• Title/Summary/Keyword: 추상성

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Are Boys More Creative than Girls? -Based on the Scientific Creativity of Gifted Students- (남학생은 여학생보다 창의적인가? - 영재들의 과학 창의성을 중심으로 -)

  • Shin, Ji-Eun;Jung, Hyun-Chul;Choe, Seung-Urn;Han, Ki-Soon
    • Journal of the Korean earth science society
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    • v.23 no.4
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    • pp.324-333
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    • 2002
  • Recent studies have indicated that boys show better scientific achievements compared to those of girls. It is also a general conception that boys would be better than girls in terms of scientific creative performances and potential, although there have been few studies to support the general opinion. As the gifted education in Korea is progressing very rapidly, the importance of understanding the creative characteristics of gifted boys and girls has been increased. In the present study, we have compared and analyzed three different measures of creativity utilizing 135 gifted students (77 boys and 58 girls) to provide an empirical evidence for the different degrees of creative performances between gifted boys and girls. The instruments used to measure diverse aspects of creativity include the Torrance Test of Creativity (TTCT), the Test of Creative Problem-solving and Finding in Science (CPFS), and the Creative Behavioral Checklist in Science(CBCS). The results of the study indicate that girls, rather than boys, showed better creative performances, demonstrating moderately higher average scores on the three creative measures used in the study. The results are in contrast to people's general conception that boys would be more creative than girls. Implications of the study in connection with identification and educational practices for gifted education program have been discussed.

The Effects of Scaffolding Types in Wiki-based Collaborative Learning on Creativity (위키 기반 협력학습에서 스캐폴딩 유형이 창의성에 미치는 영향)

  • Hwang, Kyung-Yang;Kim, Hoi-Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.66-78
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    • 2019
  • This study aimed to investigate the effects of scaffolding on creativity in Wiki-based collaborative learning. Wiki-based collaborative learning was implemented over three sessions among 67 sixth graders in an elementary school, and subjects were divided into three groups: Group 1 had a teachers' scaffolding and self-questioning script; Group 2 had a teachers' scaffolding; and Group 3, the control group, had no scaffolding. Results showed a significant difference in creativity among the groups with different types of scaffolding(Wilks' Lambda=.238, F=8.678, p < .001). Group 1, had significantly higher performance compared to the Group in creativity. However, when self-questoning script and a teachers' scaffolding were offered, self-scaffolding was not found to have a significant effect on learners' Originality of creativity. Group 2 showed higher performance in Originality of creativity when only a teachers' scaffolding was offered in the collaborative learning. The results of this study suggest that teachers' scaffolding and self-scaffolding have positive effects on creativity, but the need for a differentiated self-scaffolding strategy to identify the factors that influence creativity in wiki-based collaborative learning.

A comparative study on creativity according to major of college students: focusing on pre-service early childhood teachers, pre-designers and pre-engineers (대학생의 전공에 따른 창의성 비교 연구 : 예비유아교사, 예비디자이너, 예비공학자를 중심으로)

  • Kim, Hyoung Jai;Lee, Jun Yeon;Eom, Se Jin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.19-27
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    • 2017
  • The purpose of this study was to analyze the differences of creativity according to major of college students focusing on pre-service early childhood teachers, pre-designers and pre-engineers. The subjects were 132 four grade of university students attending K and T university in Busan, Korea. Data were analyzed with one-way MANOVA to find out the differences of creativity according to their major. Results of this study as follows: first, overall creativity was significantly higher in preliminary designers than pre-service early childhood teachers and pre-engineers. Second, the fluency of pre-service early childhood teachers and pre-designers was significantly higher than that of pre-service engineers. The abstraction was significantly higher in pre-service early childhood teachers than pre-engineers. The elaboration of pre-designers was significantly higher than that of pre-service teachers and pre-engineers. Openness was significantly higher in pre-designers than pre-engineers, and pre-engineers were significantly higher than pre-service early childhood teachers. Therefore, this study suggests that the major in creativity curriculum and program development for college students should be considered, and the results of this study will be used as basic data of the creativity education program.

