• 제목/요약/키워드: Creativity Characteristics

검색결과 467건 처리시간 0.02초

창조적 사고체계로서의 실내디자인 과정에 관한 연구 (A Study on the Interior Design Process as Creativite Thinking)

  • 이선민
    • 한국실내디자인학회논문집
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    • 제13호
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    • pp.60-71
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    • 1997
  • A study was performed for combination active process between the academical theory and practical design process based on creative thinking process in interior desigv. At first, it was investigated the concepts and characteristics of creativity combined with creativite process of thinking, and also scientific and art characteristics on interior design to be educated together with logical and esthetical concepts required for creative thinking process. In reference with above process, it was systematically established stepwise process of interior design with creative thinking system. As a resualt, creativity in interior design could develop a unique design process combined informations about knowledge and experiences with actual acquirements by individual's experiences. So interior design could be approachable and developed with open-mind and consistently scientific methodology. Also creativity power of interior design could be solved by strategic knowledge acquired by practical experiences and problem solving capability in special branches. Like this, all design activities, including interior design, would be accomplished theoretical background and actual design process under the concepts of practical intension and use. So it would be made creative products by means of detail adapation process based on the theoretical atmosphere, therefore it'll be strongly based on the hardnessing of theoretical value and power. Theory for design process referred to environmental concepts, so including interior design, would not be terminated as for theoretical concepts but be responsible for future of well-developed design by accomplishment of various design adaption method for practical purpose and objectives.

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초등 수학 영재의 판별과 선발 (Identification and Selection the Mathematically Gifted on the Elementary School)

  • 송상헌
    • 한국영재학회:학술대회논문집
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    • 한국영재학회 2001년도 춘계 학술세미나
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    • pp.43-72
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    • 2001
  • Identification and discrimination the mathematical giftedness must be based on it's definition and factors. So, there must be considered not only IQ or high ability in mathematical problem solving, but also mathematical creativity and mathematical task commitment. Furthermore, we must relate our ideas with the programs to develop each student's hidden potential not to settle only. This study is focused on the discrimination of the recipients who would like to enter the elementary school level mathematical gifted education program. To fulfill this purpose, I considered the criteria, principles, methods, tools and their application. In this study, I considered three kinds of testing tools. The first was KEDI - WISC personal IQ test, the second is mathematical problem solving ability written test(1st type), and the third was mathematical creativity test(2nd type) which were giving out divergent products. The number of the participant of these tests were 95(5-6 grade). According to the test, students who had ever a prize in the level of national mathematical contest got more statistically significant higher scores on 1st and 2nd type than who had ever not, but they were not prominent on the phases of attitude, creative ability or interest and willing to study from the information of the behavior characteristics test. Using creativity test together with the behavior characteristics test will be more effective and lessen the possibility of exclusion the superior.

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부정적 소구 광고의 효과 -사회문제를 주제로 한 잡지 의류광고를 중심으로- (The effectiveness of Advertising with Negrative Appeal -concentrating on magazine apparel ads taking social problems as their themes-)

  • 변상은;김인숙
    • 한국의류학회지
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    • 제23권7호
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    • pp.953-964
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    • 1999
  • The purpose of this study was to analyze the effectiveness of negative appeal ads taking social problems as their themes. Two social problem ad themes concerning abortion and drug addiction were selected as stimulus. Questionnaires consisted of questions about affective response cognitive evaluation consumer's characteristics(sex, clothing involvement social problem involvement) and the ad and brand attitudes They were distributed to 200 high school students in Seoul. Results were : 1 The affective response consisted of 4 dimensions(negative inactivating activating positive) and the cognitive evaluation had 3 dimensions(utility·persuasive power creativity awareness) 2. Creativity and awareness dimensions and the ad attitude had positive influence on the brand attitude for the abortion theme ad,. Creativity dimension and consumer's clothing involvement had positive influence on the brand attitude for the drug addiction theme ad . Especially the affective response had no significant influence on the brand attitude. This result suggests that in case of negative appeal ads the affective response does not necessarily degrade the brand attitude while positive cognitive evaluation on creativity and awareness of the could influence the brand attitude favorably through raising attention to the brand resulting in high effectiveness of the ad.

