• Title/Summary/Keyword: Creative Activities

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Study on Internationality of Japanese Modern Print in the World Print (세계 현대 판화속의 일본 현대판화의 국제성 연구)

  • Kim, Seung-Yeon;Shin, Ji-Yeon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.413-437
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    • 2014
  • As the public Japanese art, print can be said to have started from Ukiyo-e print of Edo period(江戶時代, 1603~1867). Ukiyo-e(浮世繪) print, which 3 persons jointly produce, henceforth has gradually declined since the meiji period(明治時代, 1868~1912) due to the development of new print technique and introduction of western art. Since then, during the daiso period(大正時代 1912~1926), creative print movement grew up. Creative print is, differently from Ukiyo-e print, to be produced by one person, from the original picture to print, focusing on creating the artist's own work by being the main agent of the work. During before and after 1900s, print was evaluated low in Japan, compared to western painting, sculpture, etc. Nevertheless, the facts that several Japanese print artists received awards from international exhibits since 1950s became a big topic internationally, which became an opportunity to hold Tokyo International Print Biennale in 1957 in Japan, the first international art festival. From then on, print was recognized as an art genre while new recognition on it was gradually accepted also in Japan. In 1970, a controversy on it arose, while the characteristic of print as a medium of modern art became strong, accordingly, a controversy on it arose. However, in 1980, it firmly established itself as an art genre by overcoming the crisis through various efforts in the dimension of print artists and university education. Since then, print artists who produce new works with completeness by applying traditional technique and modern expression mode emerged, and until now Japanese modern print art is highly recognized by the world through the continuous overseas activities, research on print art, and cultivation of young print artists. This research looked back on the historical process when Japanese modern print art was created, which represents Asia, and investigated the cause that it could have win an international fame.

A Study on Teaching-Learning and Evaluation Methods of Environmental Studies in the Middle School (중학교 "환경" 교과의 교수.학습 및 평가 방법 연구)

  • 남상준
    • Hwankyungkyoyuk
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    • v.7 no.1
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    • pp.1-17
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    • 1994
  • This study was performed to determine appropriate teaching-learning and evaluation methods for Environmental Studies. To promote the relevance of our study to the needs of the schools and concerned educational communities of environmental education, we reviewed related literature, conducted questionnaire surveys, interviewed related teachers and administrator, held meetings with experts, and field-tested our findings. For selecting and developing teaching-learning methods of Environmental Studies, findings of educational research in general are considered. moreover, principles of environmental education, general aim of environmental education, orientations of environmental education, and developmental stages of middle school students in educational psychology were attended. In addition, relevance to the purpose of the Environmental Studies curriculum, appropriateness for value inquiry as well as knowledge inquiry, small group centered class organization, social interaction centered teaching-learning process, regional environmental situation, significance of personal environment, evaluation methods of Environmental Studies, multi- and inter-disciplinary contents of the Environmental Studies textbook, suitability to the evaluation methods of Environmental Studies, and emphasis on the social interaction in teaching-learning process were regarded. It was learned the Environmental Studies can be taught most effectively in via of holding discussion sessions, conducting actual investigation, doing experiment-practice, doing games and plate, role-playing and carrying out simulation activities, and doing inquiry. These teaching-learning methods were field-tested and proved appropriate methods for the subject. For selecting and developing evaluation method of Environmental Studies, such principles and characteristics of Environmental Studies as objective domains stated in the Environmental Studies curriculum, diversity of teaching-learning organization, were appreciated. We categorized nine evaluation methods: the teacher may conduct questionnaire surveys, testings, interviews, non-participatory observations; they may evaluate student's experiment-practice performances, reports preparation ability, ability to establish a research project, the teacher may ask the students to conduct a self-evaluation, or reciprocal evaluation. To maximize the effect of these methods, we further developed an application system. It considered three variables, that is, evaluates, evaluation objectives domains, and evaluation agent, and showed how to choose the most appropriate methods and, when necessary, how to combine uses of different methods depending on these variables. A sample evaluation instrument made on the basis of this application system was developed and tested in the classes. The system proved effective. Pilot applications of the teaching-learning methods and evaluation method were made simultaneously; and the results and their implications are as follows. Discussion program was applied in a lesson dealing with the problems of waste disposal, in which students showed active participation and creative thinking. The evaluation method used in this lesson was a multiple-choice written test for knowledge and skills. It was shown that this evaluation method and device are effective in helping students' revision of the lesson and in stimulating their creative interpretations and responces. Pupils showed great interests in the actual investigation program, and this programme was proved to be effective in enhancing students' participation. However, it was also turned out that there must be pre-arranged plans for the objects, contents and procedures of survey if this program is to effective. In this lesson, non-participatory observation methods were used with a focus on the attitudes of students. A scaled reported in general description rather than in grade. Experiment-practice programme was adopted in a lesson for purifying contaminated water and in this lesson, instruction objectives were properly established, the teaching-learning process was clearly specified and students were highly motivated. On the other hand, however, it was difficult to control the class when some groups of students require more times to complete their experiment, and sometimes different results. As regards to evaluation, performance observation test were used for assessing skills and attitudes. If teachers use well-prepared Likert scale, evaluation of all groups within a reasonablely short period of time will be possible. The most effective and successful programme in therms of students' participation and enjoyment, was the 'ah-nah-bah-dah-market' program, which is kind of game of the flea market. For better organized program of this kind, however, are essential, In this program, students appraise their own attitudes and behavior by responding to a written questionnaire. In addition, students were asked to record any anecdotes relating to self-appraisal of changes on one's own attitudes and behaviours. Even after the lesson, students keep recording those changes on letters to herself. Role-playing and simulation game programme was applied to a case of 'NIMBY', in which students should decide where to located a refuse dumping ground. For this kind of programme to e successful, concepts and words used in the script should be appropriate for students' intellectual levels, and students should by adequately introduced into the objective and the procedures of the lessons. Written questionnaire was used to assess individual students' attitudes after the lesson, but in order to acquire information on the changes of students' attitudes and skills, pre-test may have to be made. Doing inquiry programme, in which advantages in which students actually investigated the environmental influence of the areas where school os located, had advantages in developing students' ability to study the environmental problems and to present the results of their studies. For this programme to be more efficient, areas of investigation should be clearly divided and alloted to each group so that repetition or overlap in areas of study and presentation be avoided, and complementary wok between groups bee enhanced. In this programme, teacher assessed students' knowledge and attitudes on the basis of reports prepared by each group. However, there were found some difficults in assessing students' attitudes and behaviours solely on the grounds of written report. Perhaps, using a scaled checklist assessing students' attitudes while their presentation could help to relieve the difficulties.

