• Title/Summary/Keyword: Creative activity

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Effects of Hesperidin Are Not Associated with Changes in Basal Synaptic Transmission, Theta-burst LTP, and Membrane Excitability in CA1 Neuron

  • Baek, Jin-Hee;Kim, Jae-Ick;Kaang, Bong-Kiun
    • Animal cells and systems
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    • v.13 no.4
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    • pp.357-362
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    • 2009
  • Hesperidin, the most abundant polyphenolic compound found in citrus fruits, has been known to possess neuroprotective, sedative, and anticonvulsive effects on the nervous system. In a recent electrophysiological study, it was reported that hesperidin induced biphasic change in population spike amplitude in hippocampal CA1 neurons in response to both single spike stimuli and theta-burst stimulation depending on its concentration. However, the precise mechanism by which hesperidin acts on neuronal functions has not been fully elucidated. Here, using whole-cell patch-clamp recording, we revealed that hesperidin did not affect excitatory synaptic activities such as basal synaptic transmission and theta-burst LTP. Moreover, in a current injection experiment, spike number, resting membrane potential and action potential threshold also remained unchanged. Taken together, these results indicate that the effects of hesperidin on the neuronal functions such as spiking activity might not be attributable to either modification of excitatory synaptic transmissions or changes in membrane excitability in hippocampal CA1 neuron.

A Study on Model of Learning Activity Tool for Creative Problem Solving based on Mobile Learning (모바일러닝 기반에서 창의적 문제해결(Creative Problem Solving) 활동을 위한 학습지원도구 모형 개발)

  • Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.344-347
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    • 2016
  • 유비쿼터스 환경 시대에 맞춰 현재 스마트 디바이스의 발달과 시장의 확대로 스마트 미디어 기기의 보급이 급속도로 확산되고 있으며 많은 교육용 어플리케이션 또한 개발되고 있는 중이다. 이러한 교육용 어플리케이션들은 지식기반사회의 학습도구로서 지식접근 및 창출에 중요한 요소인 인터넷과 웹을 활용하게 되고 이동성과 편의성을 추구하는 모바일기기를 통해 학습이 가능하도록 지원하는 프로그램이다. 본 연구는 모바일러닝 기반의 '창의적 문제해결(CPS, Creative Problem Solving)' 모형을 활용하는 교육용 앱에 대한 설계방안을 제시하고자 하며 연구의 목적은 대학 교육에서 학생들의 창의적 사고와 문제해결능력 향상을 돕는 모바일러닝 기반의 학습환경을 설계하는 데 있다. 제안하는 학습지원 도구는 모바일 앱 형태로 제작되며 학습활동에 있어 다양한 창의적 사고과정 활동과 표현방식, 상호작용성 등의 기능을 통해 학습자의 고차원적인 사고능력을 향상시키는 인지적 도구로서 활용될 수 있도록 설계하였다. 개발환경은 안드로이드용 앱 인벤터 프로그램을 사용하였으며 앱 인벤터 서버환경에서 제공되는 컴포넌트와 이벤트 핸들러를 이용하여 교수자모드와 학습자모드의 앱을 각각 설계하였다. 교수자 앱은 학습활동 제공을 의미하는 프로바이더(Provider) 모드 기능이 포함되며 학습자 앱은 CPS 활동을 위한 학습활동 모드 기능이 설계된다. 대부분의 창의성 관련 앱들은 그래픽작업을 통한 두뇌활동 향상 프로그램, 체험활동 위주의 프로그램 등으로 출시가 되어 있으나 교수-학습 활동을 위한 창의적 문제해결활동 관련 앱은 존재하지 않는 상태이므로 수업활동에서의 활용측면에서 가치가 있을 것으로 기대된다.

