• Title/Summary/Keyword: 공유된 창의성

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The Development of Text-oriented Mindmap Application Based-on Android (안드로이드 기반의 텍스트 중심 마인드맵 애플리케이션 개발)

  • Kim, Tae-Hun;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.247-252
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    • 2011
  • Smartphones which are a recent worldwide trend, have the advantage of minimizing the constraints of time and space as using a variety of resources and capabilities. Mindmap which is for organizing ideas more systematically, helps develop the creativity and increase thinking power. In this study, we developed on application that can create text-based mind mapping based on the Android smart phones. Anywhere and anytime, using a mobile phone capable of taking advantage of creating a mind map will be a big help with your organizing, keeping and managing creative thinking. In my proposal, we need to develop another application which can use a variety ofmultimedia data and share with others' mindmaps.

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Comparative study of the food Instrument design for the Design Preference and Creativity between Korea and Malaysia (음식도구에 있어 디자인선호와 창의성평가요소에 대한 비교 - 말레이시아와 한국을 중심으로 한 디자인 사례연구 -)

  • Lee, Sung-Pil;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.225-232
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    • 2009
  • There are life-style and many different cultural differences between countries. Among them, food is different from other areas. Especially, if Food Tools are used by food type, even though the design factor is same, the function is different. Therefore, research and development of a Food Tool design is necessary to use a Universal Food Tool between countries. The purpose of this research is to develop a behavior analysis process for food, finding similarities and differences by food type; and cultural differences between countries; and to propose a design Food Tool design that can be used between countries. This research on methods and content is for the development of the consumer behavior analysis process about food, grafting theoretical studies about behavior analysis and working behavior analysis on the spot, to develop a food action analysis process. Second, do comparative analysis process of food order and evaluation between countries; and think about the problems and symptoms, then propose methods to resolve the problems. Third, each process is divided by category, to find the features by each category of foods between countries. Results may be obtained through research and the comparative analysis of each country's, foods, behavior and restaurant types. Specifically, researchers can use food tool design to obtain results and compare the same items between countries, compare university design education, and create new ideas through cooperation and complementary research.

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Development of an integrate program for children using folktales of 『Samguk Yusa』 (『삼국유사』를 활용한 유아 융복합 프로그램 개발)

  • Kim, Jung-Sun;Kwon, Eun-Joo
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.257-264
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    • 2017
  • In the modern age where various knowledge and experiences are shared through communication, it is necessary to have an integrated educational experience that allows developing creative problem-solving ability that is organically related, not a segmented education experience and it is essential to have experience in history education that derives the present from the past and nourishes the logic. Therefore, this study has developed an integrated program for children using folktales of . A total of 4 stories were selected through consultation of expert group and 12 classes were planned. It is expected that the creativity and logic of children will be increased through the program and it will have a meaning that it provides the basis for the study of the integration program using the Samguk Yusa, However, since this study is on a program development, it has limitations that the effect on development is not verified. Once the effectiveness of the program in subsequent studies is verified, it can be a highly utilized program in the field.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

Research on Efficient Data Verification Methods Using Hyperledger Fabric (하이퍼레저 패브릭 활용 효율적 데이터 검증방안 연구)

  • Chai Bong-Soo;Baek Seunghyun;Kim Taeyoon;Lee Hanjin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.331-334
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    • 2024
  • 하이퍼레저 패브릭(Hyperledger Fabric)은 참여자의 신원을 확인하고, 정보교환(트랜잭션)의 유효성을 검증하는 허가형 블록체인 모델이다. 기존의 대표적인 블록체인 모델인 비트코인, 이더리움과 대비하여 효율적인 데이터 검증 방안이 가능한대, 체인코드와 채널, 그리고 피어를 중심으로 구성되어 있기 때문이다. 먼저 본 블록체인 모델은 '체인코드'라는 스마트 계약(컨트랙트)를 실행하며 허가된 사용자만 네트워크에 참여할 수 있다. 또한, '채널' 기능이 있어 서로 다른 조직 간의 데이터 공유와 검증에 대한 새로운 접근방식을 보여줄 수 있으며, 특정 네트워크 내에서 데이터를 분리할 수 있다. 이를 통해 특정 데이터에 대한 접근권한을 제어하는 기능을 제공하며 동시에 데이터의 신뢰성과 보안성을 높일 수 있다. 마지막으로 '피어'는 체인코드를 통해 들어온 트랜잭션을 검증하고, 유효한 데이터만 원장에 추가하는 기법으로 무결성을 유지하는 데 중요한 역할 담당하고 있다. 본 연구결과를 기반으로 하이퍼레저 패브릭을 효과적으로 활용하여 데이터 검증 프로세스가 산업계에 널리 적용될 수 있기를 기대한다.

