• Title/Summary/Keyword: Creative behavior

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A Proposal for the curriculum of Filmic MediaStudy Concentrated on New Media (영상디자인 교과과정 연구)

  • 김종덕
    • Archives of design research
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    • v.9
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    • pp.301-320
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    • 1994
  • Filmff.V. is one of the most poweful media in the modern society. Its influnces on economics, culture, and social behavior are being extened more and more. By the growth of mutimedia market and existing film/T.V. market which are nurtured by the modern technology, filmff.V. culture became a giant influencial element. Filmff.V. culture in Korea did not settle down in right position, because of the uncontrolled implant and imitation of foreign film/T.V. culture under the short time of developing our own film/T.V. culture to support exploding technical aspects. A systematic filmff.V. education and financial investment are needed urgently to produce our own creative film/T.V. programs, and review on our filmff.V. culture and educational system are needed also to make a right understanding of filmff.V. media. In this proposal, I discuss the differences of educational system and curriculum between Korean filmff.V. educational institute and foreign countries'. Through this discussion, I sample a futuce oriented filmff.V. educational system and curriculum.

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The Effect of Organizational Culture Types of Hospital and Nursing experience on Organizational Citizenship Behaviors of Nurses (병원조직문화유형과 근무경력이 간호사의 조직시민행동에 미치는 영향)

  • Kim, Kyoungnam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5707-5713
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    • 2013
  • The purpose of this study was to identify the effect of organizational culture types of hospital and nursing experience on organizational citizenship behaviors of nurses that examined the fitness of a path model. The subject of this study were 368 nurses who were working at 3 hospitals. The data were collected by structured questionnaire from May 1 to June 28 of 2013. Data were analyzed using on SPSS Win 20.0 and AMOS 18.0 program. The results of this study organizational culture types of hospital and nursing experience explained 32% of the variance for organizational citizenship behaviors of nurses. Innovative-oriented organizational culture types of hospital were important factors for affecting organizational citizenship behaviors of nurses. Therefore the nurse manager must establish the strategies to improve who nurses' creative and innovative ideas accepted by the culture to change.

A study on Brand Experience of Complex Cultural Space by Life Style -Focusing on Sounds Hannam- (라이프 스타일에 따른 복합문화공간의 브랜드 경험 연구 -사운즈 한남을 중심으로-)

  • Jung, Da-in;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.333-339
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    • 2020
  • The lifestyle of the new consumer class of people with diversified social structures and tastes is affecting society as a whole. As of now, emerging lots of complex cultural space with unique sensibility and individuality, this paper is about proposing the branding of a complex cultural space. I selected Sounds Hannam as a cultural complex and conducted in-depth interviews about brand experience and Ethnography. The study found that Sounds Hannam needs sense of hearing and smell because the sensory factors of the Sounds Hannam are concentrated in the visual field, and also, there is a need to create an appropriate communication channel through SNS. The Sounds Hannam had the characteristic factors of sensibility, relaxation and content based on a diversity different from the existing one. Throughout research, it was derived that planning space as a place to inspire people through spatial composition that triggers behavior and creative thinking is the goal of a complex cultural space and at the same time, an effective way to reflect the lifestyle of those in 20s.

Development Paradigm of Repression and Desire Embodied by Body and Clothing (몸·복식에서 억압과 욕망의 패러다임 개발)

