• Title/Summary/Keyword: 창의적 재사용

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Investigation of Domain-specificity of Creativity and the 3-year follow-up (창의성 영역문제의 탐색 및 재접근)

  • Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.15 no.2
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    • pp.1-34
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    • 2005
  • This study is composed of 2 parts. Study 1 empirically examined (1) the relationships among children's creative performances measured by three product-based assessments (story-telling, collage-making, and math word problems) in three domains, and (2) the relationships between children's general creative thinking skills, measured by two divergent thinking tests, and children's creative performances. Study 2 is a three-year follow up study of the study 1. Study 2 followed up some (71) children who participated in study 1. In study 2, long-term stability of the performance based assessment involving story-telling, collage making, and math problem making were examined during the three-year time period. In addition, study 2 tried to look at the methods effect of the domain issue of creativity, comparing self-report scale and performance-based assessment. The findings of this study support the position that creative ability in young children is rather (but not absolutely) domain-specific. The long-term stability of the performance-based assessments compares favorably with stability figures for other creativity tests. Results also indicate that there are some method effect in explaining the domain issue of creativity. Implication of the study in connection with educational practices for gifted children is discussed.

SCORM based Reusability Strategy on Moving Picture Contents (SCORM 기반 동영상 콘텐츠의 재사용 전략)

  • Jang, Jae-Kyung;Kim, Sun-Hya;Kim, Ho-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.203-211
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    • 2008
  • Due to the advent of presumer and digital production of moving picture, a lot of UCC has been generated by editing the previous moving pictures in various way. It causes a lot of problems on copyright, duplication, and content. In reorganizing the contents, it is necessary to increase productivity and reusability by managing production pipeline systematically through the standardization of moving picture content. For this purpose, we try to develop the moving picture content management system that can manage all kinds of information on the production pipeline, based on SCORM of e-learning by considering production, publication and re-editing. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative UCC by reorganizing and packaging the selected objects. The management of copyright by the unit of scene would solve the problem of copyright. The sequencing technique of SCORM as an interactive storytelling method makes it possible to produce individual contents by user's preference.

Thermal-Hydraulic, Structural Analysis and Design of Liquid Metal Target System (액체금속 표적 시스템의 열적, 구조적 건전성 평가 및 설계)

  • 이용석;정창현
    • Journal of Energy Engineering
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    • v.10 no.3
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    • pp.294-298
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    • 2001
  • A research for transmutation reactor is in progress to transmute high radioactive isotopes into low radioactive ones. In this study, thermal-hydraulic and structural analysis was performed to design liquid metal target system that would be used in subcritical transmutation reactor. Diffuse plate installation was considered to enhance cooling of window. And thermal-structural analysis of window was performed varying window thickness, beam power, and coolant flow rate to determine target system design valuers. It is ensured that maximum window temperature and stress would be acceptable in the design condition.

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수학 창의적 문제 해결력 검사(MCPSAT)에 대한 중${\cdot}$고등학교 급별 적합성 분석

  • Lee, Gang-Seop;Hwang, Dong-Ju
    • Communications of Mathematical Education
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    • v.18 no.1 s.18
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    • pp.191-199
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    • 2004
  • 본 연구에서는, 6년 전에 개발된 수학 창의적 문제 해결력 검사(MCPSAT; 한국교육개발원(김흥원 외, 1997))에 대한 현시점의 적합성여부를 알아보기 위하여 이 검사의 중학교 1-3학년용 A형 1부 검사와 고등학교 1-2학년용 A형 1부 검사를 해당 학년 학생들에게 적용하여 분석하였다. 검사도구의 양호도는 비교적 좋은 것으로 나타났다. 즉, 중학교와 고등학교 모두 문항 내적 일관성 신뢰도(Cronbach ${\alpha}$)의 계수가 약간 떨어져 있지만 비교적 양호한 것으로 볼 수 있으며 변별도는 점이연 상관 계수가 0에 가까운 문항이 없는 것으로 나타났다. 따라서 모든 문항이 학생들의 수학 창의적 문제 해결력을 변별해 줄 수 있을 것으로 생각한다. 내적 타당도는 중학교의 경우 관대하게 본다면 수용할 만 하고, 고등학교의 경우 아직은 우려할 수준은 아니다. 즉, 중학교 문항 1과 문항 4는 적합도 지수 1.2를 상회하였으나 Infit과 Outfit 모두 1.5를 넘는 문항은 없었다. 고등학교의 문항 4는 문항의 적합도 지수 1.2를 상회하는 것으로 나타나고 있으나 Infit과 Outfit 모두 1.2를 상회하지 않았다. 난이도 측면에서 볼 때, 이 검사의 계속 사용은 염려스러운 면이 있다. 즉, 중학교에서는 6년 전 보다 쉬운 것으로 나타나고 있는 바 이것은 현재의 학생들이 이러한 유형의 문항을 많이 접하였을 것으로 추측할 수 있다. 고등학교에서는 6년 전 보다 조금 더 어려워 졌다고 볼 수 있다. 위의 사항을 종합할 때, 수학 창의적 문제 해결력 검사에서 중학생용은 현재의 학생들의 수준을 고려하여 재 표준화하는 것이 바람직하고, 고등학생용은 개발 당시의 신뢰도, 난이도, 변별도 등에서 유사하므로 당분간 계속 사용하여도 될 것이다.