College of Engineering Students' Perception on Creativity Education (공과대학 학생들의 창의성교육에 관한 인식)

  • Lim, Cheol-Il;Kim, Young-Jon;Kim, Dong-Ho
    • Journal of Engineering Education Research
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    • v.15 no.2
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    • pp.30-37
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    • 2012
  • There have been various educational approaches to foster students' creativity in engineering colleges, but little has been conducted based on empirical study results of students' perception on creativity education. This study aims to explore the students' perception on creativity in engineering such as characteristics of creative engineers, the level of individual or group creativity and creative education in engineering colleges. According to the survey results of 538 respondents, engineering students considered three factors such as 'innovative driven', 'eager for high intellectuality', 'activity expression' as characteristics of creative engineer. They evaluated both of individual or group creativity levels as subnormal. They perceived the importance of creativity education, but were not satisfied with current creativity educational experiences. They pointed out 'limited supports of nation or organization', 'credit system decided by the paper-based exam', 'non-systematized creativity classes' as impending factors for creativity in engineering education. Students suggested 'securing the budget for practice and field participation', 'changing of perception on creativity education itself', 'developing the creativity classes combined with engineering subjects' as fostering factors in creativity education. This studdy suggests several implications of educational approaches to creativity education in engineering colleges.

Influence of creative activities using multimedia materials of children's songs to personality in elementary school (동요방송을 활용한 창의적 활동이 초등학생의 인성에 미치는 영향)

  • Huh, Jeung-Kyeung
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.55-61
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    • 2019
  • Multimedia materials were developed to creative children's songs to elementary schoolers so as to improve favorable personality. To this end, we selected elementary school students to select appropriate songs for the cultivation of humanity, and produced multimedia including various image materials such as animation, documentary, chorus, dance performances, and interviews. Above all, we have created a teaching - learning process and presented the program so that teachers can easily guide students to agitation. As a result, the change of personality of elementary school students was positively shown through sway broadcasting, and I tried to give practical examples of practical application for cultivation of creativity and personality that should be emphasized at elementary school.

Defect of SIRT1-FoxO3a axis is associated with the production of reactive oxygen species during protein kinase CK2 downregulation-mediated cellular senescence and nematode aging

  • Ham, Hye-Jun;Park, Jeong-Woo;Bae, Young-Seuk
    • BMB Reports
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    • v.52 no.4
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    • pp.265-270
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    • 2019
  • We investigated whether SIRT1 is associated with reactive oxygen species (ROS) accumulation during CK2 downregulation-mediated senescence. SIRT1 overexpression suppressed ROS accumulation, reduced transcription of FoxO3a target genes, and nuclear export and acetylation of FoxO3a, which were induced by CK2 downregulation in HCT116 and MCF-7 cells. Conversely, overexpression of a dominant-negative mutant SIRT1 (H363Y) counteracted decreased ROS levels, increased transcriptional activity of FoxO3a, and increased nuclear import and decreased acetylation of FoxO3a, which were induced by CK2 upregulation. CK2 downregulation destabilized SIRT1 protein via an ubiquitin-proteasome pathway in human cells, whereas CK2 overexpression reduced ubiquitination of SIRT1. Finally, the SIRT1 activator resveratrol attenuated the accumulation of ROS and lipofuscin as well as lifespan shortening, and reduced expression of the DAF-16 target gene sod-3, which were induced by CK2 downregulation in nematodes. Altogether, this study demonstrates that inactivation of the SIRT1-FoxO3a axis, at least in part, is involved in ROS generation during CK2 downregulation-mediated cellular senescence and nematode aging.

New Fashion Products Development through Consumer Co-Creation

  • Jaekyong Lee;Ho Jung Choo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.475-491
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    • 2023
  • New product development (NPD) is crucial for fashion brands as they are required to constantly innovate in product design and technology to remain competitive in the global fashion market. In this study, we investigated the co-creative new fashion product development (NFPD) process to understand its structural characteristics and examined the components of this business model through case studies. Fashion companies frequently collaborate with consumers to create unique and innovative fashion items that both satisfy consumer demand and expand their economic potential. Base on case studied involving consumer participation in NFPD, our study analyzed the structural characteristics of the co-creative NFPD process. Consequently, our investigation identified five key factors of the co-creative NFPD business model: co-value, co-creator, co-activity, co-platform, and co-partner. The co-creation approach established in this study will help advance research on new fashion strategies and provide foundational information for Korean fashion companies that are facing an increasingly competitive global market, thus making a significant contribution to the literature.

