• Title/Summary/Keyword: Creative Play

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Development and Effectiveness of a Program for Enhancing the Creativity of Kindergarten Children through Physical Play (신체 놀이 활동을 이용한 유아의 창의성 증진 프로그램 개발과 효과)

  • Chae, Min-A;Choi, Wae-Sun
    • Korean Journal of Child Studies
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    • v.26 no.4
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    • pp.71-84
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    • 2005
  • Eighty-eight 5-year-old subjects were tested by the Torrance Tests of Creative Thinking, and randomly assigned to experimental(n=44) or control(n=44) groups. Developed in collaboration with kindergarten teachers, physical activity projects were based on themes from "life and health" and "life as expression" of the kindergarten curriculum. The resulting program consisting of 24 activities was applied to the experimental group for 24 sessions. Data were analyzed by mean, standard deviation, and repeated measures ANOVA. Effectiveness of the physical activity program for enhancing creativity was shown by a significant increase in mean creativity scores of the experimental group and in the sub-scores of fluency, originality, abstraction of title, elaboration, and resistance to an impetuous ending.

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Emotional Inherent Design Development of Children's Furniture Design (감성디자인이 내재된 아동용가구 디자인 개발)

  • Chae, Jung-Joo;Kim, Myeong-Tae
    • Journal of the Korea Furniture Society
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    • v.23 no.4
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    • pp.333-341
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    • 2012
  • This study intended to be designed at the level of furniture users' eyes for the users in designing furniture. Children's furniture follows parents' point of view mostly because the parents purchase the pieces for their children. Most of the children's furniture tends to rule out their psychological phenomenon and behavioral development. Therefore, children's furniture must be designed for children to be able to learn through their cognitive development and creative learning experience from having fun naturally by using the pieces combining with the typical play in their everyday lives like coloring, puzzling, and acting with movement.

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Exploring the Formation Process and Key Drivers of a Creative Milieu in the Early Arts and Cultural Ecosystem: The case of Seongsu-dong, Seoul, Korea (초기 문화예술생태계에서 창조적 환경의 형성과정과 추동요인: 서울시 성동구 성수동 지역을 사례로)

  • Lee, Jiwon
    • Journal of the Korean Geographical Society
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    • v.51 no.5
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    • pp.691-711
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    • 2016
  • Recently, Economic spaces around the world have changed dynamically. Creative arts and cultural actors have begun to emerge in old industrial neighborhoods of major metropolitan cities. These new actors can be seen as creative actors in arts and culture, as well as non-economic actors that have been somewhat overlooked in the traditional approaches of economic geography. They contribute to overcoming regional economic crisis, as these actors bring a particular deviant and creative atmosphere in the neighborhood. Especially, informal gatherings of artistic communities play a pivotal role in knowledge platforms for dynamics of knowledge creation and creativity, which has a significant effect on shaping a creative milieu in the initial stage of formation of a regional ecosystem. In this regard, this paper will investigate the fundamental mechanisms and driving forces of urban spatial restructuring through a case study of the creative arts and cultural ecosystem in Seongsu-dong, Seoul, Korea. Thus, the main purpose of this study is to identify the formation process and key drivers behind the development of the early arts and cultural ecosystem in Seongsu-dong from an evolutionary perspective.

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A Study on the Environment-Friendliness Evaluation of Sangsang Children's Park in Korea (국내 상상 어린이 공원의 친환경성 평가 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.169-180
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    • 2014
  • Since Seoul city supplied 'Sangsang Children's Park', domestic children's parks are changing from formal facilities to creative play space recently. From eco-friendly safe playground model development project, the awareness of eco-friendly playground, namely children's park is increasing and its necessity is magnified. However, we could not know how well most children's parks aimed at the eco-friendly playground reflect eco-friendly features and whether they are eco-friendly or not because there are not the specific planning guidelines and evaluation standards for making the eco-friendly playground or children's park. Therefore, in this study we established the environment-friendliness evaluation standards of children's parks and estimated the environment-friendly features of the 9 parks built on the subject of green among Sangsang Children's Parks. In the observational survey of the 9 parks, we evaluated the environment-friendliness of these parks in the 8 fields(location and placement, ecological environment, play space, play equipment and facilities, additional facilities, materials and resources, energy saving, environmental load reduction) according to the levels(suitable, partial reflection, unsuitable, non-reflection) of reflection of eco-friendly planning factors. The assessment results showed that 4 items (location and placement, additional facilities, play space, play equipment and facilities) were suitable and others (energy saving, environmental load reduction, ecological environment, materials and resources) were partial reflection or unsuitable. Therefore, on the basis of these results, this study proposed the planning indicators to be considered first and the planning factors that should be complemented and improved in the construction of eco-friendly children's park in future.

The Practice of Musical Stage Costume Production and the Role of the Stage Costume Designer - Focused on Case Studies of Domestic Small- and Medium-Sized Original Musical Productions - (뮤지컬 의상 제작의 실제와 의상 디자이너의 역할 - 국내 중소형 창작 뮤지컬 사례분석을 중심으로 -)

  • Park, Nae-Ri;Lee, Keum-Hee
    • The Research Journal of the Costume Culture
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    • v.20 no.1
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    • pp.18-35
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    • 2012
  • The purpose of this study is to offer a holistic description of the role demanded of costume designers to provide qualitative improvement of costume designs for small- and medium-sized musicals. The study accomplishes this by analyzing the relationship between the play and costume design in musicals and also by examining the process and environments in which costumes of small-sized theater companies' original musicals are produced. The methods of study are empirical research of literature related to dress, stage art, and culture & arts from both domestic and foreign publications; research of visual materials related to plays; and production and analysis of theatrical performances in which the researcher has participated as a costume designer. The results of the study are as follows. First, professionalism of the play and visual perfection of the work may be enhanced by costume designers actively participating in meetings with staff from each field of the play. Second, by taking advantage of the unique aspects of the work environment of small-sized theater companies' small- and medium-sized original musicals, such as harsh situations of regular and periodical meetings with all staff member, the designer may consider the director's intentions and concepts of the play, but should display more creative and autonomous design abilities. Third, because the costume designers of small- and medium-sized original musical plays are given a small budget and short production periods, the ability to systematically manage budget and production periods and the ability to flexibly handle unexpected incidents during the play is essential.

