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A Study on the Effects of Early Childhood Design Education Program Activities Based on Brain-Compatible Learning Principles (뇌 기반 학습원리를 적용한 유아디자인교육 활동이 유아의 창의성과 친사회적 행동에 미치는 영향)

  • Ahn, Gyoung Suk;Shin, Ae Sun
    • Korean Journal of Child Education & Care
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    • v.17 no.2
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    • pp.45-73
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    • 2017
  • The purpose of this study was to suggest the effects of early childhood design program based on brain-compatible learning principles. Subjects were thirty-six children from two class of I kindergarten and S kindergarten in K city. One class was assigned to an experimental group and had early childhood education program activities based on brain-compatible learning principles and the other class was assigned to a comparative group the general art education program activities. The results of this study are as follows. First, there was a significant difference between the experimental group and the comparative group in their fluency, originality, sensitivity of creativity. Second, participants in the experimental group also score higher on the helpful act, communication skill, sharing skill, empathy, and regulation of emotion. Therefore, early childhood design education program based on brain-compatible learning principles should be considered as a meaningful alternative method for promoting children's creativity and prosocial behaviors.

A Study on Constituents of the New Apprenticeship Concept for the Promotion of Industrial Growth Potential (산업 성장잠재력 제고를 위한 신도제제도의 개념 요소에 대한 연구)

  • Yin, Zi Long;Rho, Tae Chun;Choi, Won Sik
    • 대한공업교육학회지
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    • v.38 no.1
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    • pp.1-27
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    • 2013
  • The purpose of this study was to find out the areas and their constitute elements of new apprenticeship through the expert of vocational education to improve the growth potential in the field of industry. Through the three times Delphi research process final composing areas and elements(total 6 areas and 41 sub-elements) of new apprenticeship were extracted. Followings are specific study results of 41 sub-elements for the 6 areas. In area A(Technology Skill aspect) total nine sub-elements were deducted as follows. Technology skill's field appling ability, new technology skill's acquisition, quality assurance ability, research development ability, material management using ability, problem solving ability, core technology skill understanding ability, idea's imagery expressing ability, creative design ability. In area B(Institutional aspect) total five sub-elements were deducted as follows. Flexible human material support, precise division of works, objective result assessment, institutionalization of responsibilities and liabilities between teacher and student, institutionalization of duty invention reward. In area C(Affective aspect) total eight sub-elements were deducted as follows. Manners and cooperation between teacher & student and peer, values for job, basic attitude for technology, job ethic sense, respect of other organization, active action to organization change, attitude of technology successor, service mind. In area D(Self-improvement aspect) total nine sub-elements were deducted as follows. Self evaluation and reflection, cultivate of organization understanding, career planning and developing ability, sound philosophy of life, communication ability, decision making ability, prepare of individual competence enhance system, self-control ability improvement, reaction of unexpected situation. In area E(Knowledge aspect) total four sub-elements were deducted as follows. Basic knowledge of relevant area, knowledge of new technology & preceding technology, fusion and relocation of knowledge, practical knowledge. In area F(Environmental aspect) total six sub-elements were deducted as follows. Awareness of business environment, understanding of education and practice environment, understanding of apprenticeship's business demand, connectivity of region community, adapt ability of labor market's change, awareness of society environment change.

Case study on the user interface design based on the psychology of persuasion (설득의 심리에 근거한 사용자 인터페이스디자인 사례연구 -온라인 쇼핑몰을 중심으로-)

  • Park, Jinhee
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.369-378
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    • 2014
  • The information processing capabilities of contemporary people have reached its limit as the daily life in an information society calls for prompt judgment and decisions while being overwhelmed with information. We no longer make optimal decisions after analyzing all necessary data and information and instead make automatic decisions based on just a handful of important information. Such a phenomenon can be observed not just in daily life but also on the internet. People believe they are making a rational choice when selecting and purchasing a product online, but in fact subconscious thoughts and behavior triggered immediately by certain parts of the brain without our knowing are what makes the decision. Therefore, this study seeks to investigate the cases of various UX designs where the persuasion method based on Cialdini's psychology of persuasion is applied and to suggest a direction for a more effective user interface design based on the findings.

Development on the On-line/Off-line Learning Content Solutions & Tools for Education of Creative Talent base on Method of Formative Inspiration (조형발상기반의 창의력 교육을 위한 On-Line 및 Off-Line상의 교육 컨텐츠 및 교구개발에 관한 연구)

  • Chung, Seung-Ho;Choi, Eun-Suk;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.891-899
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    • 2009
  • We need education program and contents that satisfy on-off line's education maximize an initiative spirit development in an absence of UI design for infants and elementary students. For the multiplicity of inflection of these initiative spirit development education program, we need development of contents and teaching materials(Cre-kids) that can educate both in on-line and in off-line. Cre-kids are divided of four areas that are increased fluency, flexibility, originality and delicacy. Four areas are ideas of language, visual, making and computer. Through each area, we can develop children's systematic modeling idea ability. And we divide of fluency, flexibility, originality and delicacy each four areas and evaluate each aspect and mark for index. That is CDQ(Creativity Design Quotient). Through the evaluation result, we will be able to study about a modeling initiative spirit index.