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Serendipity: The Effect of Technological Features in Social Curation Websites (소셜 큐레이션 웹사이트의 기능적 특성과 그 효과에 관한 연구: "뜻밖의 발견"을 중심으로)

  • Kim, Hyung Jin;Kang, Sooyeon;Lee, Ho Geun
    • Information Systems Review
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    • v.17 no.2
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    • pp.133-156
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    • 2015
  • A recent interesting user experience in social curation websites is that they often encounter unanticipated, valuable information through accidental, incidental, or serendipitous discoveries. Prior research suggests that serendipity can help solve a problem, generate a creative idea, and invent a new product because it allows for an intellectual leap to arrive at a novel insight that is suddenly instrumental to a task. Despite the significant roles, the notion of serendipity is relatively unexplored especially in the context where people actually experience it, such as social curation websites. In this study, we theoretically identified the key technological features of social curation websites, which support three major curation activities respectively: browsing, collection, and interaction. We then examined their impacts on the occurrence of serendipitous discoveries in the process of information seeking. Our results using data collected from real users reveal that the technological features all affected user experience of serendipity and the interaction feature has stronger impacts than the other two. Moreover, it was also found that user experience of serendipity significantly affected website usage behavior such as intention to return and intention to contribute to the website.

The Effect of Users' Individual characteristics and Social Influence on Cyberethics and Usage in Web 2.0 - Comparing South Korea and U.S.A. - (웹 2.0 환경에서 사용자의 개인특성과 사회적 영향이 사이버윤리성과 사용성에 미치는 영향 - 한국과 미국의 비교연구 -)

  • Moon, Yun-Ji
    • Management & Information Systems Review
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    • v.33 no.2
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    • pp.101-118
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    • 2014
  • In the mid-2000s, Web 2.0 appears and is becoming a general cultural code with the keyword of participation, sharing, and openness. Web 2.0, in which consumption is being transformed by the participatory web culture, has evolved. However, associated with the evolution of Web 2.0, several significant concerns appears in a society. Among them, this study will focuses on the cyber-ethics issues. There are limitations to solve the cyber-ethics problems only in the technical and legal approaches. Therefore, the current article intends to consider comprehensively the antecedents of cyber-ethics such as individual characteristics, social influence, and cultural characteristics. Specifically, (1) Do individual characteristics(i.e., self-efficacy, locus of control) affect cyber-ethics in the Web 2.0 environment?, (2) Do social influence(i.e., subjective norm) have an effect on cyber-ethics?, (3) Do cyber -ethics have an impact on user participation in the Web 2.0 services(i.e., retrieval and creation)?, finally (4) Do international cultural difference have a moderation effect on the relationship between cyber-ethics and user participation? For testing empirically the hypothesized research model, this study collected questionnaires in South Korea as well as U.S.A. The results showed that individual characteristics and social influence affect cyber-ethics toward user's creative activities in Web 2.0 sites.