A Study on Play Education and Space Design for Developing Creativity of Children -Focusing on domestic childcare facilities and education program analysis- (유아의 창의성 발달을 위한 놀이교육 프로그램 및 공간 기획 연구 - 국내에서 운영중인 유아 보육시설과 프로그램 분석을 중심으로 -)

  • Choi, Kyung Ran;Kim, Myoung
    • Korea Science and Art Forum
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    • v.19
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    • pp.659-668
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    • 2015
  • The Korean education program and environment do not meet the increasing demand of daycare by facility, manpower, and budget deficits although Korea has also been interested in the convergent human resource with integrated ideas by creative education since the introduction of the Nuri curriculum for 5 year old children in 2011. Thus, the purpose of this study is to establish the preschool education program and design the proper space for developing the creativity of children. The procedure of this study is as follows. First, this study proposes the direction for establishing the daycare programs after examining the existing Korean daycare facilities and programs based on documented references about designs for daycare facilities. Second, this study proposes the program plans based on the framework establishment for developing preschool education programs by combination of 5 types of children's behavior on play and 5 types of formative principles for creative education with play. Third, this study proposes the direction of designs and conditions of daycare facilities for effectively managing the programs previously mentioned. As a result of theprocedure, this study comprehensively delineates the education program models and space plans for developing the creativity of Korean children, and suggests the necessity of development model of continuous education program by establishment of frameworks and the significance of space for effectively managing the model.

A Study on Comedy < The Wedding Day >'s Stage Costume Design - Focused on the Comedy - (희극 <시집가는 날>의 무대의상 디자인 연구 -희극성을 중심으로-)

  • Lee, Hye-Joo;Chung, Sam-Ho
    • Journal of the Korean Society of Costume
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    • v.62 no.2
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    • pp.40-54
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    • 2012
  • The significance of this research lies in the analysis of that appears in the comedy . It also aims to propose conceptual and analytical costume designs that emphasize the formal aspects of play by reflecting on the comical elements simultaneously. , the subject of this study, was played on November 12, 2009 at the Small Theater (Dalohreum Theater) in the National Theater as a celebration of the 40th anniversary of Suwon Women's College. The costumes were designed by this researcher and were produced in collaboration with the Creative Performances Research Institute (Suwon Women's College). The comic elements were categorized into deconstruction, deviation and unexpectedness according to previous studies on the humorous nature of comedy, and their aesthetic meanings were applied to the costumes. The designs that reflect the comic elements are as follows. The costume design reflecting deconstruction is a way that disassembles and recombines constructive aspects of clothing. It consists of seam margins outside or just left disassembled without sewing, dismantling the boundary of outerwear and underwear. The costume design reflects deviation because reformed shapes of collars, the variation of length and closure of skirts deviate from the traditional style. These are designed by distorting traditional designs with deviation and transcend of tradition. The costume designs the reflect unexpectedness integrates both tradition and the contemporary, and use materials of diversity and heterogeneity, and these are composed of external formats the result from incongruity. Because comic elements are metaphysical concepts that carry meanings that are difficult to define according to the country and period, it is required to analyze, organize and utilize their characteristics and meanings of each period. Since this study analyzed the comical elements of a play and applied them to costume design, it is hoped that a follow-up study of analytical costume design is be done, and that more diverse and more creative costume designs are in the next generation.

Estrogen-related receptor γ is a novel catabolic regulator of osteoarthritis pathogenesis

  • Son, Young-Ok;Chun, Jang-Soo
    • BMB Reports
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    • v.51 no.4
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    • pp.165-166
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    • 2018
  • Osteoarthritis (OA) is the most common form of arthritis and is a leading cause of disability with a large socioeconomic cost. OA is a whole-joint disease characterized by cartilage destruction, synovial inflammation, osteophyte formation, and subchondral bone sclerosis. To date, however, no effective disease-modifying therapies for OA have been developed. The estrogen-related receptors (ERRs), a family of orphan nuclear receptor transcription factors, are composed of $ERR{\alpha}$, $ERR{\beta}$, and $ERR{\gamma}$, which play diverse biological functions such as cellular energy metabolism. However, the role of ERRs in OA pathogenesis has not been studied yet. Among the ERR family members, $ERR{\gamma}$ is markedly upregulated in human and various models of mouse OA cartilage. Adenovirus-mediated overexpression of $ERR{\gamma}$ in the mouse knee joint tissue caused OA pathogenesis. Additionally, cartilage-specific $ERR{\gamma}$ transgenic (Tg) mice exhibited enhanced experimental OA. Consistently, $ERR{\gamma}$ in articular chondrocytes directly caused expression of matrix metalloproteinase (MMP) 3 and MMP13, which play a crucial role in cartilage destruction. In contrast, genetic ablation of Esrrg or shRNA-mediated Esrrg silencing in the joint tissues abrogated experimental OA in mice. These results collectively indicated that $ERR{\gamma}$ is a novel catabolic regulator of OA pathogenesis and can be used as a therapeutic target for OA.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.