The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.
The Journal of the Convergence on Culture Technology
/
v.9
no.3
/
pp.425-433
/
2023
In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.
As urbanization has evolved, a number of cities have been engaged in building creative power through branding. Cities contain much creative space and creative space within cities develops them. Cities are connected with space, which have a great influence each other, in particular, in cities of culture and art. Space contents in cities have various forms and types and work as important factors for branding of cities. In this high-touch generation, cities of culture and art have special meaning in that design of emotional generation, and cultural meaning of tangible and intangible assets in cities are their competitive power and sources of high added value. The cities of culture and art are oriented toward creative future globally and nationally. In cities of culture which seek for urban development by excavating artistic meaning and value through artistic and cultural development, their cultural meaning itself can become a brand, which effectively leads to building creative cities and marketing of urban brands. This study aims to analyse cases of cities developed through discovering or reactivating art and cultural meaning and value of urban space based on urban space contents. Then it analyses through what urban image, brands and marketing space contents were developed and suggests necessity of space contents development in small and middle sized cities. Therefore, based on the cases of art and cultural cities developed depending on space contents, it analyses and differentiate their various types and contents, aiming to show that any cities can be based on art and culture and creativity depending on creation, regeneration and development of space contents.
Journal of the Korean Society of Fashion and Beauty
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v.1
no.1
s.1
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pp.65-78
/
2003
This research is to provide practical help in learning hair and makeup illustration skills by presenting techniques for hair and makeup drawing; to serve efficient illustration education; and to enhance the status of beauty and contribute to artistic development. Hair style and makeup techniques include graphical one, pattern-centered one, one using pattern paper, simplifying one and mood one expressing image. Of them, this research made the illustrations to use cosmetics, color pencils and pastel based on the graphical technique. for each design of the illustrations, ethnic, sexy, natural, romantic and gorgeous images, which were considered to be appropriate to the graphical technique, were chosen by the researcher out of hair and makeup styles that appeared in the fashion magazines including Vogue, Gap, Mode et Mode from 2000 through 2001. In particular, they were chosen with focusing on basic styles. The summaries below were found with the experience of making illustrations. Various techniques and skills are required to express the ideas of hair and makeup styles. Of them, the graphical technique is very useful as the primary step to learn various techniques and improve drawing skills. First, the graphical technique may enable not only expressing what is desired to draw as is, but also accurately representing hair and makeup designs so as to convey objective expression. In this regard, it is a proper way to achieve its inherent purpose as conveyance of messages. Second, more accurate styling of hair and makeup is available through graphical expression, which helps understand related practical techniques. In addition, makeup illustration, which is expressed through direct makeup products and instruments, may serve skill improvement since such direct use provides the feeling of real makeup. Third, the graphical technique as a basic drawing skill may unrestrictedly show the artist's expression ability. Fourth, although artistic merits implying individuality and creativity should be shared through illustrations that express the artist's ideas or emotions, the graphical technique is the easiest method to beginners who just started learning of illustration, in that it enables expression without highly advanced skills.
Aesthetic Movement is an artistic movement which intended to bring up the quality by implanting beauty in everyday life. Aesthetic movement made the beauty itself come alive within each person and thus made it possible to improve the quality of life. Aesthetic Movement emphasized the total artistic concept and this brought new wave to the textile design movement. This paper is the study on the Aesthetisism and the effect that had on the textile design. This study draws the conclusion that there are four areas the textile designs of that era was influcenced by : Firstly , through the influence of the Japanese art, the textile designs came to have 2 dimensional quality. Secondly, through the influence of the pre Raphaelite, colors in the textile designs changed to have pale tones. Thirdly, with the influence of William Morris, the creativity in textile design came to be alive. Forthly, to better the quality of life and design, the cooperative spirits of Arthur Liberty, Morris, Godwin, Lewis Days and other designers, architects including artists contributed a great deal to make the English textile designs to be creative contemproary art works.
Paper, once known and used only as a medium for printing or handicrafts, is now being used in new fields including artistic clothing, and an environment-friendly material for fashion, while the functionality of its formative characteristics and esthetics have been newly highlighted. On this basis, this study performed a content analysis of paper couture and categorization of types of paper modeling techniques based on 904 paper couture submitted to paper fashion shows, exhibitions and contest exhibits from 2001 to 2013. Analysis results showed that paper textile types were most common at 86.64%, while techniques using laminating, bonding, overlapping or paper as-is represented 62.17%. Expressive techniques in which paper was cut or torn and attached to paper clothing was 11.62%, paper folding was 5.75%, drawing and coloring 4.65%, and finally, paper cutting was 2.65%. Meanwhile, among paper modeling techniques using paper yarn textiles, a paper weaving technique was 6.75%. Moreover, other techniques in which paper modeling techniques or subsidiary clothing was blended were 3.65%, and Dak peeling textiles were 1.33%. Paper paste moulding textiles types represented 1.44%, above all papier $m{\hat{a}}ch{\acute{e}}$ techniques of 0.55% and creasing and holding techniques were 0.88%. Paper is sufficient to express the artists' creativity as well as having qualities as an artistic medium, such as variability through combined use with other materials, variation in form, suitability for reuse of waste paper, and environmental friendliness. Also, various paper modeling techniques can be blended with textiles for a generalized technology that overcomes the limits of paper and textiles.
