• Title/Summary/Keyword: 창의적 요소

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A Plan to Maximizing the Visual Immersion of 3D Media Art (3D 미디어아트의 시각적 몰입감 극대화 방안)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.659-669
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    • 2015
  • Recently, media art is transforming from analogue to 'digital', and from 2D to '3D'. In particular, the range of utilizing 3D Media Art is getting wider through merging with other genres of contents in the digital environments, such as Media façade, Hologram, Virtual reality, App application, and etc. Therefore, by referring to the 3D award-winning works of Pirx Ars Electronica, which are regarded as the most outstanding works of media art of today, factors that affect sensation of visual immersion have been analyzed, through which strategies for maximizing viewers' interests in media arts and heightening their emotions while viewing have been determined. Based on the findings of the study, it has been shown that such works of media arts that involve development of concepts with 'creativity' and 'variability' from the perspective of visual concept, such as 3D modeling and mapping, with 'consistency' through out all concepts, as well as the works with stronger 'restriction' of concept within its animation and postproduction, attracted more interests from the viewer. From the point of view with visual four steps in composition, positioning the change in quality of 3D 'shape' and 'material' following the four-step rule, and gradual increase of change in quantity within the 'number' and 'size', in addition to increased degree of systematization within the change in editing, such as the 'scene change', resulted in more heightened emotions from the viewer. Thus, in order to maximize sensation of visual immersion, strategies for 'developing 3D visual concepts' while 'synchronizing' them, as well as 'strengthening the four steps within 3D visual composition' while 'systematizing' them should be emphasized.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

An Analysis of High School Students' Activity on Problem-finding in III-structured Scientific Problem Situation (낮게 구조화된 과학적 문제 상황에서 고등학생들의 문제발견 활동 분석)

  • Ryu, Si-Kyung;Park, Jong-Seok
    • Journal of The Korean Association For Science Education
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    • v.26 no.6
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    • pp.765-774
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    • 2006
  • The purpose of this study was to suggest an instructional direction for improving scientific problem-finding ability. For this purpose, the present study made an in-depth analysis about activity on problem finding tasks of high school students in an ill-structured scientific problem situation. Subjects were divided into two groups (cooperative and individual) and two kinds of problem finding tasks were administered to two groups. Results indicated that a cooperative activity on problem finding happened to a series of steps exploring problem situation, expressing knowledge and experience, discussing provisional problems, creating various problems and selecting the best problem. Besides, a cooperative activity on problem finding depended heavily on prior knowledge and experience, and in the meantime, various scientific concepts turned out to naturally be expressed. As for the problems found out during a cooperative activity, their scores in creativity factors, including the degree of agreement in original problem selection came out to be on the whole, as excellent. In addition, the types of the problems found out in open problem situation showed that they were more various than those found out in closed problem situation. Subjects perceived that activity on problem finding had positive influence on scientific concept and science process skills. Findings of this study have the following educational implications: First, it is needed to prepare for educational environment that enables students to explore various knowledge and information. Second, the offering of various opportunities is needed to enlarge the scope of scientific knowledge and experience. Third, it is needed to prepare for a study atmosphere that lets students express their knowledge and experiences freely.

A Comparative Study on the Effect of Enterprise SNS on Job Performance - Focused on the Mediation Effect of Communication Level and Moderating Effect of Nationality - (기업용 SNS 이용이 업무성과에 미치는 영향의 국가 간 비교연구 - 커뮤니케이션 수준의 매개효과와 국적의 조절효과를 중심으로 -)