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The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

Direction of Designer-makers Business Activation through Strategic Design Support Policy-Focusing on 'Young man's Creative Work & Startup Support Project' (전략적 디자인 지원정책을 통한 디자이너-메이커스 비즈니스 활성화 방향 -청년 창의인력 취·창업지원사업을 중심으로-)

  • Park, Jun-Hong;Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.291-298
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    • 2019
  • This study discusses the core contents and implications of the design support policy of government in the creation of the designer-makers' business ecosystem through the analysis of 'Young man's Creative Work & Startup Support Project'. This case, which aims to cultivate a design brand based on maker technology and to create jobs for young people, suggests the role of government as a creative culture creator so that designer-makers are able to create creative activities in a more free and creative atmosphere. Furthermore, this study emphasizes the importance of efficient integration and reorganization of similar maker support policies implemented by each government department, the necessity of a roadmap for realizing this, and the support for quality improvement. As a result, the design support policy of government for the designer-makers' business activation should evolve into the qualitative development of intellectual property based on a mature shared culture and the discovery of a new production paradigm model of the manufacturing industry based on the open manufacturers beyond the economic and numerical goals of creating new jobs.

The Effect of Scaffolding on Creative Collaborative Performance - Focusing on the Mediating Effects of Boundary Objects - (스캐폴딩이 창의적 협업 성과에 미치는 영향 - 바운더리 오브젝트의 매개효과를 중심으로 -)

  • Shin, Hyun-Sun;Kym, Hyo-gun;Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.1-15
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    • 2020
  • This study examined the factors that influence creative performance in corporate collaboration projects. Specifically to facilitate team collaboration, we identified that scaffolding, which is one of the important factors in organizational learning communication, and the Boundary Objects, which are collaboration tools & vehicle, influence performance. The survey was collected for 203 employees who experienced collaborative projects, and three-step mediated regression analysis was conducted after conducting exploratory factor analysis. In other words, we examined the median effect of boundary objects on the impact of scaffolding on creative collaborative performance. Analysis showed that while the effects of the boundary objects in relation to the impact of cognitive scaffolding on creative performance were not significant, emotional scaffolding had a full-scale effect on the creative performance and also had a full-scale effect on the efficacy performance. Given these results, it is necessary to share a vision and form personal relationships among team members in order to activate them, since scaffolding is useful in organizational learning and boundary objects also have some effect as a medium for promoting collaboration in projects.

Key Success Factors for ICT Service Startup Team : Team Creativity, Knowledge Sharing and Absorptive Capacity (ICT 서비스 스타트업의 성공조건 : 팀 창의성, 지식공유 그리고 흡수역량)

  • Park, Jun-Gi;Lee, Hyejung
    • Journal of Information Technology Services
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    • v.17 no.1
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    • pp.1-16
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    • 2018
  • In this research, we tried to suggest the guidelines to stakeholder of ICT startup for picking up the excellent startups and nurturing them. We designed the research model focused on the good startup team's knowledge based interaction mechanism. A research model and hypotheses were developed from literature review and empirically validated. The research model consisted relationship among the knowledge sharing (knowledge donation and knowledge collection), absorptive capacity (member's ability and member's motivation), team creativity, and innovation capability. Data were collected from ICT Service Startups, and a partial least squares (PLS) analysis was made on 175 data points. The analysis results showed that absorptive capacity has significant effect on team creativity and innovation capability directly. And also it has indirect effect on the dependent variable through team creativity. On the contrary, knowledge sharing does not have statistically significant effect on team creativity and innovation capability; only have an effect on absorptive capacity. Based on the results, we proposed several team management skills for ICT startup leaders and members, and the guidelines to stakeholder such as government and private investors. Also there are some ideas for startup nurturing polices for government officers. Theoretical contributions are discussed at the end with limitations and further studies.

Exploration of Knowledge Hiding Research Trends Using Keyword Network Analysis (키워드 네트워크 분석을 활용한 지식은폐 연구동향 분석)

  • Joo, Jaehong;Song, Ji Hoon
    • Knowledge Management Research
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    • v.22 no.1
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    • pp.217-242
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    • 2021
  • The purpose of this study is to examine the research trends in the filed of individual knowledge hiding through keyword network analysis. As individuals intentionally hide their knowledge beyond not sharing their knowledge in organizations and the research on knowledge hiding steadily spreads, it is necessary to examine the research trends regarding knowledge hiding behaviors. For keyword network analyses, we collected 346 kinds of 578 keywords from 120 articles associated with knowledge hiding behaviors. We also transformed the keywords to 86 nodes and 667 links by data standardizing criteria and finally analyzed the keyword network among them. Moreover, this study scrutinized knowledge hiding trends by comparing the conceptual model for knowledge hiding based on literature review and the network structure based on keyword network analysis. As results, first, the network centrality degree, knowledge sharing, creativity, and performance was higher than others in Degree, Betweenness, Closeness centrality. Second, this study analyzed ego networks about psychological ownership and individual emotion theoretically associated with knowledge hiding and explored the relationship between variables through comparing with the conceptual model for knowledge hiding. Finally, the study suggested theoretical and practical implications and provided the limitations and suggestions for future research based on study findings.