• 제목/요약/키워드: Creative Works

검색결과 446건 처리시간 0.022초

질문이 있는 '지층과 화석' 관련 STEAM 수업 자료 개발 및 적용 (Development and Application of STEAM Class for Stratum and Fossil with Questions)

  • 정미영;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제37권4호
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    • pp.455-465
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    • 2018
  • The purpose of this study is to investigate the effect of 'strata-fossils' STEAM program with questions on the academic achievement, creative problem-solving ability and scientific interests of elementary students. For this purpose, the STEAM program with questions was developed and applied to the third and fourth graders in elementary school. As a result, the academic achievement, creative problem-solving ability and scientific interests of the group applying the program showed a significant improvement in the post-test than the pre-test. The result of learner satisfaction survey of the STEAM program was also high. This means that the STEAM program class with questions for 'strata-fossils' could be meaningful works to encourage students' academic achievement as well as their creative problem-solving ability and scientific interests. Therefore, it seems necessary to apply for other themes in elementary science continuously.

문화예술 분야에 내재된 발명적 사고원리에 대한 소고 (On the Inventive Thinking Principles in the Arts and Literature)

  • 정원일;박영택
    • 공학교육연구
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    • 제21권5호
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    • pp.10-19
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    • 2018
  • The need for integrating the arts and literature into the engineering education has been emphasized to cultivate the creative talent in recent years. However, there have been few studies to investigate how the arts and literature can be linked with nurturing creative talent in the engineering fields. In this paper, it is examined that inventive thinking principles for creative ideation in the engineering fields can be applied to the arts and literature. For the purpose, creative works in the arts and literature, which can be explained by the five thinking tools of SIT(Systematic Inventive Thinking), are collected. The result shows that engineering and the arts share common thinking patterns.

INTELLECTUAL CAPITAL AS THE BASIS FOR THE DEVELOPMENT OF CREATIVE INDUSTRIES

  • Hanna Kostromina;Olha Potishchuk;Tamara Rudenko;Maryna Pushkar;Oksana Romaniuk
    • International Journal of Computer Science & Network Security
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    • 제23권3호
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    • pp.208-214
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    • 2023
  • Globalization and the development of technology have turned creativity into a necessity. Numerous countries consider creativity to be the major model of economic development. In this era of the knowledge-based economy, creativity is becoming a catalyst for the development of millions of people around the world. Irina Bokova, the former Director General of UNESCO, has stated that the cultural and creative industries have a capital of 2 250 billion US dollars, almost 30 million jobs worldwide in the economies of advanced countries and developing countries (Cultural Times, 2015). Copyright is a branch of intellectual property with a wider scope, forasmuch as it applies to every product of literary, scientific and artistic works in all forms of expression, relating to certain levels of originality.

카지미르 말레비치 절대주의 회화를 응용한 니트디자인 (Knitwear Design through Application of Kazimir Malevich's Suprematism Painting)

  • 김그림;김영주;이연희
    • 한국의상디자인학회지
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    • 제9권3호
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    • pp.151-166
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    • 2007
  • The purpose of this study was to examine the Russian abstract artist Kazimir Malevich's works during the period of absolutism and thereupon, suggest some knitwear designs practical, decorative and creative. For this purpose, the researcher reviewed domestic and foreign literature, dissertations and academic journals to determine the Russian abstract fine art and the significance of Kazimir Malevich's works in the history of arts and thereupon, examined Malevich's works or the champions of absolutism in terms of their geometric formative elements or forms and colors. The results of this study can be summarized as follows; First, paintings may be important motives for the contemporary costume designs, while being a major driving power for development of some original designs depending on artists' personal thoughts and expression techniques. Second, this study is deemed to suggest creative and original techniques and motive applications for fashion designs by introducing the elements of Kazimir Malevich's paintings into costume designs, and provide for an opportunity to suggest new values by combining arts and fashion. Third, the knit jacquard technique, one of the major techniques for the knit design works using Kazimir Malevich's absolutism works, is considered a tubular jacquard featuring the deepest sense of thickness. The intarsia technique is preferred in the recent trend for light fabric because it features clear background patterns and allows for thinner fabric. Lastly, it is hoped that this study will serve to expand the domain of expression by means of an art marketing or meeting between arts and fashion in our contemporary industries.