  • Chen, Jing-Yuan;Kwon, Sun-Dong
    • Management & Information Systems Review
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    • v.38 no.4
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    • pp.137-157
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    • 2019
  • Companies are trying to use enterprise SNS for collaboration and speedy decision-making. This study verified the mediating effect of communication between enterprise SNS and job performance, and proved the moderating effect of nationality between enterprise SNS and communication. This study collected survey data of 81 Korean and 81 Chinese from employees who have used enterprise SNS in Korea and China. As results of data analysis, first, enterprise SNS improved job performance through speedy information sharing and error reduction. Second, communication mediated the effect of enterprise SNS on job performance. Third, enterprise SNS increased the level of organizational communication through decreasing the burden of offline face-to-face communication. Compared with Chinese corporate organizations, Korean corporate organizations have high power distances, centralized control, and high superior authority. Therefore, in the off-line communication situation, the subordinate feels the social pressure to follow the command of the superior. Thus communication is one-way and closed. In this Korean organizational situation, corporate SNS can be used as a means to bypass rigid offline communication. In the online communication environment of non face-to-face corporate SNS, anxiety and stress of face-to-face communication can be reduced, so communication between the upper and lower sides can flow more smoothly. The contribution of this paper is that it proved that enterprise SNS promotes communication and improve job performance by reducing the anxiety or stress of offline communication, while according to prior research successful adoption of many types of information systems requires the fit between an organization and its organizational culture.

The Study on the Paradigm Change of Policy Making in the field of Korean Content Industry (문화콘텐츠 정책평가와 개선방안에 관한 연구)

  • Shim, Sang-Min
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.103-135
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    • 2014
  • This research dwells on the new paradigm of policy making of some innovative nations in Korean content industry. Especially this paper did evaluation of governmental policy in recent 5 years (2008~2012) in the field of Korean content industry. According to this research, the program of policy in Korean content industry had been obsessed to passive enrichment focusing on some part of content industry. The whole process of policy, scheme of policy and working flow of policy were very constrained in order to encourage more measurable area like CT(culture technology). Thus, we need new strong policy in this new government launched in 2013. The apparent keyword should be 'management'. New activity of policy need to focus on encourage Korean content industry in the real site of field, not in bureaucratic office in remote site. This change reflecting real filed management system would be productive innovation for policy making and activity in Korea.

A Study on AN-DONG Traditional Main Character Creative Processing Project in Content Development - with 'Mother Wonlee' Film Main Character (안동 전통 문화 콘텐츠 주인공 캐릭터 개발과정과 제작 고찰 - '원이엄마' 영상 남녀 주인공을 중심으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
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    • s.40
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    • pp.243-260
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    • 2015
  • Being a symbolic image to let traditional 'mother wonlee' contents characters known widely, need to be made in a way that can deliver the powerful message of korea An-dong traditional local contents and the value of regent story. As for the contents character develope methods and the scope of the study, an theoretical study was conducted based on literature review, and, factor plus fiction field surveys, and the legend story and then an effect of character marketing on global contents with original identity. 'mother wonlee' pre-production plaining have been analysis with creative described based on the ancients features and the classification of ancient original characters, and the situation and the concept of An-dong local place. as a results this thesis is show up how to make up a main character develop processing and make a features design processing of the characters who different age and a scenes. as a conclusion is drawing about a 'Wonlee' and 'Eungtea' both main Character plaining processing and graphics; traditional face, all clothes, body proportion, etc. Also we trade to traditional patten with character planing. it will be a high value industry which facilitates a variety of industries in conjunction with marketing traditional source characters in global. Recognizing the value of traditional story main character design and graphics marketing and utilizing the value through various media will create infinite value, enabling the global marketing.

The Effects of 'Science History Based Chemist Inquiry Program' on the Understanding toward Nature of Science, Scientific Attitudes, and Science Career Orientation of Scientifically Gifted High School Students ('과학사 기반 화학자 탐구 프로그램'이 고등학교 과학영재의 과학의 본성에 대한 인식과 과학적 태도, 과학 진로지향도에 미치는 영향)

  • Park, Gi-Su;Yoo, Mi-Hyun
    • Journal of the Korean Chemical Society
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    • v.57 no.6
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    • pp.821-829
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    • 2013
  • The purpose of this study was to develop 'Science History Based Chemist Inquiry Program' for the science-gifted in high school and investigated the application effects on the understanding toward the nature of science, scientific attitudes, and science career orientation. This study was conducted with one class of 17 scientifically gifted high school students, and the 'Science History Based Chemist Inquiry Program' was applied during 22 class hours. The results of this study were as follows: First, the science gifted students' understanding toward the nature of science showed a statistically significant improvement (approximate significance probability .005). Property of the scientific model, sub-domain of the nature of science, is significantly improved (approximate significance probability .029). This result show that 'Science History Based Chemist Inquiry Program' can improve the scientifically gifted high school students' perception about nature of science. Second, the scientifically gifted students' scientific attitude wasn't changed significantly. However, the openness and creativity in the sub-domains of the scientific attitude showed a statistically significant improvement (p<.05). Third, science career orientation of science-gifted did not show a statistically significant change. But the value of the level of awareness about the science career has been significantly improved (p<.05).