A Study on Image Evaluation System based on Prototype Theory (프로토타입 이론을 적용한 계층적 이미지 계측시스템)

  • 김돈한
    • Archives of design research
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    • v.14 no.1
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    • pp.27-34
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    • 2001
  • In order to design the products that impression or emotional taste influence the purchase, feedback is necessary as useful data for better idea sketches through users emotional evaluation in early stage of design process. On the other hand, it was required to make judgments individually in previous image evaluations for emotional evaluations such as semantic differential method (SD method) that objects have been considered as classified tendency. However those SD methods are not enough to reflect flexible human capability with similarity judgment in object perceptual process. Therefore, this study proposes a classification of stimulus based on intuitive judgment and a hierarchical image evaluation method based on analysis of hierarchical process and fuzzy integration. The evaluation will be conducted through the order of process, intuitive classification of objective stimulus and items, definition of representatives in each class. Evaluation for each image of the stimulus, calculation of prior raking based on fuzzy integration. The evaluation supportive software is developed to conduct this evaluation process under interactive environments.

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A Study on The Design Plan of Outdoor Temporary Housing Facility That Can Be Supplied at The Time of Disaster (재해 시 보급 가능한 실외 임시주거시설 디자인 계획안에 관한 연구)

  • Kim, Minseok;Ju, Jaeseong;Yeom, Taejun;Park, Mijin
    • Journal of the Society of Disaster Information
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    • v.13 no.2
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    • pp.173-190
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    • 2017
  • As environmental pollution becomes serious, natural disasters are frequent and damage is increasing. Also, due to population overcrowding, social disasters are frequent, and it is difficult to predict due to the variety of area, extent, and damage. As the disasters have diversified and the scale of the damage has increased, the scale of evacuees and the period of evacuation have diversified. Should be provide facilities that will be protected from second damages to victims who have lost their homes quickly. It supports a prefabricated house, but it is difficult to supply it. In this study, the ultimate goal is to plan an outdoor temporary housing facility that can supply quickly when the capacity of the evacuation facility is insufficient or the evacuation facility is insufficient.

A design of UAV Simulation model for waypoint optimization method (웨이포인트 최적화 방법에 대한 UAV 시물레이션 모델의 디자인)

  • Niyonsaba, Eric;Jang, JongWook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.239-242
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    • 2016
  • In recent years, Unmanned Aerial Vehicles (UAV) have been developed for both military and civilian activities in regions where the presence of onboard human pilots is risky or not necessary. However, UAV require a high demand of power to achieve its missions such as taking images/videos in a certain area or surveillance activities. Therefore, this situation triggers the need of techniques to reduce power consumption for UAV to complete its mission safely. One of the methods is to use a waypoint optimization procedure which deals with a pre-specified set of waypoints to find a minimum route to fly through those waypoints in order to reduce power consumption. In this paper, due to the UAV's multidisciplinary which makes it impossible to be represented as an analytical model, we design a simulation model of UAV using MATLAB Simulink and AeroSim Blockset, an analysis package in aerospace industry. The simulation model is then coupled with optimization algorithms along with a set of waypoints (flight path) in order to measure at which percentage power consumption can be minimized for UAV.

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A Case Study on Early Childhood Coding Education Program for Convergence of Human Resources (융합인재를 위한 유아 코딩 교육 프로그램 사례 연구)

  • Lyu, Ji-Hyun;Kim, Seung-in
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.129-135
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    • 2019
  • The purpose of this study is to propose the future development direction of the program which can apply the fusion education in the fourth industrial revolution era to the class and achieve creative problem solving ability. As a research method, we investigated cases of overseas coding education and conducted in - depth interviews with infants and parents. The results of the case study and in-depth interviews were as follows: First, the children were able to do their own preliminary and reviewing at home. Second, to provide an interesting play program for the young children to participate. Third, It is important that parents and children learn together. In future research, it is anticipated that there will be a positive effect by concrete proposal to secure the weaknesses and to combine existing coding education with interesting education in accordance with domestic characteristics.

A study on video production behavior of teenage creator (10대 크리에이터의 영상 제작 행태 연구)

  • Pyo, So-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.319-325
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    • 2019
  • The purpose of this study is to suggest ways to improve the competence and performance of teenage creators through the behavioral comparison. With the recent growth of video streaming services, the number of teenage creators is rapidly increasing. However, research on the video production behavior of teenagers is still limited. Therefore, in this study, we examined the video production behaviors of teenagers and assessed difficulties in each step. This study was conducted with the case study and the empirical study which interviewed the enthusiasts group and the creators group. Experimental results indicated that the editing stage was the most important but the lowest in both groups. In particular, the interest group had a greater burden on the editorial stage than the creator group. Therefore, in order to encourage teenage video production activities, it will be necessary to train them in editing programs or provide easy editing functions.

Research of the Expression of 'Blank-Leaving' in Modern Films (현대 영상작품 속에 활용된 '여백' 의 표현방식에 관한 연구)

  • Zhang, Ying-ting;Lee, Dong-hun
    • Journal of Communication Design
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    • v.59
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    • pp.114-127
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    • 2017
  • At present, the research of the method of 'Blank-Leaving' can be easily found in works of arts and architecture, while it can be hardly discovered in the academic research of film and television. However, as a means of expression, 'Blank-Leaving' gives a unique artistic charm to film and television works, and its development has a positive aesthetic effect to film arts. In order to go into details of the thought of 'Blank-Leaving' in movies, this paper firstly discusses the definition of 'Blank-Leaving', the history and social origin of 'Blank-Leaving' as well as its relationship with Taoism and its application in traditional Chinese painting. Secondly, this article analyzes its function and artistic expression in the film and television and the ideas sublimation it brings to people by means of combining the thought of 'Blank-Leaving' in Taoism. Finally, this work put forward the method of innovation and perfection of 'Blank-Leaving' in film and television works. This paper shows that, as a means of expression, 'Blank-Leaving' has not only realized the value of beauty, but also strengthened the public awareness of film arts.