  • Jeong, Ki-Sung;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.63 no.6
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    • pp.97-112
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    • 2013
  • In this study, physical, social and psychological repression embodied by the body and clothing are referred to instinctual, power and creative desires, respectively, from the point of biological, social and aesthetic views. Desire refers to a behavior to overcome men's imperfections with individual security, sense of belonging and the pursuit of an ideal, which are obtained by living as a social creature. Repression through the body is sub-categorized depending on whether it is temporary or permanent. Repression expressed through clothing is seen through revealing/concealing, contraction/expansion, and deconstruction/ reconstruction. What enables human beings to embrace changes in fashion without fierce resistance or backlash is the changes of formativeness demonstrated by repression through the body and clothing. The aesthetic values drawn from the exhibition of repression and on the body and clothing are categorized into narcissism, fetishism and aestheticism. While narcissism is an instinctive desire grounded on the originality and confidence of the self that results in refusing repression, fetishism is a desire for power that expedites repression in the pursuit of materialistic value or sexual fantasy. Aestheticism is a desire for creativity that symbolizes the body-and-clothing repression in the pursuit of aesthetic idealism. Repression evokes desire, and the pursuit of desire leads to another repression. The aesthetic values of desire for instinct, power and creativity can be substituted with each other for interpretation according to the attitudes of an initiator, a user and a spectator.

A Study of the Effectiveness of Token Economy on Children′s Behaviors for Oral Medication (토오컨 강화가 입원 아동의 약 복용행위에 미치는 효과)

  • Lee Ja hyung;Kim Il Ok
    • Child Health Nursing Research
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    • v.5 no.3
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    • pp.318-327
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    • 1999
  • Oral medication is one of the most frequent treatment in clinical care. and frequently refused by children. Children's refusal spends unuseful time and require nurses'Patience. So this study was attempted to develop token economy Program which Promote children's medication. and to evaluate its' effect to construct the experimental ground. This study was a quasi experimental study under the nonequivalent control group non-synchronized design. The subjects of this study were 48 children who were aged 3-12 years and admitted pediatric ward because of their respiratory disease. Token economy program was consisted of cartoon record paper with stickers which expresses the better medication is taken the more germs die, and gift was given for back up reinforcer. To evaluate this Program. time spent for oral medication was measured six time to both experimental group and control group. and measured the perceived effectiveness of this program by nurses. To determine the effect of the program, the data were analyzed by the SAS 6.12 Program with t-test and mean, standard deviation. The results of this study were as follows: 1 In experimental group, time spent for oral medication was significantly shorter than in control group(t=5.24. p=0.0001). Therefore, the hypothesis of this study was strongly accepted. 2. Nurses perceived this program as an effective one(mean=3.125~3.792). The effectiveness occurred before. during and after medication as well as in parental responses, especially in using verbal dissatisfaction after medication. In conclusion. it was found that the token economy program for admitted children was effective in inducing the children's behavior of oral medication. There was no effectiveness in very highly anxious children Whereas, it is recommended that this program should not be used for such children until they settle down. If the token economy program was made in various situation with creative thinking, it will be very useful nursing measurement, especially in caring for children. To improve the qualify of nursing care, the various programs, which can give joyfulness to stressed patients should be developed.

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Goal Gradient Effect in Reward-based Crowdfunding; Difference in Project Category (후원형 크라우드 펀딩에서의 목표 구배 효과; 프로젝트 카테고리 별 차이를 중심으로)

  • Hwang, Ji Hyeon;Choi, Kang Jun;Lee, Jae Young;Soh, Seung Bum
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.173-193
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    • 2019
  • Reward-based crowdfunding is a funding platform that allows funds to be raised to early operators who have lack of funds, and is seen as an outstanding infrastructure that is going to lead the fourth industrial revolution in that it is a field of realization of new technologies and creative ideas by start-ups. Reward-based crowdfunding has grown in line with the trend of the fourth industrial revolution, and funding success cases are taking place in various industries that culture/art to technology/IT, including as a new means of knowledge management in a rapidly changing industrial environment. The study focused on the fact that consumer's donation purposes may also vary depending on the category of projects classified as reward-based crowdfunding. Because consumer payment decisions and motivation of consumer purchasing behavior are classified according to the purpose of purchase, the previous papers that the goal gradient effect that the main motivation of consumer donation for reward-based crowdfunding introduced vary depending on project category of utilitarian and hedonic. In this study, consumer's daily donation data is collected by Indiegogo which is a leading reward-based crowdfunding company using web-crawling and the model was defined as propensity score matching (PSM) and random effect model. The results showed that the goal gradient effect occurred in utilitarian project category, but no goal gradient effect for the hedonic project category. Furthermore, this paper developed the study of motivation of consumer donation and contributes theoretical foundation by the results consumer donation may vary depending on the project category; also, this paper has implications for an effective marketing strategy depending on the project category leaves real meaning to the projector.

