• Title/Summary/Keyword: Creative Play

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A Study on the Necessity and Strengthening Programs of Liberal Arts Education for Second-Generation Farmers (후계농업인을 위한 인문교양 교육의 필요성과 강화방안)

  • Kim, J.S.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.11 no.1
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    • pp.63-77
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    • 2009
  • The decrease in the farming rates of agricultural produce importing countries has led to concerns over stable food supply and food safety and this situation demands a change in awareness on agricultural problems arising from the depletion of natural resources and environmental destruction. To preserve agriculture, importing countries are emphasizing the various roles of agriculture in order to revive its multi-functional aspects. It is obvious that differentiated strategies are needed to create values from agricultural production, and a liberal arts education can play an important role in making these strategies. However, training programs for future agricultural CEOs of the Korea National Agricultural College(KNAC) attaches too much importance on production skill and management rather than focusing on a liberal arts education. On the other hand, Poolmoo Ecological Agriculture Course carried out by Poolmoo Agriculture Technical High School located in Hongseong-Gun, Chungnam Province (which puts a high value on ecological fanning) gives more weight on a liberal arts education, taking up more than 50% of the curriculum. Also, the National Farmers Academy in Japan which reformed its whole system in 2008, has started various liberal arts educational programs. The Academy fosters creative agricultural management, attractive rural development enhancing a comfortable rural life and educates on the future of Japanese food and international environment. It is expected that the ecological and cultural roles of farming will grow in the future. So, what the KNAC needs is to increase its liberal arts educational programs and various cultural experiences in its educational curriculum to promote agricultural marketing with cultural knowledge and sensitivity.

Upcycling Beauty Design Using Waste (폐기물을 활용한 업사이클링 뷰티디자인)

  • Ming-Yang Cheng;Koh-Mi Cho
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.732-738
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    • 2023
  • This study delves into the realm of upcycling beauty design by repurposing discarded CDs, magazines, and fabrics. The study outlines a meticulous process for transforming waste into beauty designs. We created three upcycling beauty design works as part of this investigation. The first creation, called Silver Leaf, uses the silver section of CDs to craft leaves and stems. Achromatic colors are used as makeup to achieve cyber-inspired imagery. After carrying out silver-gray eye makeup, the lips were completed by affixing a CD component. The second creation is a firebird crafted by cutting or folding fashion magazines to create essential items. The colorful firebird image was completed using vivid color makeup of shades such as red and yellow. After proceeding with red eye makeup, the lips were completed by cutting and pasting magazine cutouts. The third piece is a spring flower, which involved selectively cutting lace patterns to complete a beauty design extending from head to face. The colors are spring-themed and encompass pink, yellow, and blue. Pink, blue, and green eyeshadows were applied on the lace, attached from head to face, chest, and lips. This study advocates for the prospect of upcycling beauty design using sustainable materials by repurposing waste resources. It also introduces the possibilities of creative activities in this field through upcycling. The study aims to play a role in changing the perception of environmental conservation, a concern of our times, through the use of sustainable resources.

A Study on the Characteristics of Technology Subjects in the Media Field - Analysis of Types of Korean Patent Applicants - (미디어 분야의 기술 주체 특성 연구 -한국특허 출원인 유형 분석-)

  • Yeon-Ju Jeong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.911-918
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    • 2023
  • This paper analyzed technologies related to video and sound device manufacturing closely related to media images, divided applicants into companies, research institutes, universities, individuals and the public, and conducted technical statistical analysis, collective intelligence analysis, and open innovation analysis. It is necessary to express innovative ideas through technology in research institutes or universities, and efforts are needed to expand technologies in the media field in universities. Looking at the contents of patents actually filed, patents filed by companies or individuals were mostly related to media technology, and patents filed by universities and research institutes were mostly related to media content. This means that hardware technology patents should be developed extensively and in-depth in an inseparable relationship between media technology and content, and should be a driving force for software content to play a more diverse and creative role.