The Effects of the Extension Activity with Famous Paintings on Young Children's Creativity and Emotional Intelligence (명화감상과 연계된 확장활동이 유아의 창의성 및 정서지능에 미치는 영향)

  • Choi, Hye Won;Seo, Hyun A;Park, So Yun
    • Korean Journal of Childcare and Education
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    • v.9 no.4
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    • pp.5-29
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    • 2013
  • This study investigated the effects of the extension activity with fifty famous paintings on the improvement of young children's creativity and emotional intelligence. A total of thirty-one preschoolers participated in the study. There were a total of 15 preschoolers in the experimental group and 16 preschoolers in the comparison group. The measuring device of creativity was the Figural Tests of Torrance Tests of Creative Thinking (TTCT:Firural). And the measuring tool of emotional intelligence was the 'Emotional Intelligence Evaluation Tool for a Child by Teacher's Composer' developed by Younja Lee, Jongsook Lee, and Eunsu Shin (2000). To improve the accuracy of the experimental results from the post-test, a covariance analysis (ANCOVA) was conducted with the pre-test scores as covariate and the post-test scores as dependent variables. The statistical work with collected data was carried out by using PASW 18.0. The experimental group which participated in the extension activity with famous paintings showed improvement in the subordinate elements of creativity such as fluency, originality and abstraction of titles. Between the experimental group and comparison group, there was a meaningful difference statistically. The experimental group was also positively affected on all the subordinate elements of emotional intelligence such as awareness and expression of emotions, improvement of thinking by emotions, using ability of emotional knowledge, and control ability as the reflection of emotions. Through the activity, children became to respect the opinions of other friends.

The effects of S-STEAM program on creativity and multiple intelligences of young children (과학 중심 융합인재교육(S-STEAM) 프로그램이 유아의 창의성 및 다중지능에 미치는 영향)

  • Song, Min-Seo;Kim, Hyoung-Jai
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.361-372
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    • 2016
  • The purpose of this study was to develop a STEAM-based science education program for children and to verify its effectiveness. An S-STEAM-based science education program for young children was developed through careful analysis of prior research on science education for young children and S-STEAM. The participants were 29 four-year-old children from daycare centers located in Seoul (an experimental group of 14 and comparative group of 15). The S-STEAM program was applied to the experimental group, while the control group went through a general science education course provided by the government. TTCT of Creative Thinking (TTCT: Figures A and B) was used as a research tool, and a multiple intelligence test tool was applied to teachers of the groups. Afterwards, analysis of covariance was implemented to find the S-STEAM program's effects. First, the results showed positive effects on overall creativity, as well as in fluency, originality, abstractness, elaboration, and openness components of creativity. Second, the results showed positive effects on overall multiple intelligences and its components of linguistic, musical, spatial, logical/mathematical, physical exercise, interpersonal, and naturalist intelligence.

Avatar Behavior Representation and Control : A Layered Scripting Language Approach (계층적 접근 방식의 아바타 행위 표현 및 제어 스크립트)

  • 김재경;최승혁;오재균;임순범;최윤철
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.562-564
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    • 2004
  • 아바타는 최근 각광 받고 있는 기술로서 다양한 분야에서 많은 활용 및 발전이 기대된다. 그러나 현재 아바타 행위 표현 및 제어에는 체계적이고 표준적인 접근 방식이 결여되어 있어 아바타 행위 표현의 어려움이 있는 실정이다. 본 논문에서는 다양한 도메인 환경에서 아바타의 제어를 보다 용이하게 하기 위해서 아바타 행위 표현의 계층적 접근 방식을 제안하였다. 이를 위해 다양한 도메인 환경에서 사용되는 작업레벨 행위 모델을 정의하여 사용자가 특정 도메인에서 아바타에게 필요한 작업레벨 행위들을 할당하도록 하고, 이것은 아바타의 동작을 특정 도메인이나 구현환경과 독립적 및 추상적으로 설계한 상위레벨 동작으로 표현된다. 마지막으로 상위레벨 동작은 아바타 엔진이 제어할 수 있는 기본 동작으로 표현되어 다양한 구현 환경에 적용된다. 이와 같은 접근 방식을 통하여 사용자 측면에서 보다 쉽게 아바타의 행위를 제어할 수 있으며, 계층적인 표현 및 제어방식으로 스크립트의 호환성, 확장성 및 재사용성을 높였다

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Verification of Reverse specification for Real-Time System in Abstract Timed Machine (추상 시간 기계를 사용한 실시간 시스템의 역명세 검증)

