• Title/Summary/Keyword: 창작활동

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Group Music Therapy Involving Creation of a Musical Play to Improve Self-Esteem, Self-Expression, and Social Skills in Children (음악극 창작활동이 지역아동센터 아동의 자아존중감, 자기표현력, 사회성에 미치는 영향)

  • Bae, Sungjin;Kim, Kyungsuk
    • Journal of Music and Human Behavior
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    • v.17 no.1
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    • pp.51-70
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    • 2020
  • The purpose of this study was to examine the effects of group music therapy involving the creation of a musical play on the self-esteem, self-expression, and social skills of children. The participants were 14 first through third graders and 14 fourth through sixth graders from a children's center. Half of the children from each grade band (Grades 1-3 and 4-6) were assigned to the experimental group and the other half to the control group, for a total of 14 children in each group. The experimental group who participated in music therapy sessions focused on creating a musical play. The experimental group selected themes, made a script, composed song lyrics and music, and performed the completed musical play. The Self-Esteem Scale, Self-Expression Scale, and Social Skills Rating System (SSRS) were administered before and after the intervention. The experimental group exhibited significantly higher scores than the control group on all of the scales except subscales of the Self-Expression scale and the SSRS. The results of this study suggest that group music therapy can facilitate children's engagement in group work and that playing an important role in the group can positively impact their perceptions of themselves.

Exploring the Types of AI Platforms for Creative Activities and How to Use Them (창작활동을 위한 인공지능 플랫폼의 종류와 활용방안 탐색)

  • Park, Ju-Yeon;Ahn, Su-Jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.361-364
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    • 2022
  • This study was carried out for the purpose of Exploring the types of AI platforms for creative activities and how to use them. In order to learn AI in the fields of art creation and music creation, which are representative areas of creative activity, types of AI platforms that can experience AI and perform simple programming were investigated. In addition, the utilization plan was presented so that each AI platform can be used to express students' ideas abundantly and to enhance their creativity. Through this, it is meaningful to suggest that the AI platform can be used as a teaching aid to enhance students' expressive power and creativity in creative activities.

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좌담회-건축사의 창작활동에 있어서

  • Korea Institute of Registered Architects
    • Korean Architects
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    • v.4 no.13 s.13
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    • pp.29-35
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    • 1969
  • 국가 도시 개발계획에 발맞추어 건축 부문에서도 장족의 진보를 하고 있는 자체에 우리 건축사들의 사회에서의 위치와 또 사회에서 우리 건축사들이 당면하고 있는 중대한 과제가 되리라고 보는 건축사의 창작활동에 있어서 여러 가지 문제점과 급변하는 현 세계의 조류에 건축사들이 창조할 현대건축의 양식에 대해서 좌담회를 가졌음

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A Qualitative Study of Film Creators' Information Behavior Model (영화창작자의 정보활동모형 설계에 관한 질적 연구)

  • Lee, Jung-Yeoun
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.4
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    • pp.417-439
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    • 2008
  • This study interpreted film-creators' information behavior by reconstructing information behavior in the process of film-planning using human information behavior. Film creators exchange, collect, and analyze information through channels in the information environment so called "the small world." After these processes, they strategically express this information by creating a film. This study concludes that the purpose of film-creating activity and that of everyday life information seeking are intertwined and that co-communication is the most important information channel and information source.

A Study on the Effects of Cultural and Artistic Activities on Job Commitment, Creative Behavior, and Job Performance (문화·예술 활동이 직무몰입, 창의적 행동, 업무성과에 미치는 영향에 관한 연구)

  • Jang, Ha Soo
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.51-62
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    • 2018
  • Unlike in the past, culture and the arts are now being recognized as key elements for gaining competitive advantage, changing the approach and enjoyment methods of culture and art. The purpose of this study was to investigate the effect of participation of culture and art activities on the performance of the executives and staff members at M Financial Company. The study resulted in four different findings. First, creative activities have a positive effect on job commitment, but appreciation activities have no statistically significant effect on job commitment. Second, although appreciation activities have a positive effect on creative behavior, it has been confirmed that creative activities have no statistically significant effect on creative behavior. Third, job commitment has a significant effect on creative behavior. Fourth, the relationship between job commitment and job performance shows that job commitment affects job performance positively; creative behavior also positively affects job performance. Finally, we examined the mediating effect between participation in culture and art activities and job performance with job commitment and creative behavior. As a result, job commitment and creative behavior are found to mediate between creative activities and job performance. However, it did not mediate between appreciation activities and job performance. On the other hand, the mediating effect of creative behavior between job commitment and job performance was partially mediated.

Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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The Proposal and Analysis by Gilbert and Terrell on Supports for Creative Activities of Korean Artists Welfare Foundation (한국예술인복지재단의 창작활동 지원에 대한 길버트와 테렐 분석틀의 적용과 활성화 방안)

  • Jung, Jiyoung;Jeong, Hojin
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.409-418
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    • 2018
  • This study aims to find improvements to problems including investigation public affairs for the activities of artists focusing on the Korean Artists Welfare Foundation since established in 2012. Hence, Gilbert and Terrell's analytical framework for social policy is used with these public affairs in terms of allocation, benefit, service delivery system and finance for this research and pointed at issue. As a result of analysis, the identification of artist is vague for the allocation and the benefit and delivery are not effective in actual practice. In addition to this, the source of fund should become independent financially not to depend on the public funding. Therefore, the follow-up research is necessary that the system of verification for the artists to benefit from the public supports with fair and effective opportunities and developments to secures the funds prospectively.

Content Analysis on the Expression Activity in the Middle School Physical Education Textbooks of 2009 Curriculum Revision (2009 개정 교육과정에 따른 중학교 체육교과서 표현활동 영역 체제 분석)

  • Choo, Nayoung
    • 한국체육학회지인문사회과학편
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    • v.54 no.4
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    • pp.257-269
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    • 2015
  • The purpose of this study was to conduct content analysis on expression activity section in the physical education textbooks of 2009 curriculum revision and provide a basis for future middle school physical education. in order to accomplish the purpose of this study, 5 different kinds of physical education textbook. The physical education textbooks were examined through the comparative analysis and previous studies conducted for selections of the analysis bases. The results were as follows. First, textbooks devoted the space from 14.1 to 17.3%. In deployment and configuration of the section, each textbooks were used variety of methods, photographs and illustrations for motivations and advanced learning. Second, the instructional objectives were presented 4-6 each text book including expression activity concepts, understanding expression methods, personal competence reinforcement through creative activity, and watching performances. Learning contents were to focus on the concepts of aesthetic component in the esthetical expression, to highlight creative component in the modern expression, to express characteristic dances through understanding of the culture in the traditional expression. lastly, the middle assessments hight the understanding of each contents but small assessments focus on attitudes of character education.

Analysis of Factors Influencing Personal Media Creators' Platform Selection : Focusing on YouTube, Twitch and AfreecaTV (1인 미디어 창작자의 플랫폼 선택에 영향을 미치는 요인 연구 : 유튜브, 트위치, 아프리카TV를 중심으로)

  • Bang, Eun-Hye;Kim, Ye-Lim;Na, Hwaseong;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.562-582
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    • 2022
  • Although personal media have become a giant industry, there is a lack of understanding of personal media creators. Therefore, this study aims to clarify factors influencing personal media creators' choice of platform. According to the analysis, there is a significant difference between the factors considered by YouTube, AfreecaTV, and Twitch creators. Moreover, the moderating effect of creators' main genre and broadcasting type were also found to be partially significant. It was found that both creators who share the motive of vividness and communication as their main genre and creators who focus on recording and broadcasting with career development motivation prefer YouTube.