Kids Color-design Playground Apparatus Proposal (아동 색채조형 놀이기구 디자인 제안)

  • Song, Ji Hong;Choi, Kyung Ran
    • Journal of the Korea Furniture Society
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    • v.25 no.4
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    • pp.239-249
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    • 2014
  • Color is an important subject of interest for cognitive developmental stages of children and it also correlate to emotional and physical development. Children can acquire concept of color by 'play'. Color play can be experienced to children through diversity activity and theses activities contain creative craft art activity. The color-paly with art activity for kids can be called 'kids color-design play'. Recently, indoor playgrounds are rapidly grow-up because parent's concern degree that about play activity get higher. The indoor playground being enlargement and it contains various paly contents. Color-design play is also enacted animatedly in kids indoor playground. The great part of color-design plays are enacted through program that needs teaching. On the other hand, color-design play facility that children can play spontaneously is not composed sufficiently. Therefore this study aim at design proposal of 'Kids color-design playground apparatus' in indoor playground.

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Values of Vintage in Korean Fashion Prosumer's Activities (한국 패션 프로슈머 활동에 나타난 빈티지 가치)

  • Lee, Hae-dong;Lee, Min-sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.6
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    • pp.808-824
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    • 2019
  • This study analyzes the values of vintage in Korean fashion prosumer's activities and elevates the values as one characteristic of Korean modern fashion. The methodology included literary and empirical studies as well as prosumer and modern Korean vintage fashion literary studies. In-depth interviews were done to analyze the values of vintage in fashion prosumer's activities. The values of vintage fashion for Millennials are creative activities based on public interest, expanded reproducing through sharing daily looks and self-expression through the scarcity of vintage clothing. Prosumer characteristics are self-satisfaction and sharing. Fashion prosumer's vintage trends are new-tro, communication, cultural complex, and sharing of daily life. The formativeness in fashion prosumer's activities are heritage, text, activity and image. The meanings are creation, communication, experience and sharing. Fashion prosumers are developing the new genre of 'vintage fashion activity'; in addition, values towards vintage fashion activity are also drawing international interest.

Creatine Kinase and its Isoenzymes in Jindo Dogs (진도견의 creatine kinase 활성치와 isoenzyme)

  • 최석화
    • Journal of Veterinary Clinics
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    • v.15 no.1
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    • pp.41-45
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    • 1998
  • This study was performed to investigate the serum creative kinase(CK) activity and CK isoenzyme in Jindo dog. Serum CK activity and CK-isoenzyme were analyzed in 53 Jindo dogs of both sexes. The mean value and normal range of serum CK activity were 24.1 lu/$\ell$ and 7-91 lu/$\ell$, respectively, in 29 female dogs, 24.8 lu/$\ell$ and 8-89 lu/$\ell$ in 24 male dogs. The CK activity of the Puppy showed a tendency to be higher than that of the adult. There was no significance between Puppy and adult. Three isoenzymes (CK-MM, CK- BB, and CK-MB) were recognized in serum. The mean percentages of female and male were as follows: 48.31fp and 48.1% for CK-MM, 35.49) and 33.61fp for CK-BB, and 8.2% and 10.1% for CK-MB in the puppy and 46.21% and 46.1 % for CK-MM, 36.3% and 37.6% for CK-BB and 10.5% and 9.5% for CK-MB in the adult.

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Young Children's User Experience on Dramatic Activities Relying on Robot Projector Based Augmented Reality (증강현실기술과 로봇을 적용한 동극활동유형에 대한 유아의 사용자 경험)

  • Hyun, Eunja;Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.469-480
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    • 2013
  • The purpose of this study is to investigate young children's user experience on three types of dramatic activity: traditional dramatic activities, dramatic activities relying on robot projector based augmented reality and creative dramatic activities relying on robot projector based augmented reality. Participants were 20 five-year-old children attending D kindergarten, in Seoul, Korea. They read 3 picture books, then did 3 types of dramatic activities in order. Participants were divided into 3 groups in each activity then they took a role as actors and audiences in order. After all dramatic activities had been done, participants had been interviewed regarding to user experience. The findings of this study are as follows; First, the most interesting dramatic activity for young children was creative dramatic activities relying on robot projector based augmented reality. On the other hand, the least interesting activity was traditional dramatic activities. Second, They answered it the easiest one for them the dramatic activities relying on robot projector based augmented reality, whereas the hardest one was the creative dramatic activities relying on robot projector based augmented reality. Thirdly, all the participants answered that it was not hard for them to use the technology embedded in dramatic activities relying on robot projector based augmented reality. They acknowledged the effects of augmented reality technology and the role of robot as well. The result of this study would suggest the feasibility of new technology promoting young children's digital literacy.