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인공생명 예술의 창발적 발전양태 - 나오꼬 토사의 작품을 중심으로 (The Developmental Aspect of Emergence in Naoko Tosa's Artificial Life Art)

  • 김희영;이왕주
    • 디지털콘텐츠학회 논문지
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    • 제9권4호
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    • pp.645-652
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    • 2008
  • 인공생명 연구는 인공생명을 이용한 예술의 발전에도 영향을 주었다. 인공생명예술은 초기의 미시생물에 대한 탐구에서 출발하여 관람자의 선택을 통해 창발성을 일으키는 작업으로 발전해 왔다. 또한 실제 동물에 대한 관심은 사이버 펫과 같은 인공 동물의 제작으로 이어지고, 인간에 대한 관심은 아바타의 창조로 이어진다. 본고는 사이버 펫과 아바타를 활용한 나오꼬 토사 작품의 비가시적 감성에 대한 분석을 중심으로 인공생명 예술의 창발적 변화가 인터랙티브 아트의 발전에 어떠한 영향을 미쳤는지를 입증하고자 한다.

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비교과프로그램으로서의 창의·융합캠프 사례연구 (Case Study of Creative Merged Camp for non-Subject Program Development)

  • 주은숙;김창수;김경환
    • 공학교육연구
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    • 제19권1호
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    • pp.54-60
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    • 2016
  • This paper was built for an activation of a merged education and development of non-subject, new type creative merged education program having effectivities. This program is disciplined a kind of flipped learning and camp program of 2 nights and 3 days. Given a problem which big enough and open-ended problem, multidisciplinary team that composed with engineering and design major students works the capstone design project. For ordinary engineering design process, 'how can we make?' was important. But in this program 'what can we make?' is more serious question. Our program was pursuing an creative idea that can induce innovation. Teaching or interference of professors was minimized and then students solve the problem theirselves by long time and liberal brainstorming. Last products is not real goods and only a proposal for manufacturing. Finally, the results are presented using ppt and board. After not only professors but also students of other teams can ask a question, resolve and comment on that proposal. The benefits of this program are that inner members of university take a whole process from planning and working to last evaluation. Besides economic benefit, they can secure an infrastructure for development of creative merged education program by running for several times and so can improve the program continuously. For an aspect of students, they can respond to recently highlighted creative experiences that required for recruitment.

New Museum for New Forms of Art - Focused on "Museum without Walls", and the relationship between art and architecture -

  • Song, Ha-Yub
    • Architectural research
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    • 제13권1호
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    • pp.3-9
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    • 2011
  • To design and construct a museum of art involves the interest of artists, architects, curatorship, management, and local government. More than this direct relationship, museum obliges the public a mission of delivering genuine public experience through art and architecture. However, most of Modern and contemporary architecture has not delivered genuine public experience of integrated art and architecture. Conceptual message of art and perceptual architectural exhibition space has not been integrated easily. Picture frame canvas initiated this schism and institutionalized museum management hampered the creativity of artists. This schism was overcome through artists' questioning of museum culture and creative works that embrace work and its environment. In contemporary culture, installation art and media art necessitates a new museum format which needs not only exhibition, but laboratory and interface space with viewers. This paper will regroup the existing museum according to its use and strategy, and reinterpret progressive museums that fosters young artists, and more than this, will introduce successfully established museums for new forms of art, which are equipped with versatile exhibition spaces, innovative interface between works and viewers, and own laboratory that can produce works of art. These examples will envision a creative method of art and architecture production that can achieve genuine public experience.