Social-emotional Learning-Based Music Program Development for Social Inclusion of Children With and Without Disabilities (장애-비장애 아동의 사회적 통합을 위한 사회정서학습(SEL) 기반 음악활동 프로그램 개발)

  • Kim, Eunae
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.83-100
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    • 2020
  • The purpose of this study was to develop and validate the music program based on social-emotional learning (SEL) to facilitate social inclusion between children with and without disabilities studying together in inclusive classes. For program development, the literature on social inclusion programs and SEL programs were analyzed. Program components were extracted from the literature review and based on the review activities were also selected. The participants were fifth- and sixth-grade elementary school students, including children with intellectual disabilities, and the program was implemented over 12 sessions during the students' creative experiential activity class. The validity of the program was evaluated by teachers and the specified program contents were modified and finalized reflecting the professionals' recommendations. This study supports that SEL-based music program can be effectively applied to inclusive education. The developed music program is also expected to improve the social and emotional capacity of children in inclusive classrooms and to increase the social inclusion between children with and without disabilities.

How Textual Sources Affect Fashion Design Ideation and Developing Process

  • Yang, Eui Young;Lee, Hoe Ryung;Park, Su Jin;Jeong, Ji Woon;Park, Hye In;Ha, Jisoo
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.13-30
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    • 2021
  • The research expects that textual sources such as reading texts with additional information in the form of texts can be effective inspiration sources for fashion design ideation and development process. This research analyzes how efficiently textual sources work along with individual internal sources, such as sociocultural influence, design fixation, and during the design process. Six fashion design graduate students shared 2 inspirational experiences under 2 different studies (4 experiences in total); in addition, in-depth interviews were conducted based on individual design sketches. The result shows that textual sources provided a positive effect on all 6 participants with different intensities based on various backgrounds and individual tastes. This result demonstrates individual 'influence' (their sociocultural capital such as personal preferences, likings, habits, and past experiences) and 'inspiration' mutually work together to make an effect on fashion designers' ideation and development process for the design, sometimes one working more than the other (or vice versa), respectively. This paper makes important practical contributions by identifying and discussing the design behavior performed (especially in fashion design) by fashion design students during the design process with new sources of inspiration provided such as textual sources. The research revealed how textual sources can be an effective inspiration for fashion design students and provide insight to fashion design educators and professional fashion designers.

Reconstructing the Curriculum for Inclusive Music Classes in Elementary School by Linking the Common Curriculum and the Basic Curriculum (공통 교육과정과 기본 교육과정의 연계를 통한 초등학교 음악과 통합수업의 교육과정 재구성 방안: 지적장애 학생을 위한 창작 활동을 중심으로)

  • Won, Chorong
    • Journal of Music and Human Behavior
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    • v.19 no.1
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    • pp.69-92
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    • 2022
  • The purpose of this study was to present a methodology for reconstructing the curriculum to provide appropriate music education to students with special needs in inclusive classrooms. This study presents a customizing music curriculum reconstructing model for students with special needs. This model consists of six stages: analyzing students' characteristics and educational needs, analyzing the common music curriculum and basic music curriculum, establishing specified assessment criteria for achievement standards, analyzing the music textbook for the common curriculum and basic curriculum, reorganizing educational activities in music units, and conducting differentiated music instruction. This study presents an example of the customization process and focuses on a creative music activity for students with intellectual disabilities. Recommendations and guidelines for reconstructing the curriculum to best meet the educational needs of students with special needs are provided.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].