• Title/Summary/Keyword: 창조공간

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CVBER KOREA 21-창조적 지식 기반 국가 건설을 위한 정보화VISION

  • Hyeong, Tae-Geun
    • 정보화사회
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    • s.129
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    • pp.12-17
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    • 1999
  • 정보통신 기술의 발달로 세계는 시간과 공간의 개념이 사라지는 거대한 네트워크로 바뀌고 있다. 지구촌 구석구석을 잇는 인터넷이 2000년이 되면 이용자가 5억명을 넘을 것으로 전망된다. 급속히 퍼지고 있는 인터넷상에서 지식과 정보가 "빛의속도"로 교환되며 생활과 산업, 비즈니스의 전반에 변화를 일으키고 있다. 산업사회가 나래를 접고 지식정보사회가 성큼 다가온 것이다.

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A Study on the Iconological Approach of the Korean Traditional Space Design - Focusing on Regional Prototype and Creative Fantasy - (한국 전통공간디자인의 도상해석학적 접근에 관한 연구 - 지역적 원형과 창조적 환상의 개념을 중심으로 -)

  • Park, Kyung-Ae
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.120-127
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    • 2008
  • Korean space design image is a kind of writing as well as one of the sign that dissembles itself as a direct transcript of what it represents. Moreover it is pictorial representation and notions such as mental and perceptual imaginary. Significance of Iconology lies in how we transform image and the imagination that produces it into power of trust and respect. From this point of view, the process of this study is illustrated as follows: At first, this study search out concept of archetype, collective unconsciousness and collective representation that found principles on basic theory for interpretation of korean space icon. Secondly, it mentions theoretical background of iconological contents and structure. And it clarifies Iconology as a method that is applicable logic for Korean space design. Finally, as an analysis of korean space design, this study analyse in three steps that are pre-iconological description, iconological analysis, iconological interpretation each in terms of modernization at regional korean space design. In the step of the pre-iconological description, it describe visual representative style based on era and place. In the step of the iconological analysis, the typical structure is classified in status, vernacular, ethnic, traditional. In the step of the iconological interpretation, connotation is categorized into allegory, multivalence, potential. Through this process, this study suggest that iconology is an appropriate analysis system of Korean space design images that represent symbols combined with our collective emotion.

A Study on the Adaption of Creative Thinking Methodologies in the Spatial Design - Focused on TRIZ - (창조적 사고 방법의 공간디자인 적용에 관한 연구 - 트리즈를 중심으로 -)

  • Kim, Sung-Hye
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.33-40
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    • 2013
  • This study aims to recognize that creative thinking methodologies can be adopted in the spatial design. The concept of 'Convergent' and 'Divergent' used in structure of intellect model by Guilford is chosen to understand the character of creative thinking methodologies. Technical and physical contradictions is analyzed for '40 inventive principles' of TRIZ and spatial design works. Through this study, we recognize that the creative thinking methodologies consist of analysis, idea generation and evaluation phase. The psychological inertia that limits the creative thinking should be move away from solving problem, and convergent and divergent thinking have peculiarities to be adopted in condition and to be harmonized, and to set the direction of solving technical problems through to reach the target point integrated way of thinking is needed. '40 inventive principles' by Altshuller are based on engineering and useful in many areas of fields. However some principles are not accepted in design process because these are not considered in design field and paradigm is changed from machine to nature. Nowadays, nature is a prime issue for sustainable human life, because it has sustainable recycle structure and saving energy ways. Thus, creative thinking, including TRIZ is useful in design education and progress, and should be an essential element to get a new design paradigm.

A Study Suggesting the Development Direction of the Next Generation Digital Library (차세대디지털도서관의 발전방향논의에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.2
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    • pp.7-40
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    • 2014
  • This study proposes to identify digital library services applying cutting-edge technologies, and attempt to investigate the applicability of these technologies and services to domestic libraries. To this end, we reviewed main research which discusses next generation digital libraries, and examined thoroughly main technologies which can be applied to future libraries. As a result, the core technologies, concepts, and tools of the next generation of digital library are: cloud services, space for infinite creating (makerspace), big data, augmented reality, context-aware technologies, Google-glass, a revolutionary display technology, open linked-content-offering method, and so on. Specific cases of libraries already utilizing these technologies are also discussed.

