form generation application in the actual 3d form design development process.

Case Analysis of Corporate Marketing using SNS (SNS(Social Network Service)를 이용한 기업 마케팅 사례 분석)

  • Cho, Munyong;Kim, Changsu;Cho, Hwihyung;Kim, Bumsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.183-196
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    • 2015
  • With widespread use of smart phones, SNS has been growing rapidly. Companies are required to do its utilization and a preemptive response. However, taking advantage of SNS is still insignificant in the companies. Compared with traditional marketing, people still consider the SNS marketing unfamiliar. This study is aimed at widening the breadth of understanding of marketing activity using SNS and inquiring into its effective applications. In an effort to achieve this research objective, first, this study analyzed the aspect of real applications by reviewing diverse practical business cases. Second, this study provided the momentum of the understanding of SNS marketing-based knowledge. The effective method of producing consumer-intimate products and services lies in customers' participation in development and production. SNS marketing is the very communication and gives ear to a customer's voice. Earnest and creative SNS marketing will play a role as a stepping-stone for businesses to move much closer to a customer.

Possible Changes and Improvement Policies of Elementary School Physical Education Facilities and Training Aids (초등학교 체육시설 및 교구에 대한 변화가능성과 발전방향)

  • Lee, Jong-Hyoung;Choi, Sang-Lak
    • Journal of the Korean Institute of Educational Facilities
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    • v.16 no.2
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    • pp.59-66
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    • 2009
  • This study is purposed to find out practical problems, explore possible changes and provide qualitative development and development policies of elementary school physical education facilities and training aids. The following is concluded through three rounds of Delphi questionnaires. First, the highest possible change is predicted in that obsolete sports facilities should be replaced and various training aids be purchased. Second, gyms should be established for ensuring indoor sports space and indoor sports facilities should be expanded. Third, modernization and advancement of sports facilities and training aids should be implemented by attracting private investment. Fourth, sports facilities at schools and communities should be exchanged for free. Fifth, sports facilities in the school playground should be diversified for physical education classes by putting play ground facilities in good conditions. Sixth, it is predicted that a sound distribution system can be established for ensuring creative, strong sports facilities and training aids. A department may take full responsibility of buying sports materials and establish an alternative idea for cooperative buying.

Development Direction for Game Industry Development (게임산업 발전을 위한 개발방향 제안)

  • Han, Sang-Beom;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.89-92
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    • 2017
  • This study critically analyzes the present situation of the domestic game industry that infringes game nature or diversity, which is the essence of game contents such as copycat, auto play, excessive billing inducement, indiscriminate advertisement developed by focusing on commercial aspect, It suggests the necessity of creative and various game development environment. It suggests development direction for the development of domestic game industry through game case analysis which shows the possibility of game media out of existing success formula and does not concentrate only on commerciality and makes effort to give new fun to users.

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A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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Relationship between Content Characteristics, Immersion, and Customer Purchase Intention in Live-streaming Commerce

  • Bir Bahadur TRIPURA;Jae-Hyeon KIM;Sung Eui CHO
    • The Journal of Economics, Marketing and Management
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    • v.11 no.3
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    • pp.67-79
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    • 2023
  • Purpose: This study examines the relationship between content characteristics and customer viewing and purchase intention in live-streaming commerce. Research design, data, and methodology: For this purpose, seven independent factors such as entertainment, artistry, storytelling, informativity, interactivity, reliability, and technicality are extracted based on previous literature. The viewing intention and purchase intention are adopted as dependent factors. The role of 'immersion' is investigated as a mediating factor between the independent and dependent factors. Results: The results showed that entertainment, artistry, technicality, and reliability significantly affected immersion, and immersion affected viewing intention and purchase intention. Immersion was found to play a mediating role between content characteristics and consumer viewing and purchase intention. Conclusions: The results indicate that the content characteristics not only attract customers but also affect their immersion, viewing intention, and purchase intention directly or indirectly in the live-streaming commerce sector.

Analyzing Characters and Designing Actions to Feature - Sarafanov of Written by A. B. Vampilov (형상화를 위한 인물분석과 행동설계 - A. B. 밤필로프 작 <장남>의 사라파노프)

  • Cheon, Hyo-Bum
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.79-88
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    • 2014
  • Vampilov, who is not well known as a playwright in domestic, is acknowledged comparable to Anton Chekhov in Russia. This paper was planed in order to promote a unsatisfied study until now in domestic for works by Vampilov and studied a part of composing play to put on the stage for , a drama written by Vampilov. This paper, originated from a viewpoint that actor have to complete the final text of the play for audiences to read depending on the drama and based on work features and characters of Vampilov, established an analysis scheme according to segments of unit actions for actions of Sarafanov, the character of the play, in order to achieve a purpose under suggested situation at the drama and focused on completing purposes per units individually. We have analyzed Sarafanov and his actions referring patterns and probabilities of the characters in the other works by Vampiov and regarded it as the important item together with logical basis of actions. Lyric and humanism emphasizing works by Vampilov, affected by Anton Chekhov and Nikolai Vasilevich Gogol, are acknowledged as realistic descriptions using contingency and a play within a play outstandingly and emphasized an importance of human relation. We have selected as a primary way to compose action text that audiences would read on the stage and used it as the method to design action of the characters in order to activate natural good of Sarafanov and general absurdities that human, does creative works, never give up purposes of ideal life.

A Study on design management of the design industry and 10 strategic industries in Busan Metropolitan City (부산광역시 10대전략산업과 디자인산업의 디자인경영에 관한 연구)

  • Park, Kwang-Cheol;Cho, Kyoung-Seop
    • Management & Information Systems Review
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    • v.30 no.4
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    • pp.293-314
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    • 2011
  • The current study investigated the position of future strategy analyzed from the perspective of design management in relation to 10 strategic industries implemented through 3 steps based on promising growth and advancement of Busan industries and evidence provided from a study on the development program of design industry in Busan. It elucidated the role of design industry as a key role from the perspective of design management in an age of creative revolution of futures values. It analyzed the associations between composition of future strategy and design industry in 10 strategic industries of Busan, and explained the relationships with the strategic industries. The perspective of design management involves that design as a ground of values is an industry of the future values, which performs a key strategic function and role, and a theoretical investigation examined the relationships between main functions of design management and business management. Chapter 3 organized items proposed in the design development program in Busan and examined goals and systems which become basic formation of establishment of design strategy in Busan and conditions for design industry in the associations with strategic industry. Chapter 4 described priorities of practicability by step through analyzing and grouping top 30 projects in Busan industry including meanings as key strategy, position relations, and policy priorities by analyzing elements of design management of strategic industry and describing and analyzing the concept of promoting Busan design. The theme of the present study is to change perception of design management as a key value and a condition to decide creativity industry into future industry and to evaluate vision of Busan design industry and meanings proposed as proceeding strategy. The early 21st century is an age when agrarian society has changed into industrial society is dominated by knowledge economy of the information revolution and one should prepare for the growth phase of creative innovation based on creative revolution of the 4th wave of creative society by design management which has become a center in 2000s on the whole. With the advent of creative paradigm and based on the function and role of the current creative economy age new innovation DNA of design management will be created. Design process has changed through information and knowledge-oriented trends of digital through convergence between industries from industrial design to convergence of industries, and it is expected that integrated design of value creation using information and technology will play a key role in Busan design industry development and top 10 strategic industries.

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