• Title/Summary/Keyword: Creative Analysis

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Associative Interactive play Contents for Infant Imagination (유아 상상력을 위한 연상 인터렉티브 놀이 콘텐츠)

  • Jang, Eun-Jung;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.371-376
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

Modern reinterpretation and succession of Balenciaga design by Demna Gvasalia (뎀나 바잘리아에 의한 발렌시아가 디자인의 현대적 계승과 재해석)

  • Kim, Jiyoung;An, Hyosun
    • The Research Journal of the Costume Culture
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    • v.29 no.2
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    • pp.185-203
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    • 2021
  • The aim of this study was to reveal the modern succession and reinterpretation of brand identity through the case of Balenciaga design presented by Demna Gvasalia through a review of the literature, design collection, and design review analysis. The design collection analysis was conducted from 2016 F/W to 2020 F/W, when Demna Gvasalia commenced responsibility for the Balenciaga collection. A total of 12 articles from overseas fashion magazines and newspapers were analyzed. A modern reinterpretation of Demna Gvasalia's Balenciaga design is as follows. First, he introduced luxury mode to reflect a sense of the times and introduced luxury street looks based on street and sports sensibilities, showing various styles without specific concepts. Second, by sharing universal sensibilities based on pragmatism, he proposed an easy-to-wear outfit for daily life to demonstrate the everydayness of fashion. Third, as a new exploration of traditional structural beauty, the design of Cristobal Balenciaga was reinterpreted through the conversion of items, overlapping outfits, and the introduction of high-tech technologies. Fourth, by taking a conceptual approach to fashion, he has renewed the spirit of experimentation and modernity shown by Cristobal Balenciaga. Fifth, with the presentation of a new icon, new styles of sneakers such as Triple S and Speed Runner are presented as new icons. He inherited the original mindset and creative approach of the house's founder, Cristobal Balenciaga, and reinterpreted it from a contemporary street sensibility and pragmatic perspective.

Analysis of Class Effects by Creativity and Convergence Extracurricular Program Activities (창의융합 비교과프로그램 활동에 따른 수업효과 분석)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.11-21
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    • 2021
  • The aim of this study is to examine the effectiveness of learning by running an extracurricular program to make effective learning of unfamiliar and difficult programming education possible for students in the humanities. Analysis of learning-related data for one semester of lectures that were collected from 70 humanities students in departments A and B, data collected from a creative convergence app development contest extracurricular program, and data obtained through a questionnaire show that extracurricular program activities affect academic performance. The results of the core competency diagnosis test for students that was conducted before and after participating in the curriculum showed that core competencies improved for both A and B departments after participating in the curriculum. This study shows that extracurricular program activities can help individuals improve their abilities, while also providing customized guidance to reclusive students to improve their academic performance. By carrying out customized coaching for each department to develop apps related to the major field rather than general apps, we hope for improvements in ability to solve problems by converging with the major field, computational thinking, and creative thinking, in the future.

Analysis of Science Social Emotions Learning on Secondary Science Curriculum Achievement Standards and Textbooks (과학과 교육과정 성취기준과 교과서의 사회정서학습 요소 분석)

  • Kim, Seo Young;Park, Hyun Ju
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.163-170
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    • 2022
  • This study investigated and analyzed the social and emotional learning components of middle school science, and high school integrated science and science inquiry experiments, which are common subjects that all students must complete. The subjects of analysis were 139 achievement standards of science and curriculum and 496 activities included in textbooks. The research results are as follows. In the case of curriculum achievement standards, 'cultural understanding' was hardly included among the seven science and social-emotional learning elements, 'numeracy' and 'creative thinking' appeared high in middle school, 'critical thinking', 'social technology' and 'ethical understanding' were included with high frequency in high school. And in the case of textbook activity, the tendency of social-emotional learning elements in middle school and high school was similar. 'critical thinking', 'creative thinking', and 'social skills' were mainly provided, while 'ethical understanding' and 'cultural understanding' were reflected in a limited way. In order to cultivate the elements of overall social-emotional learning, it is necessary to specify the achievement standards of the curriculum or to supplement the textbook activities and teaching-learning process.

Development of Untact Instruction Adaptability Test Tool (비대면 수업적응력 검사도구 개발)

  • Shin, Soo-Bum
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.117-128
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    • 2021
  • The purpose of this study is to develop a test tool to find out the ability of middle and high school students to adapt to untact instruction. As a result of the extraction, a untact instructional adaptability test paper was created with 24 questions of 6 factors: tool use, responsibility, concentration, confidence, adaptability, and cooperation. The results of the analysis of the goodness of the test are as follows. First, the reliability coefficient of the internal consistency of the item was found to be .888 for the entire Chronbach's α, and the reliability range for each domain was .621 to .854, which was sufficiently reliable. Secondly, the results of Construct Validity by confirmatory factor analysis are in the good categories as absolute fit indices RMSEA=.0108 and SRMR=.0794 in the CFA model. It was confirmed that it properly included the characteristics you want to see.