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대학생들의 창의성 측정을 위한 TTCT의 적용과 학업성취 요소들 간의 관계 (Applying TTCT for Measuring the Creativity of College Students and its Relationship between the Elements of Academic Achievements)

  • 정지범;박정선;백윤수
    • 공학교육연구
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    • 제8권4호
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    • pp.40-51
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    • 2005
  • 본 연구는 주로 공과대학 대학생들을 중심으로, 대학생들의 창의성을 측정 평가하고, 이를 바탕으로 학생들의 창의성을 증진시키는 교육과정을 마련하기 위한 창의성의 공학적 응용 기반 연구의 일환으로 진행되었다. 이를 위하여 창의성의 측정방법으로 제안된 TTCT의 주요 특성을 밝히고자 한다. 이는 대학생 집단의 창의성 지수에 대한 규준표의 제시, 창의성 점수의 성별, 전공별, 연령별 특성 분석, 창의성 점수와 성적과의 관계 분석 등으로 이루어진다. 이를 통하여 창의성의 정량적 측정을 위한 도구로서 TTCT의 활용가능성과 한계를 제시하고자 한다.

Reconsideration on the Agglomeration Factors of Cultural Industries

  • 반택 성사
    • 한국경제지리학회지
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    • 제11권3호
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    • pp.375-388
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    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

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'놀이' 관점에서 본 인터랙티브 패션디자인의 창작 특성 (Creations of interactive fashion design as 'Play')

  • 정수진;임은혁
    • 한국의상디자인학회지
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    • 제21권2호
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    • pp.43-56
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    • 2019
  • The purpose of this study is to analyze the phenomenon of 'play' in contemporary fashion creation from an interactive point of view and to analyze cases in the contemporary fashion design creation process. The research method was a combined literature review and a case study. As a result of the research, we have derived the creations of interactive fashion design from the viewpoint can be categorized as 'play as creativity', 'mimesis', and 'deviance'. First, creativity can be seen in DIY products, customized products, and clothing that reflects the consumer's way of wearing. By actively intervening in the products and expressing their creativity in the product, it can be considered as a DIY creation. Second, mimesis in the creation of a fashion design that occurs when consumers imitate the designs of the famous fashion designers. Often similarity and difference are generated, while sometimes objects are newly constructed. Third, deviance means that an item is reborn with a completely different intention from the original shape and function by the intervention of the 'hacker' consumer. For example, the logo and the design of a luxury brand are transformed to satirize its legitimacy. In this paper, we analyzed the cases of fashion design creation as an interactive play and investigated their characteristics and tendencies.

정부출연 연구기관 연구개발팀의 창의성 제고 관리방안에 관한 연구 : 부서장과 구성원 관점의 비교 (A Study on the Improvement of Creativity of R&D Team in Government-Funded Research Institutes : Comparative Study on the Viewpoints of Leaders and Members)

  • 노풍두;한인수
    • 기술혁신학회지
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    • 제21권3호
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    • pp.992-1020
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    • 2018
  • 본 연구는 정부출연연구기관의 연구개발팀 창의성을 제고할 수 있는 방안을 체계적인 실증연구를 통해 규명하려는 연구이다. 이를 위해 집단창의성에 대한 기존연구에 기초하여 연구모형을 설정하고 이를 실증연구를 통해 검증하였다. 구체적으로, 첫째, 팀의 특성, 팀 효능 감의 팀 창의성에 대한 영향관계를 규명하고, 둘째, 팀 특성과 팀 창의성간에 있어 팀 효능 감의 매개효과를 검증한다. 실증연구는 정부출연연구기관의 102개 연구개발팀을 대상으로 하였다. 팀 창의성 측정에 있어서는 부서장에 의한 평가와 구성원 자체 평가를 병행하는 방법을 택하였다. 이는 평가의 정확성을 높임과 동시에 두 주체의 관점의 차이를 비교하기 위해서이다. 분석결과 팀 특성 중 응집성이 팀 창의성과 정적 관련성이 있었고, 팀 효능감은 팀 다양성, 팀 자율성과 팀 창의성의 관계에서 매개역할을 하는 것으로 나타났다. 이러한 연구결과를 토대로 본 연구의 시사점과 제한점 추후 연구과제에 대해여 논의 하였다.