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The Development and Application of Sewing Practice Program for Improvement of Middle School Students' Creative Problem Solving Ability and Collaborative Ability (중학생의 창의적 문제해결력과 협업 능력 함양을 위한 바느질실습 프로그램 개발 및 적용)

  • Kim, SangMi;Kwon, YoungSuk
    • Journal of Korean Home Economics Education Association
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    • v.30 no.3
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    • pp.195-213
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    • 2018
  • The purpose of this study is to verify the effect by developing and applying a new program for improvement of creative problem solving ability and collaborative ability. Development of a sewing practice program was performed through the ADDIE model. The subjects of the study were 1st grade middle school students and the research plan of the study was pretest-posttest control group design. The study method was performed by mixing the quantitative and qualitative analysis methods. Results of this study are as follows. First, the students in the experimental group showed higher creative problem solving ability than the students in the control group, but the difference was not significant at the 5% significance level. Qualitative analysis results indicated that creative problem solving ability is closely related to learning experiences involving the 'generation of diverse ideas', 'rebirth of creative ideas', 'self-directed learning plan', 'active problem solving', 'immediate feedback'. Second, the students in the experimental group showed a significantly higher level of collaborative ability than the students in the control group. This demonstrated that the program developed in this study had an effect on fostering the collaborative ability of middle school students. It was found that collaborative ability is closely related to learning experiences involving 'forming a positive atmosphere', 'continuous interaction', and 'working together'.

A projection-based augmented reality framework for interactive sketch (프로젝션 기반 증강현실 인터렉티브 스케치 프레임워크)

  • Koo, Min-Jae;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.916-920
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    • 2014
  • 본 논문은 프로젝션 기반 증강현실 기술과 디지털 펜 기술을 결합하여 사용자에게 새로운 스케치를 체험할 수 있는 시스템이다. 기존 증강현실의 상호작용은 마커 기반으로 제안되어 많은 제약이 따르고, 이에 사용자에 더욱 자유롭고 창의적 상호작용 환경을 더해 편의를 제공하는 기술이다. 기존 증강현실의 HMD, 데스크톱 없이 모바일 프로젝션을 사용된 기술에 개발과 논문이 미흡하다. 최근 고화질, 경량의 프로젝터의 일반화와 함께 프로젝션 기반 디스플레이의 응용분야가 많이 증가하고 있고, 디지털 펜 기술이 발전함에 따라 기술에 대한 요구는 많이 증가할 것이다. 본 논문에서는 프로젝션 기반의 증강현실과 디지털 펜을 사용한 상호작용 구조를 구현하기 위한 기술적 과제들을 제안하고 프로젝션 기반의 증강현실 상호작용 필요성 및 가능성을 제시하고자 한다.

한국과 미국기업 경영혁신 작업의 핵심성공요인과 성공인식에 관한 비교 연구

  • 박문규;황현숙;김갑수
    • Proceedings of the Korea Association of Information Systems Conference
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    • 1998.10a
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    • pp.131-136
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    • 1998
  • 경영혁신 작업에 대한 연구는 대부분 기술적인 측면과 전략적인 측면이 강조되어 왔고 혁신적인 업무처리 과정에 효율적으로 적응하기 위한 기업의 환경에 대해서는 종종 무 시되어 왔다. 본 연구에서는 경영혁신 작업에 영향을 주고 있는 조직·관리적인 요인을 바탕 으로 기존 연구된 한국 및 미국의 핵심 성공요인을 비교 기술한다. 또한, 한국 및 미국기업 경영혁신 작업의 성과를 비교한다. 분석에 사용한 성과 요인들은 업무처리 시간의 단축, 업 무처리 비용의 감소, 직원들이 기술력이나 업무처리 능력의 향상, 양질의 생산처리, 직원들 삶의 질 향상, 고객 만족도 향상 및 요구변화에 대한 적응력 등이다. T-test를 이용하여 분 석한 결과, 모든 작업성과에 대해 미국기업이 한국 기업보다 높게 나타났다. 이러한 결과는 한국 기업의 경영혁신 과정은 불필요한 업무들을 과감히 폐기한 후 창의적인 업무처리 과정 의 재설계가 필요하다고 판단된다.