Suggestion on the Key Factors of Smart Education (스마트교육의 핵심요소에 대한 제안)

  • Lee, Sung-Keun;Ryu, Heuisu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.101-113
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    • 2013
  • The rapid spread of smart devices initiated by the launch of iPhone and the development of state-of-the-art communication technology have opened up a new chapter for today's age, accelerating a paradigm shift. It is defined as 'the smart era' that is characterized by a DNA of mobile. The meaning of the term 'smart' depends on in which field it is used and who uses it, but the term is basically based on 'human being,' namely people. Accordingly, people should take the initiative in this smart era, and what only people can do will become more important for that reason. In addition, there will be a drastic progress in today's technology, which is expected to make human life more convenient and to even make it possible to read human sentiment and emotion. Such social changes have affected education as well, and the education sector is making preparations for the introduction of 'smart education,' as there is a consensus that an absolutely new paradigm shift is mandatory. Smart education is not merely to introduce smart devices, ICT technology and SNS in education. New competent people are required in globalization age, and smart education is to attempt a new education to nurture new competent people. In this study, 4C (that were creativity, collaboration, contents and curation) were suggested as the key factors of smart education, and in which direction smart education should be led in our country was discussed.

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Research on Training and Implementation of Deep Learning Models for Web Page Analysis (웹페이지 분석을 위한 딥러닝 모델 학습과 구현에 관한 연구)

  • Jung Hwan Kim;Jae Won Cho;Jin San Kim;Han Jin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.517-524
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    • 2024
  • This study aims to train and implement a deep learning model for the fusion of website creation and artificial intelligence, in the era known as the AI revolution following the launch of the ChatGPT service. The deep learning model was trained using 3,000 collected web page images, processed based on a system of component and layout classification. This process was divided into three stages. First, prior research on AI models was reviewed to select the most appropriate algorithm for the model we intended to implement. Second, suitable web page and paragraph images were collected, categorized, and processed. Third, the deep learning model was trained, and a serving interface was integrated to verify the actual outcomes of the model. This implemented model will be used to detect multiple paragraphs on a web page, analyzing the number of lines, elements, and features in each paragraph, and deriving meaningful data based on the classification system. This process is expected to evolve, enabling more precise analysis of web pages. Furthermore, it is anticipated that the development of precise analysis techniques will lay the groundwork for research into AI's capability to automatically generate perfect web pages.

A meta-study of Informal Science Learning and Generic Learning Outcomes: Focusing on published papers in the last 10 years (비형식과학교육과 포괄적학습성과의 메타연구: 최근 10년간의 발표논문을 중심으로)

  • Cho, Ig-Hyeng;You, Yen-Yoo;Na, Kwan-Sik
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.33-42
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    • 2021
  • Despite the importance of science education in an informal environment, the reality is that there is a lack of trend analysis research on 'Informal Science Learning (ISL)' and its effects. Therefore, the purpose of this paper is to find out the educational effects of ISL and how to use it, and to provide guidelines for future ISL research directions. This study classifies specific ISL-related papers published from 2010 to 2019 and compares them with each element of GLO used to measure the effectiveness of informal education. The fit of the analyzed data was checked for each part through SPSS and Chi-Square. In conclusion, it was found that researchers are using 'ISL' to pursue 'Knowledge and Understanding' and 'Attitudes and Values' among the five performance indicators of 'GLO'. On the other hand, 'Skills' and 'Enjoyment, Inspiration and Creativity' appear to have the least expectations, so supplementation is required in these areas in the future. In addition, this study intends to suggest a direction for informal science education-related program development and future research to various education workers.