Paco Rabanne의 특수소재를 이용한 작품의 발상과 조형미 (The Formative Aesthetic of Paco Rabanne's Works with Material)

  • 김지연;이경희
    • 한국의류산업학회지
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    • 제4권4호
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    • pp.317-326
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    • 2002
  • This study is to analyze the works introduced in the collections of Paco Rabanne in an aim to identify formative aesthetic and design concepts. As the data to study the creative concepts and expressions of the designer, fashion photographs were gathered in a focus on collections. Paco Rabanne's fashion philosophy is to shine women who has passion, energy and self-confidence, with glittering materials. For he had a career of fashion accessary designer and architect, he tried to make his work constructively with non-sewing technology. So, his works could be divided three parts of materials which he has made creative fashion with. They are metallic, non-metallic and fabric. In metallic, design concepts are cosmos, egypt, the middle ages, modern technology. And from these the formative aesthetic were mainly characterized by the futurism, cubism and eroticism. In non-metallic, building, purism of primitiveness, nature. And from these the formative aesthetic were mainly characterized by surrealism, primitivism, romantism. In fabric, design concepts are natural phenomena, optical illusion. And from these the formative aesthetic were mainly characterized by cubism, optical art.

패션디자인의 저작권법상 보호 가능성에 대한 고찰 - 저작물의 성립요건과 보호대상 저작물의 유형 검토를 중심으로 - (A Study of the Possibility of Legal Protection of Fashion Designs under the Copyright Law - Based on the Review of the Requisites of Works of Authorship and their types -)

  • 조경숙
    • 복식
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    • 제64권1호
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    • pp.123-135
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    • 2014
  • The author has explored whether legal protection of fashion designs is possible under the current Korean Copyright Act with the purpose of promoting the understanding of the legal principles of the copyright law among fashion professionals. It examined the general provisions of the copyright law as well as the requisites for establishment of "works of authorship" and the types of protection stipulated by the copyright law, which are needed to understand the possibilities of legal protection for fashion designs under the law. It then analyzed several leading cases in the fashion designs sector for the interpretation of related legal principles. The Copyright Act defines "works of authorship" for protection as the creative works that express human ideas or emotions. Works to be legally protected under the law include artistic works that are equipped with the prerequisites for establishment of "works of authorship", or fashion designs that are equipped with the prerequisites for establishment of an independent applied artistic works whose originality is distinguishable from articles.

의상디자인 발상을 위한 구성선의 응용과 전개방법 (The Application and Development Method of Construction Lines for Conceptions of Clothes Design)

  • 공미란
    • 한국의류산업학회지
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    • 제10권6호
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    • pp.848-856
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    • 2008
  • In today's world where a preference for prestigious brands prevails, it's essential to have creative design conceptions rather than try simple mimicking or following in order to be recognized for creative and objective design works. In that sense, the development of clothes design using construction lines offers a great approach towards the ideas of reinterpreting and creating new designs since it creates new forms by understanding lines as signs of conception and transforming them. That approach allows a designer to improve his or her imagination, creativity and expression in a freer and richer manner, think of many original ideas through diverse changing processes, and develop the skill to visualize the ideas by incorporating geometric forms of abstract lines into clothes. When approaching the conception of clothes design from the standpoint of construction lines, you need to adopt more specific and systematic design methods instead of vague imagination to introduce simple facts or theories to a new design process. That's one of the ways you can approach clothes design easily and enhance your conception skills. The process of clothes design according to the conception of construction lines is composed of the following stages; the preparation stage involves an understanding of the principles and the entire process of clothes design conception based on construction lines; the idea stage requires a designer to make free alterations of the given basic construction lines by moving and replacing the lines and sides in diverse ways; in the creation and expression stage, the designer uses the newly reconstructed construction lines to create clothes design; and in the evaluation stage, the designer makes a presentation of his or her subjective design works and has his or her works assessed and tested in an objective fashion. In today's modern society that demands new and original globalized design, the results of the study will help to invigorate the development of new fashion design in a more systematic and practical manner by suggesting a feasible and gradual educational program for the development of design based on the technique of construction lines.