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The Study on Service Design Development for Pharmacy Users: Using Smart Phone Application

  • Lee, Dong-Min;Park, Hye-Jung;Lee, Dong-In
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.93-100
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    • 2012
  • Objective: This study is to review the current state of services offered to pharmacy users, and develop a service design converging a prescription service and a smart phone application service in order to enhance patients' experience at pharmacies and home. Background: Under the new medical system; separation of prescribing and dispensing drugs, a doctor writes a prescription to their patients and patients have their prescription filled at the pharmacy. As the number of flue, allergy and atopy patients has increased, waiting lines have been longer at pharmacies. Besides, the current medical service system lacks of providing proper information on prescribed pills to patients. There are already services offered during waiting times such as offering free drinks, magazines or suggesting general drugs which you can buy without prescription, however they neither cover the current medical service's shorts nor shorten the waiting time. Method: I researched objective and perceived waiting times reduction methods, the current service status at pharmacies, and the government's policy direction in a medical service. Also, I observed a patient's journey from the hospital to pharmacy and then home. I examined the circumstance at pharmacies, patients' behaviors and their thoughts during their journey, and extracted three main goals to design a service in order to help patients have positive perception during the waiting time; (1) to reduce the perceived time by the way of visualizing time and offering readings about what patients consider necessary, (2) to educate patients what they are into and how to get through, (3) to establish trust among patients, doctors and pharmacists. Based on three goals, I designed a structure and a wireframe for a new service application of smart phones. Results: With a new service design for pharmacy users, users can track their medical record and visit the information about their current medical treatments anytime. Also the service helps patients build reliable relationships with doctors and pharmacists. Conclusion: Experience is not just an activity but series of multiple activities. The serving range of a medical service should not be determined by stakeholders but user's holistic experience. By approaching a service design with a holistic vision, it can enrich not only a temporary experience but also a whole life well being. Application: Since there are already many service applications advising patients about their illness and finding right doctors, this service design is focused on the experience from getting a prescription till feeling better. The next move is to combine those two parts medical services and design an integrated service application. As a prescription is going to be coded in numbers, we might consider to design an un-attended pharmacy which can shorten huge amount of time for filling prescriptions.

Design Development for the Ocean & Leasure Industry (해양레저산업 활성화를 위한 아이디어 상품 디자인개발 사례)

  • Kang, Bum-Kyu;Lee, Bo-Bae;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.116-127
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    • 2012
  • With the recent rapid growth in the number of people who enjoy marine and leisure activities in Korea, the marine leisure industry faces good opportunities for development. Korean brands are in between them. In this situation, new and innovative products related to an inflatable tube, which is one of the most popular marine leisure items, will help to increase sales of domestic companies and to pioneer a new market. Research methods are largely divided into 4: investigation, analysis & synthesis, development and evaluation. This paper introduces a "tube cushion" which is an inflatable tube covered by fabrics. It can be functioned at home 365 days a year as a cushion or a children's plaything. Tactile fabrics, neoprene and air-mesh, are used as the cover with a zipper, making it easy to open and close. Moreover, by putting together tubes and connecting them with snap fastener attached straps, the cushion can be transformed into a chair, a table, a tunnel, a train, and so on, serving as a creative plaything for children. With this paper, it is expected that new and innovative items differentiated from others, like this crossover tube cushion, will help to create a 'Blue Ocean' market for the marine leisure industry from the long-term perspective.

A research on the way of spreading creative design thinking by Semantic Network -Focus on product design- (의미 네트워크 개념을 통한 창의적 디자인 사고의 확산방법에 관한 연구 -제품디자인 중심으로-)

