• Title/Summary/Keyword: 창작실천

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An Education Method of Computational Thinking using Microbit in a Java-based SW Lecture for Non-major Undergraduates (비전공자 대상 Java SW교육 강좌에서 마이크로비트를 이용한 컴퓨팅적 사고과정 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.11 no.2
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    • pp.167-174
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    • 2019
  • In the case of Java programming education for non-major undergraduates, there are no examples of applying the physical computing education method. The advantage of physical computing education is that you can directly check the SW processing output result according to the input value of digital and analog sensor, so that you can quickly correct programming errors and improve learner's learning interest and satisfaction. In this paper, we use the microbits to combine physical computing education with basic Java programming education. In addition, according to the computational thinking process, we proposed an educational method for creating Java programs using microbits. Through block programming to control the microbits, we designed an algorithm and applied a training method to convert it into a Java program. In addition, the results of students' evaluations were analyzed in the course applying the education method, and the effectiveness of the education method using the microbit was analyzed.

A Study on 《Guernica》 of Fernando Arrabal: Focusing on the Group Pathos of Fanatical Conscious and Poetic Movement in Dance Theatre (페르난도 아라발작(作) 《게르니카》: 춤-연극에 나타난 광적의식(狂的意識)과 시적표현(詩的表現)의 집단페이소스(Group Pathos)연구)

  • Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.633-639
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    • 2016
  • Putting his 'Panic theatre' aesthetics into practice, Fernando Arrabal is a leader of the avant-garde theatre. Creating ${\ll}$Guernica${\gg}$, Arrabal's play, in a dance theatre format, this study tries to analyze the group pathos in fanatical conscious and poetic movement. Logic analysis is based upon the pathos value of the theatre of the Absurd that transcends the unrealistic and the illogic on the authority of dual element of the internal opposition and contradiction of human beings. In ${\ll}$Guernica${\gg}$, the dance of the Absurd found expression in the group pathos phenomenon of fanatical conscious, and was analysed as a new framework of communication structure.

A Study of the method about Improving engineer by YeGamChang creating mechanism (예술창조 매커니즘을 통한 창조적 공학인의 육성 방안 연구 -교육 사례를 중심으로-)

  • Kwon, Yong Rang;Lee, Kyung Hwan;Kim, Su Jeong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.11-17
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    • 2011
  • As a rapid rate of social change and competitive, paradigm of industry environment manufacturing products and services is shifted. Engineers design, develop, manufacture the products and services are strongly asked competency of different new creative practices. This means while industrial structure has been shifted from mass production to various allied production and social engineering based production, qualifications of engineers are required to individual creative competency as alternatives. In order to improve the competency, engineer become the creative people have ability to develop the professional knowledge competency and expand the competency to convergence the new product and services with sensing the life and social structure shift, human engineering, psychology, and emotion. For the competency, we develop the training program "improving convergence, creativity through Art." we intend that the program should be composed of creative engineering mechanism combined creative arts mechanism. It has been operated to the engineers for 17 weeks. we will discuss the program result and research direction and utilization in depth.

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Exploring the Academic Identity of Dance Pedagogy : Using Keyword Network Analysis and Time Series Analysis (무용교육학(Dance Pedagogy)의 학문적 정체성 탐색 : 시계열 관점의 키워드 네트워크 분석을 중심으로)

  • Kim, Ji-Young;Hong, Ae-Ryung
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.439-450
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    • 2019
  • The purpose of the study was to critically explore the academic identity of dance education as a paradigm of practice-based education. Dance education is recognized as a school dance since the first curriculum was designed, which was announced by the Ministry of Education in 1955. Although Korea's dance education has 65 years of history, its academic identity as a dance education is not very strong. Traditional dance education was teacher-centered, skills-oriented, and exercise-oriented by following the practice-based paradigm. Recently, an initiative was taken to establish a new paradigm for dance education in schools, communities, and professional fields. This study followed the keyword network analysis and reviewed the main contents of each section of dance education research from a time-series perspective. The first section (1968-1979) is a practice of dance education based on physical education; the second section (1980-1989) is a creative-based movement education for primary education; the third section (1990-1999) is a systematization of dance education courses by class; the fourth section (2000-2009) is a paradigm for cultural and artistic education; the fifth section (2010-2019) consisted of various educational practices and institutions. Based on the research results, efforts are requested to establish an academic identity that can support dance education, interdisciplinary practice, and research.