A study of Ontology based Adaptive Contents Generation for R&D Meeting (R&D 회의를 위한 Ontology 기반의 적응형 컨텐츠 생성에 관한 연구)

  • Jin, Hyo-Jeong;Hwang, Kyung-Eun;Ha, Sung-Do
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.537-540
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    • 2007
  • 본 논문의 목적은 인간과 시스템의 상호작용에 의한 컨텐츠 생성을 가능하게 함으로써 회의공간에서의 지식창조 프로세스를 지원하는데 있다. 회의에 있어서 발표자료는 기존의 조직이 보유 하고 있는 유형 지식인 컨텐츠 리소스들에 발표자의 지식이 더해진 산물로서 기존의 조직의 지식과 회의에서 창조되는 새로운 지식 사이의 가교역할을 담당한다. 본 논문에서는 R&D 회의를 대상으로 이러한 회의에서의 새로운 지식 창조의 기반이 되는 발표자료의 작성을 지원하는 적응형 컨텐츠 생성 시스템 (Adaptive Contents Generation System)을 제안하였다. 제안 시스템을 구현하기 위하여 먼저 기존의 조직이 가지고 있는 자원인 구성원 정보, 프로젝트 및 미팅 정보, 컨텐츠 리소스들을 체계적으로 관리하기 위한 Ontology를 구축하였다. 이렇게 구축된 Ontology를 기반으로 제안 시스템은 회의, 발표자, 참가자들의 상황과 생성되는 컨텐츠의 종류에 적합한 Fragment 들을 추출하고 이들을 하나의 컨텐츠로 구조화하여 사용자에게 제공한다. 또한 사용자가 시스템으로부터 생성된 컨텐츠를 수정하고 시스템은 이를 반영할 수 있는 환경을 제공함으로써 시스템이 가지고 있는 지식에 사용자 자신의 지식을 더하여 표현할 수 있도록 하였다. 본 논문은 시스템과 인간의 협업 작업에 의한 인간 기능의 확장뿐만 아니라 조직의 지식경영 및 효율적인 컨텐츠 관리를 지원하는 데에 그 의의를 둘 수 있다.

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Gameness in SNS : Tetradic Analysis of the Classic Game Model (SNS의 게임성 연구 : 클래식 게임 모델의 테트래드적 분석)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.29-44
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    • 2014
  • This Study analyzes gameness in SNS. SNS is not only communication tool for real life but also game like media for the experimental fiction. As the media like games, SNS meets 6 classic game features. After the Tatradic analysis, Expressive and manipulation rules move SNS paidia direction, player's effort and negotiable outcome are obsolesced. Player's attachment is enhanced and in SNS, the tradition of MUD retrieves abstract ground with representative expression. As following result, SNS is able to extend its own area to the player's creative world for the possible. SNS is the media like games.

Processes and Outcomes of Creative City Policies: Case Studies on UK-Tech City (창조도시정책의 추진과정과 성과에 대한 연구: 영국의 테크시티 정책을 중심으로)

  • Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.4
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    • pp.597-615
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    • 2016
  • Since 1997 the United Kingdom has pursued creative industry and creative city development in accordance with the New Labor Party policy, strengthening its cluster policy by assigning creative city policies to traditional manufacturing-oriented regions. Tech City in London, one of the most successful examples of digital clusters, is an area in which diverse ecosystems for venture business integration have been established, as the once barren space began to spontaneously develop. For this region, systematic linkages including universities, private companies, start-ups, and accelerators have been added, along with the UK government's active support system. As a result of this opportunity, the scale of the UK start-up ecosystem has significantly grown, the number of local companies has surged, and brand effect has greatly improved. Tech City is an example of a well-balanced combination of public effort and private governance, based on the region's historical background and its potential for growth. It is an effective coordination of public policy and private active investment, services, research, and education. The market platform for institutional technology and commercialization, and aggressive investment shares in the risk, have lead to its growth as a start-up and an innovative city. Britain's efforts to expand the nationwide cluster for the future-oriented digital economy is most noteworthy.