A Case Study(II) on Development and Application of 'Literature-Art-Science' Integrated Education Programs ('문학-미술-과학' 융합교육 프로그램의 개발 및 적용 사례 연구(II))

  • Choi, Byung Kil
    • Korea Science and Art Forum
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    • v.32
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    • pp.319-334
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    • 2018
  • This research is a case study to make sure the enhancement of students' imagination and creativity through developing and applying the Literature-Art-Science Integrated Education Program. Its research object was totally 25 persons of 29 students of the 1st to the 4 th Grades from Gunsan Sulsan Elementary School. Its research period lasted for 4 months from September to December, 2017, and I, as the research place, used the art room at Gunsan Sulsan Elementary School. The programs were totally 10 sessions with a unit of 1 session per each grade for 2 hours from 1:00 to 3:00 in the afternoon from Monday through Friday. I fixed ten themes of this program-eight plane modeling, and two solid modeling, and finished the work of storytelling during summer vacation. And I arranged their levels as low:middle:high(3:5:2) ones. The former was 'A Film of Monster Gorilla'(L), 'Learning the Spirit of Gyeongju Choi's Family'(M), 'A Tale of My Friend Made of Natural Materials'(L), 'The Reading of My Dream'(M), 'Gathering the Objects in My Mobile'(M), 'A Mock Trial of Marrying Off'(M), 'Painting My Favorite Children's Poem'(H), and 'Painting My Favorite Children's Song'(H), and the latter was 'Seeking for a Bluebird in My Mind'(L), and 'Making My Cherished Object' (M). Then I used the unique art expression technique per each theme, which were in sequence marbling, Korean paper art, combine painting, collage, imaginary painting, imaginary painting, play dough art, imaginary painting techniques. And I delivered to the students the scientific knowledge in terms of growing or manufacturing processes of materials used for making artworks. Prior to and after the processing this program, I surveyed about the students' ability of integrated thinking and emotional experience by 'Figure B Type' and 'Figure A Type' of The Torrance Tests of Creative Thinking, and took statistics with the resultant data. And I executed a paired t-test in order to verify the significance of mean difference in the result of investigation with those data. From the analyzed result according to the elements of creativity and the mean quotients of creativity, there showed a significant difference (t=3.47, p<.01) in 'fluency', and also a significant difference(t=3.59, p<.01) in 'creativity.' Judging from the statistic values of two fields such as the student's ability of integrated thinking and emotional experience, I estimate that over the majority of the students showed the enhancement in self-confident creative expression as well as higher interest and concern through this program. The result that I arranged and analyzed the making process of artworks, the photos of the resultant, etc. as such is as follows : Firstly, from this program being proceeded as art-centered STEAM class, the student's systematic problem-solving ability was improved in his ability of integrated thinking to transform the literary contents into artistic one. Secondly, the student obtained the emotional experience such as interest in the class, self-confidence, intellectual satisfaction, self-fulfillment, etc. through art-centered STEAM class using ten art expression techniques. Thirdly, the student's mind willing to cooperate, communicate with his friends, and care for them was ripened in the process of problem-solving. Fourth, the student's self-confidence was further instilled when presenting famous artists and their artworks in the introduction and finale of ten art expression techniques. Likewise, the statistic values on the fields of student's ability of integrated thinking and emotional experience illustrate that over the majority of the students showed improvement in the ability of creative expression with confidence as well as higher interest and concern upon this program.

The Design Improvement Plan of Seoul Forest Visitor Centers for Little Children (서울시 유아숲체험장의 공간 개선 방안)

  • Kim, Minjung;Jeong, Wookju
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.6
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    • pp.49-63
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    • 2021
  • The Forest Visitor Centers for Little Children who means preschoolers is an educational facility that achieves holistic growth by experiencing forests, and it should not be completed by installing specific facilities in the forest environment, but should be a space where preschoolers can play freely in the forest environment themselves. This study comprehensively evaluated the current status of Seoul Forest Visitor Centers for Little Children and suggested space improvement measures to enhance the effectiveness of forest experience. Through the theoretical review, seven spatial elements that enhance the effect of forest experience and six areas composing outdoor play areas were derived to prepare an analysis table for current status evaluation, and field survey studies were conducted on 24 centers in Seoul. Through expert interviews, the physical status was examined from the perspective of childhood education and the experiences of the users were summarized. As a result of the study, the Seoul Forest Visitor Center for Little Children is classified into six types according to the location characteristics and spatial structure, and has the characteristics of each type. The effectiveness of forest experience can be enhanced by identifying and revealing the environmental strengths of individual centers. In the case of outdoor experience learning zones, the proportion of exercise play areas was very large. By evenly organizing the forest experience space for each area, it will be possible to provide more diverse experiences to preschoolers. However, the status of uniform facility-oriented cannot be viewed as a fragmentary factor that lowers the effect of forest experience. The key to increasing the effect of forest experience by inducing creative activities is the spatial composition that considers the surrounding natural environment. Facilities should be a medium to help preschoolers' interest move into the forest. This study prepared data to understand the average physical status of the Seoul Forest Visitor Center for Little Children and suggested space improvement measures to increase the effectiveness of forest experience. This can be used as basic data for research to improve the quality level of the Seoul Forest Visitor Center for Little Children about 10 years after the project was implemented.