The Research on Japanese Independent Animator Koji Yamamura's works (일본의 인디펜던트 애니메이션 작가 야마무라 코지의 작품 분석)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.21
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    • pp.19-32
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    • 2010
  • In this essay, Japanese independent animator Koji Yamamura's works were analyzed. As understood from etymology of 'anima', animation is the expression media in which creation of moving image is assumed to be essence. In the independent animation, possibility of animation to the essence shows by the most original and experimental method. And it contributes to diversification of the animation style. Yamamura keeps producing animation independently from the 1980's, and he designed and tried technique and theme of new ideas. Here, on Yamamura's early and after works, his animation method considered by analisis of experimental attempt in technique and theme. In the case of Yamamura, he variously experimented technique on his early works and it was made foundation. And, after , Yamamura searched by the method to harmonize form of animation with content treating drawing animation technique with allegorical theme. Especially, independent animation in Japan has developed growing spontaneously. Therefore the individual aesthetics of Japanese independent animators can be discovered indeed variously intheir creation activity and work. So the importance of independent animation is recognized by concretely analyzing the case of Japanese independent animator. In addition, the way used on the side of possibility of animation expression tries to be considered individual case.

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A Study about the Function of Culture Welfare Programs for Dissolving Social Exclusion about the Social Vulnerable Classes - A Qualitative Research Focused on the Culture Welfare Practitioners - (사회적 취약계층의 사회적 배제에 대한 문화복지 프로그램의 기능 - 문화복지실천가 대상 질적연구 -)

  • Choi, Jong-Hyug;Lee, Yun;Yu, Young-Ju;Ahn, Tae-Sook
    • Korean Journal of Social Welfare
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    • v.62 no.1
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    • pp.291-316
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    • 2010
  • This study aimed to look for the possibility of dissolving social exclusion about the social vulnerable classes through the culture welfare programs. For this purpose, we analyzed interview records focused on the culture welfare practitioners applying the Modified Grounded Theory Approach worked out by Kinosita. The results showed that the culture welfare programs functionated of dissolving social exclusion about the social weaks by enhancing latent faculties and the sense of self-respect of them through providing various opportunities of culture fruition. It was appeared that the culture welfare programs promoted creative competence and the sense of self-respect, and strengthened the sense of solidarity of the participants by using the approaching strategies of offering various opportunities of creational experience, atypical operating programs centered on the process, establishing of the participants' subjecthood, and communal activities. That is, it was proved that actually the social weaks experienced the change of life with feeling emotional satisfaction, promoting family and human relationship, establishing positive identity, empowerment, participating communal activities, and so on, through the culture welfare programs. From these results we can know that if we provide the programs mixing the culture welfare programs with social welfare services which traditionally reinforced social exclusion about the social vulnerable classes by stigma, the social exclusion about them can be dissolved.