The Creative Regeneration and Daily Life on Urban Park - The Case of JeonpoDolsan Park in Busan - (도시 소공원의 창조적 재생과 일상 - 부산 전포돌산공원을 중심으로 -)

  • Kong, Yoon-Kyung;Yang, Heung-Sook
    • Journal of the Korean association of regional geographers
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    • v.17 no.5
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    • pp.582-599
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    • 2011
  • The aim of this research is to investigate the various activities of residents conducted at the regenerated Park as well as conflicts and participations of residents that appeared in the regenerative process of the Park in urban low-income group settlement where public spaces for the community are absolutely insufficient, focusing on the Jeonpo-Dolsan Park. Moreover, this research examines the influences of the newly regenerated Park on the daily lives of residents and the meanings and roles of the Park to the residents. The Park not only provided the functions of a general parks but also served the role as the space for the culture, participation, discussion and assembly. Also dirty and uncleaned landscapes was improved because of the regeneration of Park. It was confirmed that the Park contributed to elevating the life quality of residents in urban low-income group settlement by forming an open-minded village, constructing public space for the community and communicating with discontinued neighboring villages. The Park' regeneration was produced not by executing the unilateral redevelopment policy of the administration for the urban low-income group settlement but by inducing the participation of the village residents. Owing to this, the creative regeneration of the Park aroused a motive for place attachment and sense of belonging, expanded public morals and prepared the opportunity to change as a hopeful space in awareness.

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Metamorphosis of Reality in Animation (애니메이션에서 리얼리티의 역사적 변용)

  • Rieh, Jae-Gyu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.220-234
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    • 2005
  • The article deals with the reality subject of animations. Animations are created on the basis of fantasy. Disney's introduction of the narratives and styles of live action film into the field of animation, which laid a foundation for the hyper-reality animation, has produced an unintended consequence of marginalizing other animation genres which have emphasized fantasy through free experimentations of various images. A combination of Disney's world view of hyper-reality with later-developed 3D computer animation technology has made fantastic figures and spaces much more real than the real ones, and succeeded in creating a matrix of simulacre, a world of mere copies without the original.

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A Study on Learning to Creative Solve Problems using RDS (RDS를 이용한 창의적 문제해결 학습방법에 관한 연구)

  • Hong, Seong-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06a
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    • pp.154-155
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    • 2010
  • 21세기 지식정보화 시대의 정보과학기술은 중요한 교육으로 발전하고 있으며, 최근 6T를 기반으로 융합 IT는 미래사회의 중요한 과학기술로 연구 발전 시켜나가고 있다. 최근 이러한 융합적 IT기술의 근원은 창의성 계발과 아이디어를 중요시하고 있으며, 창조적 인재육성을 지향하고 있다. 창조적 인재육성은 창의적 문제해결 학습에 의한 두뇌의 발달과 창의적 설계를 가능하게 하므로 새로운 학습방법 연구가 활발히 진행 되어야 할 필요가 있다. 본 논문에서는 RDS를 이용한 창의적 문제해결 학습방법에 대하여 설명하고, 융합 IT분야에서도 미래사회에 가장 많은 영향력을 가지고 있는 지능로봇 분야의 창의적 설계와 응용을 학습할 수 있는 방법에 대하여 소개한다. RDS는 지능로봇 시뮬레이션 프로그램을 서비스 컴포넌트 기반으로 창의적 설계에 대하여 3차원 가상공간에서 학습자가 직접 프로그램으로 제작 실험이 가능하도록 지원한다. 또한 수학적, 과학적 학습의 효과를 동시에 IT에 접목할 수 있는 종합교육학습 시스템으로 발전시켜 나갈 수 있다. 시각적 시뮬레이션 환경(VSE)은 학습자의 문제해결력을 위한 경험과 실험을 동시에 실시간 제공할 수 있는 것이 큰 장점이다.

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