  • 박지연;노경주;이문근
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04a
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    • pp.489-491
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    • 2000
  • 본 논문은 ATM(Abstract Timed Machine)으로 명세된 실시간 시스템을 검증하기 위한 방법을 기술한다. ATM은 임무 위급 시스템인 실시간 시스템을 명세, 분석, 검증하기 위한 정형기법이다. ATM은 모드와 전이, 포트로 구성된다. 다른 정형기법과 비교하여 ATM은 소프트웨어의 순환공학 과정에서 사용하기 위해 설계되었다. 역공학 과정에서 ATM은 계산 논리 뿐만 아니라 실시간 시스템의 실제 소스코드에 있는 설계나 환경정보를 표현할 수 있다. 이러한 목적을 위해 ATM은 다양한 모드를 사용한다. ATM을 사용한 실시간 시스템의 검증은 도달성 그래프를 생성함으로써 수행한다. 도달성 그래프는 상태와 시간을 추상화되고 압축된 형태로 표현할 수 있으며 그 결과 시간 속성을 지닌 상태 공간을 감소시킬 수 있다. 또한 시스템의 교착상태를 쉽게 발견할 수 있다. 본 논문은 ATM과 실행 모델, 도달성 그래프, 검증을 위한 속성 등을 기술하며 이들을 다른 정형 기법들과 예제를 통하여 비교한다.

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Dynamic Authentication Method for ZigBee Network (지그비 네트워크에서의 동적 인증 방법)

  • Kim, Seongyun;Chu, Sangho;Kim, Howon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1300-1303
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    • 2010
  • 지그비 보안 인증 방법은 총 4가지가 있으며, 하나의 네트워크는 특정 인증 방법을 선택하여 그 인증방법을 통해서만 보안 인증이 가능하다. 이는 효율적이고 유연한 지그비 네트워크를 구성하는 데의 한계점으로 작용하기에, 본 논문에서는 현재 표준 인증 방법의 한계점과 동적 인증 방법의 필요성, 동적인증을 위한 표준 프로토콜 수정 내용을 제시한다. 이를 통해 타 네트워크와의 인증, 인증 방법의 다양성 부여를 통한 보안성 강화가 가능하다.

The Influence of Aesthetic Elements on Affect Symbol Design - Focused on the Korean Symbol Design - (선호 심볼 디자인에 대한 심미적 영향 요소의 관계 연구 - 한국 심볼 디자인을 중심으로 -)

  • Kim, Eun-Ju;Hong, Jung-Pyo;Hong, Chan-Seok
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.121-128
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    • 2006
  • The elements to enhance preference in symbol design are mainly related to consumers' response and aesthetic elements. Because certain aesthetic elements in design affect consumers' response and it is actually presented through (the different level of) preference. This study through surveying case studies examines whether a certain aesthetic element in symbol design gives rise to much preference. According to the result of study, high preference in symbolic design depends on high level of Rhythm, Balance, Harmony, Elaboration, Round, Gestalt, Organic, and Artificial/Natural among aesthetic elements. In comparison, it is founded that Simplicity/complexity, Objective/Abstract, depth, and symmetry should be designed at the moderate level, and proportion, repetition of elements be at the low level. Additionally(or Besides) this study makes out that symbol design cases with high preference have shapes from natural material or patterns of traditional culture, while cases with low preference have shapes from geometric figures. On the basis of these results, a guideline of symbol design could De offered(or suggested) to fit preference of consumers. But, this study is mostly concerned with only affect among emotional reactions of consumer in a scope of study, and is considered only in the aspect of form excluding color and texture.

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A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics" (라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구)

  • Kim, Hyeran;Lee, Sang Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.371-381
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    • 2017
  • This paper presents a methodology for creating abstract animation based on the human movement theories originating from the work of dance theorist Rudolf von Laban. Laban Movement Analysis is a method and language for describing, visualizing, interpreting and documenting all varieties of human movement, and Choreutics is based on universal patterns of nature and of human as part of a universal design. Laban defines the space of movements in a profoundly dualistic way. Outwardly, his objective and scientific definitions provide a concrete base for generating human movements in computer graphics in terms of geometric and motion primitives such as points, lines, planes, polygons, linear and nonlinear movements. On the other hand, he also offers a system for understanding the subtle characteristics about the way a movement is dynamically done with respect to inner intention. Laban's interpretations of human motion can be utilized potentially in plastic arts and computer arts. Our work was inspired by those physical and psychological analyses and computer algorithms have been developed for creating abstract animation. We presented our computer animation works entitled "Choreography" in the exhibitions: a special section in "2015 Craft Trend Fair" and "Make Your Movement" held in the Korean Cultural Centre in UK, 2016. In this paper, we describe our ideas and methods for creating abstract object movements based on the Laban's motion representations.