A Comparative Study on Implicit Creativity of Korea and America Recognized by Korean University Students (한국 대학생이 생각하는 한국과 미국의 암묵적 창의성에 대한 비교 연구)

  • Sung, En-Hyun;Ryu, Hyung-Seon;Ha, Joo-Hyun;Lee, Jeong-Kyu;Han, Soon-Mi;Han, Yun-Yung
    • Journal of Gifted/Talented Education
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    • v.17 no.2
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    • pp.365-391
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    • 2007
  • As a previous study to investigate recognition gap of creativity between Korea and America, this study has examined Korean university students' implicit creativity toward Korea and America. The research method using in this study was as follows: The subject were university students in Korea, and they were asked to answer multiply for open-ended questions. For the analysis of the answers, a frequency analysis was used. The results were as follows: 1) It showed that Korean university students considered creativity trait as cognitive trait, personality, cultural trait, research and development areas and arts areas. This result means that Korean university students tend to recognize creativity similarly to the ways of established theories of creativity. 2) For the case of Korea, environmental trait like sociocultural background had great importance for all cases of creativity trait and non-creativity trait. 3) American creativity was recognized focused on individual tendency, on the while, community spirit was considered as creativity trait in Korean creativity. 4) It is considered that American culture had better condition for displaying creativity than Korean culture. 5) Traditional culture of Korea was recognized as creativity trait in terms of originality and superiority, and the possibility of modernistic use of Korean culture. 6) Creative people were ranked by artists, executives, rulers and scientists who were well-known to Korean university students. 7) In the comparison of creativity trait between the two countries revealed the traits of creative people, American creativity was reflected more than Korean creativity, This result seems that those people were favored by Korean university students who were familiar with American culture. In conclusion, this study has found another possibility of creativity of the East among cross-cultural creativity studies. Moreover, this study has suggested that traditional culture and tradition renewal, and values of the East are superior cultural resources which are not exist in the West, and those are expected to play a role in developing creativity.

Carbon nanotube field emission display

  • Chil, Won-Bong;Kim, Jong-Min
    • Electrical & Electronic Materials
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    • v.12 no.7
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    • pp.7-11
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    • 1999
  • Fully sealed field emission display in size of 4.5 inch has been fabricated using single-wall carbon nanotubes-organic vehicle com-posite. The fabricated display were fully scalable at low temperature below 415$^{\circ}C$ and CNTs were vertically aligned using paste squeeze and surface rubbing techniques. The turn-on fields of 1V/${\mu}{\textrm}{m}$ and field emis-sion current of 1.5mA at 3V/${\mu}{\textrm}{m}$ (J=90${\mu}{\textrm}{m}$/$\textrm{cm}^2$)were observed. Brightness of 1800cd/$m^2$ at 3.7V/${\mu}{\textrm}{m}$ was observed on the entire area of 4.5-inch panel from the green phosphor-ITO glass. The fluctuation of the current was found to be about 7% over a 4.5-inch cath-ode area. This reliable result enables us to produce large area full-color flat panel dis-play in the near future. Carbon nanotubes (CNTs) have attracted much attention because of their unique elec-trical properties and their potential applica-tions [1, 2]. Large aspect ratio of CNTs together with high chemical stability. ther-mal conductivity, and high mechanical strength are advantageous for applications to the field emitter [3]. Several results have been reported on the field emissions from multi-walled nanotubes (MWNTs) and single-walled nanotubes (SWNTs) grown from arc discharge [4, 5]. De Heer et al. have reported the field emission from nan-otubes aligned by the suspension-filtering method. This approach is too difficult to be fully adopted in integration process. Recently, there have been efforts to make applications to field emission devices using nanotubes. Saito et al. demonstrated a car-bon nanotube-based lamp, which was oper-ated at high voltage (10KV) [8]. Aproto-type diode structure was tested by the size of 100mm $\times$ 10mm in vacuum chamber [9]. the difficulties arise from the arrangement of vertically aligned nanotubes after the growth. Recently vertically aligned carbon nanotubes have been synthesized using plasma-enhanced chemical vapor deposition(CVD) [6, 7]. Yet, control of a large area synthesis is still not easily accessible with such approaches. Here we report integra-tion processes of fully sealed 4.5-inch CNT-field emission displays (FEDs). Low turn-on voltage with high brightness, and stabili-ty clearly demonstrate the potential applica-bility of carbon nanotubes to full color dis-plays in near future. For flat panel display in a large area, car-bon nanotubes-based field emitters were fabricated by using nanotubes-organic vehi-cles. The purified SWNTs, which were syn-thesized by dc arc discharge, were dispersed in iso propyl alcohol, and then mixed with on organic binder. The paste of well-dis-persed carbon nanotubes was squeezed onto the metal-patterned sodalime glass throuhg the metal mesh of 20${\mu}{\textrm}{m}$ in size and subse-quently heat-treated in order to remove the organic binder. The insulating spacers in thickness of 200${\mu}{\textrm}{m}$ are inserted between the lower and upper glasses. The Y\ulcornerO\ulcornerS:Eu, ZnS:Cu, Al, and ZnS:Ag, Cl, phosphors are electrically deposited on the upper glass for red, green, and blue colors, respectively. The typical sizes of each phosphor are 2~3 micron. The assembled structure was sealed in an atmosphere of highly purified Ar gas by means of a glass frit. The display plate was evacuated down to the pressure level of 1$\times$10\ulcorner Torr. Three non-evaporable getters of Ti-Zr-V-Fe were activated during the final heat-exhausting procedure. Finally, the active area of 4.5-inch panel with fully sealed carbon nanotubes was pro-duced. Emission currents were character-ized by the DC-mode and pulse-modulating mode at the voltage up to 800 volts. The brightness of field emission was measured by the Luminance calorimeter (BM-7, Topcon).