성수동의 지역적 특성을 반영한 패션디자인 개발 (A Study on the Fashion Design Development Reflecting Regional Characteristic of Seongsu-dong)

  • 이서도;염미선
    • 한국의류산업학회지
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    • 제19권4호
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    • pp.373-384
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    • 2017
  • This research has its significance on contributing to the establishment of sustainable fashion industry ecosystem of Seongsu area based on the creativity which is the driving force of economic growth in the 21st century. This study reviewed the major activities and processes of Seongsu-dong's regional specialized industries project and the social economic organizations's creation of fashion clusters by using specialized books, previous research, press releases such as newspapers, magazines, and the specialized internet site(www.seoul.go.kr). Also street casual-style clothes were designed based on work-wear that themed Seongsu-dong's industrial scene and social problems. The results of this study are as follows. Seongsu-dong represents the political and economic characteristics of a typical semi-industrial area in which the automobile repair, printing, textile, leather, and handmade industries are concentrated in accordance with the government's business and policy, and shows the technical characteristics through the internal complete industrial ecosystem integration of the handmade industries. In addition, social and cultural characteristics such as various local activities based on creativity are shown by social enterprises, and cultural artists. Based on the results of analyzing the regional characteristics of Seongsu-dong according to political, economic, technological, socio-cultural characteristics, eight fashion designs were made as motifs reflecting the regional characteristics of Seongsu-dong.

농촌다움 개념에 기반한 창조적 공간 조성사례 연구 - 구례 자연드림파크를 대상으로 - (A Study on Case of Creative Space Creation Based on the Concept of New Ruralism - Focusing on the Case of Gurye Naturaldream Park -)

  • 이동윤;손용훈
    • 농촌계획
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    • 제28권3호
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    • pp.111-125
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    • 2022
  • Korea's rapid urbanization caused problems, such as destruction of the rural environment, loss of traditional culture and dissolution of communities, as the continuous outflow of the population from rural areas, aging and consequent labor shortages and deterioration of the living environment were connected like a vicious cycle. In order to solve the problems of rural areas and overcome their vulnerabilities, the ultimate goal is to find a way to reintroduce the population to the rural areas. In order to be reborn as a space with rural characteristics and pluralistic functions and various potentials in a space under threat of underdevelopment and extinction, the pushing factor from rural areas is improved, and the population inflow factor to the rural areas is improved to enhance rural attractiveness, focusing on creativity among the 4Cs of New Ruralism: Conservation, Cultivation, Community, Creativity. A case study of 'Creative space in rural areas' was studied and considered. In-depth interviews were conducted with four key stakeholders, and the research results were analyzed focusing on the grounded theory method to draw implications from the background of Gurye Natural Dream Park, characteristics that can be viewed as creative spaces, and examples of creative space creation in rural areas. The 'Creative space in rural areas' is a space that can solve the current issues and problems of rural areas. In the case of Gurye Natural Dream Park, the young population of Gurye is increasing through job creation, provision of living and cultural service facilities, and improvement of the education and medical environment. In this study, the existing rural problem-solving process in this process was viewed as creativity in rural areas.

창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로 (An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment)

  • 김진우;양승화;임성택;이인성
    • Asia pacific journal of information systems
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    • 제20권1호
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.