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Signifying Practices of Technoculture in the age of Data Capitalism: Cultural and Political Alternative after the Financial Crisis of 2008 (데이터자본주의 시대 테크노컬처의 의미화 실천: 2008년 글로벌 금융위기 이후의 문화정치적 대안)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.143-148
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    • 2022
  • The subject of this paper is the practical examples of technoculture that critically thinks network technology, a strong material foundation in the era of data capitalism in the 21st century, and appropriates its socio-cultural metaphor as an artistic potential. In order to analyze its alternatives and the meaning of cultural politics, this paper examines the properties and influence of data capitalism after the 2008 global financial crisis, and the cultural and artistic context formed by its reaction. The first case considered in this paper, Furtherfield's workshop, provided a useful example of how citizens can participate in social change through learning and education in which art and technology are interrelated. The second case, Greek hackerspace HSGR, developed network technology as a tool to overcome the crisis by proposing a new progressive cultural commons due to Greece's financial crisis caused by the global financial crisis and a decrease in the state's creative support. The third case, Paolo Cirio's project, promoted a critical citizenship towards the state and community systems as dominant types of social governance. These technoculture cases can be evaluated as efforts to combine and rediscover progressive political ideology and its artistic realization tradition in the context of cultural politics, paying attention to the possibility of signifying practices of network technology that dominates the contemporary economic system.

A Case Study on the Role Creation of Actors Using Etude - Centering on the Play - (에쮸드(Etude)를 활용한 배우의 역할창조 사례연구 - 연극 <춤추며 간다.>를 중심으로 -)

  • Lee, Jeong-Ha
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.101-110
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    • 2019
  • The actor's art work is to build and create a role on stage based on the writer's drama. The actor's role creation is possible by analyzing the role of the writer in the drama logically and acting it actively. This is how an actor who practices practical acts goes beyond a stereotypical role-building and performs live acting skills. A case study in the field work for the application of Etude is absolutely necessary at present, where Etude of Stanislavsky is operated in Korean university education and field. This study will be a case in which Etude, which is a scientific and systematic acting methodology of Stanislavsky, is recognized and applied in the field as a methodology for more extended actor training methodology rather than making a judgment about the value of Etude as applied to theater education and the field as an acting training method. The researcher will introduce the methodology of using Etude as an acting method of Stanislavsky through the use of Etude in the creative play , and would like to give an example of an acting creation process model about 'how to apply Etude'. Through these studies and applications, actors can avoid falling into stereotypes and mannerism, and prepare the foundations for a living actor's art, the acting guide for creating a practical role.

Cao-e's story and Its Case Study on the culture archetype contents (조아(曹娥)설화와 문화원형콘텐츠 사례연구)

  • Jo, Jeong-rae
    • Cartoon and Animation Studies
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    • s.47
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    • pp.439-461
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    • 2017
  • The filial piety culture represented by Cao-e was regarded as moral rule mechanism in order to maintain patriarchal system and property relations in ancient China as an agricultural society. Exactly, In the process of Cao-e's story spreading, oral inheritance and literature processing have a relation of learning and penetration each other in order to beautify, deify, systematic stories. This is expression of human being's thought method of pursuing perfection. For instance, The traditional piety culture is increasingly weakened, that is why it is important to recognize the fundamental connotation behind the cultural identity in the modern society, to create the social foundation of Cao-e' filial piety cultural contents root, and to explore the core values of piety culture contains. Looking Cao-e' filial piety Culture and culture archetypes as study object, this article analyzes the spreading of Cao-e's story texts for understand the connection between literature processing and image formation from aspect of Cao-e deification.

Development achievement criteria of Creativity and Personality in Expressive Activity (체육과 표현활동 영역 창의·인성 성취기준 개발)

  • Hong, Hee-Jung
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.519-525
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    • 2016
  • The purpose of the study was to develop achievement criteria of Creativity and Personality in Expressive Activity. For the study, a Delphi survey was conducted with the selected Delphi experts including doctors of sports pedagogic, physical education teachers and doctors of dance studies who have more than 10-year teaching experience in the expressive activity. In this way, the following study result was obtained. First, 27 elements of creativity in the expressive activity were suggested such as originality, sensitivity, trust, courage, moderation. Second, 54 achievement criteria which were drawn up based on the 27 Creativity and Personality-elements. Achievement criteria of creativity and personality was presented in a modular fashion that could be applied in the creation, representation, appreciation which was composed of main content in expressive activity. By using these modules, physical education teachers could plan a lesson by choosing a various factors of creativity and personality, depending on the intended educational goals.