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Recent Progress and Perspectives of Solid Electrolytes for Lithium Rechargeable Batteries (리튬이차전지용 고체 전해질의 최근 진전과 전망)

  • Kim, Jumi;Oh, Jimin;Kim, Ju Young;Lee, Young-Gi;Kim, Kwang Man
    • Journal of the Korean Electrochemical Society
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    • v.22 no.3
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    • pp.87-103
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    • 2019
  • Nonaqueous organic electrolyte solution in commercially available lithium-ion batteries, due to its flammability, corrosiveness, high volatility, and thermal instability, is demanding to be substituted by safer solid electrolyte with higher cycle stability, which will be utilized effectively in large-scale power sources such as electric vehicles and energy storage system. Of various types of solid electrolytes, composite solid electrolytes with polymer matrix and active inorganic fillers are now most promising in achieving higher ionic conductivity and excellent interface contact. In this review, some kinds and brief history of solid electrolyte are at first introduced and consequent explanations of polymer solid electrolytes and inorganic solid electrolytes (including active and inactive fillers) are comprehensively carried out. Composite solid electrolytes including these polymer and inorganic materials are also described with their electrochemical properties in terms of filler shapes, such as particle (0D), fiber (1D), plane (2D), and solid body (3D). In particular, in all-solid-state lithium batteries using lithium metal anode, the interface characteristics are discussed in terms of cathode-electrolyte interface, anode-electrolyte interface, and interparticle interface. Finally, current requisites and future perspectives for the composite solid electrolytes are suggested by help of some decent reviews recently reported.

Characteristics of Science-Engineering Integrated Lessons Contributed to the Improvement of Creative Engineering Problems Solving Propensity (창의공학적 문제해결성향에 기여한 과학-공학 융합수업의 특성)

  • Lee, Dongyoung;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.285-298
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    • 2022
  • This study is to investigate the effects and characteristics of science and engineering integrated lessons on elementary students' creative engineering problem solving propensity (CEPSP). The science and engineering integrated lessons used in this study was a 10 lesson-hours STEM program, co-developed by University of Minnesota and Purdue University. The program was implemented in the 6th grade science class of H Elementary School located in P Metropolitan city. The main data of this study are the pre-post CEPSP result and interview with 5 students collected before and after the research. The CEPSP result was analyzed by a paired-sample t-test and hierarchical cluster analysis. As a result of the t-test, it was found that overall, the program has a positive effect on the students' CEPSP score. As a result of cluster analysis, it was confirmed that studnets' CEPSP could be classified into two groups (lower and higher score cluster). Five students whose, CEPSP score has significantly improved after the lessons were interviewed to find out what the characteristics of the program that contribute the significant change are. As a result of conducting centroid analysis of the interview transcription and the hybrid analysis method, it was found that the meaningful experiences that the five students commonly shared were 'problem solving through collaboration' and 'through repeated experiments (redesign)', problem solving' and 'utilization of scientific knowledge'. As minor reactions, 'choice of the best experimental method' and 'difference between science and engineering' appeared.

Application of the Concept of Reincarnation in the Visual Arts Education (시각디자인교육에서 Reincarnation적 발상에 관한 교재개발 연구)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.220-228
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    • 2010
  • Reincarnation, literally means "to be made flesh again". It is a mystical belief that the soul lives again in a new body after death. In this study, both material and spiritual elements are reincarnated in the form of the formative art in our life. This is similar to the notion of transmigration of the souls in Buddhism and Taoism. The concept "reincarnation"has a functional values as it provides a new tool in the education in the field. Especially in the digital design, the concept has become an essential contents as a text. The education employed the concept has a feature of edutainment which has been considered as an innovative method of education. The edutainment stimulates students' inner motivation and interests. This eventually leads them to use their own creativity in their study and achieve their goals. The education adopting the concept of reincarnation is more than the recycling of the used materials. It presupposes the understanding of the essence as well as the philosophical value of the materials. The creativity in the Visual Arts can be achieved with these educational foundations.