The Development of a Design Thinking-based Capstone Design Instructional Model for Pre-service Teachers (예비교사를 위한 디자인싱킹 기반 캡스톤디자인 교수설계모형 개발)

  • Nam, Changwoo;Shin, Dongmin
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.129-144
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    • 2021
  • This study was conducted for the purpose of developing a design thinking-based capstone design instructional model for pre-service teachers. Through the analysis of literature related to learner-centered instruction, design thinking and capstone design instructional design principles and instructional models for pre-service teacher education were discovered, and core elements were derived. Based on the core elements derived through literature analysis, the capstone design instructional design model and teaching and learning model based on design thinking for pre-service teachers were developed. The developed model conducted a total of three Delphi surveys including expert validation for 6 experts related to education including design thinking, capstone design, was revised, supplemented, and the final draft was confirmed. The final results of this study contain the overall contents of the instructional design, instructor's activities in detailed steps, and guidelines for learners' activities.

Analysis Teacher Efficacy and Satisfaction of SW Interactive Training Program for Elementary School Teachers (초등 교원 SW 쌍방향 연수 프로그램의 교수 효능감 및 만족도 분석)

  • Lee, Jaeho;Lee, Seunghoon;Shin, Taeseob
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.145-155
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    • 2021
  • In this study, a SW interactive education training program for elementary school teachers was developed in order to cultivate the SW competency of teachers who apply SW education to schools, and the effect was analyzed by applying it to the school training site. For the development of the training program, the training development direction was set based on the current SW teacher training program, and an interactive training program was opened so that training could be conducted in a non-face-to-face situation in the COVID-19 situation. The developed training program was applied to 104 elementary school teachers in Gyeonggi-do. In order to analyze the effectiveness of the interactive training program, a survey on professor efficacy and satisfaction was conducted, and positive results were confirmed in terms of professor efficacy and program satisfaction. As it is expected that various SW/AI education training for teachers will be conducted as interactive training in the future, it is judged that it is necessary to conduct an analysis study on the effect of SW/AI training training.

Analysis of Instruction Satisfaction by Online Class Types - Focusing on the English Class in Elementary - (온라인 수업 운영 방법에 따른 수업만족도 분석 - 초등 영어과 과목을 중심으로 -)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.169-177
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    • 2020
  • In this study, the satisfaction level of the class between 'Content utilization and task performance class' and 'real-time interactive class' was compared and analyzed among the types of online classes conducted in elementary schools. The researchers conducted a study to compare and analyze the satisfaction level of classes in 'Content utilization and task performance class' and 'Real-time interactive class', and the research group selected 98 elementary school students in Hwaseong. As a result of the analysis, the satisfaction level of classes for "real-time interactive classes" was high. The satisfaction level of students' characteristics was analyzed, students who were not good at performing their task and those who were not good at concentrating on their classes were more satisfied with 'content utilization and task performance classes.'

Analysis of Overseas Educational Informatization Infrastructure Evaluation Indicators (해외 교육정보화 인프라 평가 지표 분석)

  • Ahn, Sung Hun;Lee, Sanghyeon
    • Journal of Creative Information Culture
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    • v.6 no.1
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    • pp.49-56
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    • 2020
  • The purpose of this study is to examine overseas educational informatization infrastructure evaluation indicators and create data for establishing and developing educational informatization policy directions in the future. We analyzed the cases of OECD PISA, UNESCO, ITU, the German Wetelsmann Foundation, the U.S. Department of Education, and China as educational indicators. As a result of the analysis, evaluation items for electrical and telecommunication facilities such as the school's Internet connection network were commonly found in all indicators, and the ratio of learners to PCs (LCR) was also found in 3 out of 4 indicators. Through this study, it is expected that it will be of great help in conducting educational informatization evaluation suitable for the rapidly changing modern society and developing evaluation tools.

Analysis of Digital Fashion Design Elements Focusing on Overseas Digital Fashion Brands (해외 디지털 패션브랜드에 나타난 패션디자인 요소의 특징에 관한 연구)

  • Yun Jung Hong
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.77-109
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    • 2023
  • This study attempted to understand current status of overseas virtual fashion brands and analyze attributes of common digital fashion brands. Based on brand analysis criteria of previous studies, digital fashion brands were analyzed for brand concept, price range, characteristic elements, and attributes. Digital fashion design elements of items, colors, materials, patterns, and effects were analyzed by collecting images of brands' digital fashion design products. Digital fashion brands could be divided into experimental and creative digital fashion brands and digital fashion brands aiming for popular brands. This study introduces a creative fashion collection that experiments sustainability and future value. It shares a new way of self-expression and a playful culture centered on the younger generation. In terms of fashion design elements, fashion items were similar to the existing fashion category, but included other accessories that reflected the lifestyle of Generation Z. Silhouette expressed a minimalistic futuristic image centered on straight silhouettes. Color showed a bold and modern color image through black and color contrast. Unique patterns reflecting the concept of the brand appeared, centering on abstract and geometric patterns. Regarding materials and effects, new elements differentiated from existing fashion design area, showing meaningful characteristics. Digital materials are developed and proposed for sustainability. Materials (such as metal, glass, plastic) and effects (such as weightlessness, flames) expand impossible senses in reality and enable new fashion experiences. This is a case study of digital fashion brands. It is meaningful in that it identifies characteristics and discusses their values and meanings.