  • Zhang, Ye;Zheng, Hua;Eune, Ju-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1137-1144
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    • 2009
  • Creativity, the ability to produce through imaginative skill, is pursued by all designers. However, originality does not refer to absolute novelty. In this age, information is shared and disseminated. Creation of works is an activity to re-establish all shared information and reorganize relationship among things. Therefore, a new design is a product of reorganization rather than originality. Moreover, designers can generate ideas different from each other because they individually espouse different system of knowledge. From such perspective, a very important task of designers is to explore methods of expanding design thinking that can enhance the ability to new connection among things in the process of assimilation and modification. The task can be carried out by identifying characteristics and limits of their unique system of knowledge. Therefore, it is necessary to seek methods of expanding design thinking for efficient cognitive activities. In explaining human knowledge, this study applied semantic network, a method used in cognitive science for creating structure, and the method of expanding design thought was proposed by corresponding method of design conceptualization. By organizing, categorizing, and flexibly combining and modifying the methods of design thinking conceptualization and expansion generated by this study, strengths of each method were enhanced and limits of each method were overcome to enable more effective design thinking. In this study, the method of expansion was used when connecting of nodes cannot be sustained after using each method of conceptualization. By avoiding unique method of thinking through diversification and vitalization of conditional points, efficient design thinking was achieved. The value of this study lies in the fact that the proposed method of expanding thinking using the mechanism of network enhances the ability to establish new connections in the process of assimilation and modification.

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Sentiment Analysis Engine for Cambodian Music Industry Re-building (캄보디아 음악 산업 재건을 위한 감정 분석 엔진 연구)

  • Khoeurn, Saksonita;Kim, Yun Seon
    • Journal of the Korea Society for Simulation
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    • v.26 no.4
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    • pp.23-34
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    • 2017
  • During Khmer Rouge Regime, Cambodian pop music was completely forgotten since 90% of artists were killed. After recovering from war since 1979, the music started to grow again in 1990. However, Cambodian popular music dynamic and flows are observably directed by the multifaceted socioeconomic, political and creative forces. The major problems are the plagiarism and piracy which have been prevailing for years in the industry. Recently, the consciousness of the need to preserve Khmer original songs from both fans and artist have been increased and become a new trend for Cambodia young population. Still, the music quality is in the limit state. To increase the mind-set, the feedbacks and inspiration are needed. The study suggested a music ranking website using sentiment analysis which data were collected from Production Companies Facebook Pages' posts and comments. The study proposed an algorithm which translates from Khmer to English, doing sentiment analysis and generate the ranking. The result showed 80% accuracy of translation and sentiment analysis on the proposed system. The songs that rank high in the system are the songs which are original and fit the occasion in Cambodia. With the proposed ranking algorithm, it would help to increase the competitive advantage of the musical productions as well as to encourage the producers to compose the new songs which fit the particular activities and event.

An Instructional Design of STEAM Programs using 3D Printer and Analysis of its Effectiveness and Satisfaction (3D 프린터를 활용한 융합인재교육 프로그램 개발 및 효과성과 만족도 분석)

  • Bae, Youngkwon;Park, Phanwoo;Moon, Gyo Sik;Yoo, Inhwan;Kim, Wooyeol;Lee, Hyonyong;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.475-486
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    • 2017
  • The purpose of this study is to develop the STEAM program using 3D printer and to verify its effectiveness and students' satisfaction in order to draw implications and suggest the future directions. To design the alternative instructional framework utilizing the 3D printer, we used the learning standards of 'presenting the situation', 'creative design', and 'emotional experience' for the 3rd to 4th grade and 5th and 6th graders in elementary school. As a result of the experiment, statistically significant results were obtained about 'interest', 'care and communication', 'self-directed learning', 'career choice for science and engineering'. According to the students' satisfaction survey, students responded that they are interested in general, they can learn various subjects in relation to existing the regular classes, and that they have lots of making and experiencing activities.

The Direction to the Entrepreneurship Education Center : Insight from the Kauffman Campus Initiative (창업교육센터의 향후 방향에 관한 연구 : 카우프만 캠퍼스 사업의 시사점을 중심으로)

  • Choi, Jong In;Kim, Ki Young;Song, Choong Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.1
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    • pp.89-97
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    • 2013
  • Entrepreneurship is the act of being an entrepreneur or one who undertakes innovations or introducing new things, finance and business in an effort to transform innovations into economic benefits. This result in new organizations or may be part of revitalizing mature organizations in response to a perceived opportunity. The most obvious form of entrepreneurship is that of starting new businesses, or startup company. However, in recent years, the term has been extended to include social and political forms of entrepreneurial activity. Interest in the entrepreneurship education has increased significantly in now. The 61 universities made the entrepreneurship education center in the four year university and college through the government LINC program. We need the questions about the what, who and why for entrepreneurship education. Kauffman Campus Initiative(KCI) guide us to the direction of the entrepreneurship center for the future. The considerations are as follows; what is center's managerial structure, what kind of program and activities is provided, what is factors to be interested, participated in the education, how can be sustainable entrepreneurial center?. This study provide four implicit for the centers. More broad definition of entrepreneurship for the education, diverse textbook and subjects for the entrepreneurship, coach development for the teaching, and the sustainable leadership.

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