The purpose of this study was to identify Chinese new generation women's clothing exploratory behavior according to their sensitivity pursuit propensity. The respondents were 500 Chinese new generation women residing in Soju City, China. Frequencies, percent, mean, one-way ANOVA, factor analysis, Chi-square test, and cluster analysis were done by use of SPSS PC+. The results were as follows; 1. The factors of sensitivity pursuit propensity were adventure & diversity, change, new atmosphere, and artistic sensitivity. And factors of clothing exploratory behavior were brand turnover, innovative clothing purchasing or wearing, clothing information collection through visiting store, and clothing information collection through contacting neighbors or advertisement. 2. The Chinese new generation women were classified into the creativity pursuit, the adventure & change pursuit, the multi-sensation pursuit, and the sensation retard according to their sensitivity pursuit propensity. 3. The creativity pursuit explored clothing for brand turnover and information through visiting store, communication, or advertisement, were found more among the unmarried late 20's with higher education and jobs. The adventure & change pursuit explored clothing information through visiting store, were found more among the unmarried university students in early 20's. The multi-sensation pursuit explored innovative clothing purchasing, were found more among the unmarried early 20's with jobs or students. The sensation retard explored clothing information through communication or advertisement, considered quality more, were found more among the married early 30's with lower education level and jobs.
Recently, along with mechanization, automation, modernization of industry, because of decrease in the conventional job that provide labor and receive wages, the industrial society that require production workers have become overcrowded. accordingly, the unemployeds are increasing. in the future, in preparation for IT, content industry that stand on the basis of knowledge industry, we have to develop competitive IT, content industry based on creativity. in the center of the progress, art education holds a special place. However, recent our education is so concentrated in college entrance examination that art education is losing its footing. this paper try to search the basis of creativity for future industry in the art education, emphasize the importance and invigoration of school art education. by the increase of artistic sensitivity that can be attained through art education, we can promote the whole man that can be creative, change one's way of thinking and develop the ability of carving one's way and leading future society. Therefore, we need future education that can promote the whole man that can be creative, change one's way of thinking through revitalized art education.
Since the 1980s the development of American art furniture was embodied its concept by second-generation furniture artists affected and educated from the first generation that has implanted art furniture fundamental values. Besides, embracing inevitably needs of the new era going with the social change rather than dwell on the nature of mere handicraft era, it has evolved with economic revival in the United States, the attention and increased consumption of the public, and ongoing government-sponsored. And more recently, the American contemporary Art Furniture faces another change in the non-boundary phenomena between art and design. American art furniture since the 1980s are summarized as three major trends: Art furniture embellished with traditional hand-craft, Art furniture featured the individualistic avant-guard characteristic, Art furniture eroded the distinction between art and design. By analyzing focusing on the furniture artists and their works in contemporary art furniture deployment aspects since the 1980s, the purpose of this study can be utilized as a method to measure the forward direction, internationally competitive, creativity, and artistic value of the domestic art furniture.
The purpose of this study is to analyze the concept and characteristics of parody, and consider how parody was reflected in Thom Browne's collection centering on the expressive method. Thus, this study will attempt to shed new light on the creative possibility and artistic value of parody in men's fashion design. The methods are as follows. The ideas, characteristics and expressive methods that represent parody was considered by referencing various related books, papers, art critiques, etc. Based on this theoretical study, a case of Thom Browne's collection (Thom Browne menswear: 2004 S/S-2012 F/W) was observed to find types of parody, attributes and significance. Photo material was collected through websites such as www.thombrowne.com, www.style.com, etc. The type and characteristics of parody expressed in Thom Browne's collection was considered in the following aspects: imitative parody, critical parody and pastiche parody. Through such consideration, it was possible to realize the fashion designs that adapt Thom Browne's parody are very deliberate and calculative. The designs convey exaggeration, destruction of form, emphasis on discontinuity, transition into attraction, aesthetics of unfamiliarity, characteristic aspects of irrationality and contradiction. Through the study, it was possible to see Thom Browne's collection with parody adaptation shaping new creativity and broadening formative aspects in fashion design.
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