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A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.5-14
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    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

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New Business Success using Strategic Innovation Strategy: Marine Engine Business and HEMAPT System of the Hyundai Heavy Industries Co. (신규사업성공과 전략적 기술혁신전략: 현대중공업의 엔진사업진출과 HEMAPT시스템 개발)

  • Kim, Wha Young
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.23-35
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    • 2016
  • Firms should seek greater profits and corporate growth through new businesses. New businesses contribute realizing creative economy that creates good jobs, and expanding the company by securing new markets and creating new profits and growth. However, new business is risky management decision-making to have a high failure rate because it involves the adaptation of new business environment and the burden of new investments, including the uncertainty of success in business. Therefore, innovation strategies play important roles for the new business entry, using product innovation, process innovation, business model innovation, disruptive innovation, and strategic innovation, etc. and company will get huge economic results by pushing them into successful business. It is essential that innovation strategy and IT development strategy along with business strategy of a firm are linked, and their strategic alignment is considered to be a critical success factor for new business success. Hyundai Heavy Industries(HHI) pursued marine engine business for the development of precision machinery industry and shipbuilding industry of Korea, and the company recognized the importance of new business strategy, innovation strategy, and IT strategy inter-linked, and pushed strategic alignment boldly. As a result, HHI won the competition in European and Japanese engine manufacturers and climbed into the world's largest engine manufacturer. This study suggests investigating and analyzing a case that HHI succeeded in marine engine business expansion using strategic innovation strategy as a way of the introduction of CNC machine tools and the development of HEMAPT system.

Design Development for the Ocean & Leasure Industry (해양레저산업 활성화를 위한 아이디어 상품 디자인개발 사례)

  • Kang, Bum-Kyu;Lee, Bo-Bae;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.116-127
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    • 2012
  • With the recent rapid growth in the number of people who enjoy marine and leisure activities in Korea, the marine leisure industry faces good opportunities for development. Korean brands are in between them. In this situation, new and innovative products related to an inflatable tube, which is one of the most popular marine leisure items, will help to increase sales of domestic companies and to pioneer a new market. Research methods are largely divided into 4: investigation, analysis & synthesis, development and evaluation. This paper introduces a "tube cushion" which is an inflatable tube covered by fabrics. It can be functioned at home 365 days a year as a cushion or a children's plaything. Tactile fabrics, neoprene and air-mesh, are used as the cover with a zipper, making it easy to open and close. Moreover, by putting together tubes and connecting them with snap fastener attached straps, the cushion can be transformed into a chair, a table, a tunnel, a train, and so on, serving as a creative plaything for children. With this paper, it is expected that new and innovative items differentiated from others, like this crossover tube cushion, will help to create a 'Blue Ocean' market for the marine leisure industry from the long-term perspective.