• 제목/요약/키워드: Creative Analysis

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구조적 의상에 나타난 데포르마시옹의 특성 분석 - 2008 SS~2019 FW 오뜨꾸띄르를 중심으로 - (Analysis of characteristics of Deformation in structural fashion - With a focus on haute couture collections in 2008 S/S ~ 2019 F/W -)

  • 이소영
    • 한국의상디자인학회지
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    • 제22권3호
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    • pp.63-74
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    • 2020
  • Modern clothes are part of formative arts and express experimentation and originality. This tendency is especially prominent in structural fashion. This study set out to analyze structural fashion in various aspects, examining and analyzing the expressive and formative characteristics of Deformation and contribute to the development of creative fashion design. The approach of peer debriefing was used with three fashion experts to identify structural clothes in the women's haute couture collections from a total of 24 seasons from S/S of 2008 to F/W of 2019. The clothes with Deformation characteristics were then identified to analyze expressive and formative characteristics. The expressive characteristics of Deformation in structural clothes were exaggeration, distortion, and recombination. Exaggeration was expressed with exaggerated sizes, forms, and excessive use. Distortion was expressed with distorted forms and functions and through optical illusions. Recombination was expressed with the recombination of forms and roles. The formative characteristics of Deformation were maximum, playfulness, and unfamiliarity. The study connected the expressive characteristics to the formative ones and examined them simultaneously, finding that "distortion" and "playfulness" represented the expressive and formative characteristics, respectively. The characteristics of Deformation are expressed in various ways in structural fashion. If they are considered, they will make valuable contributions to creative ideas.

미디어 콘텐츠에 나타난 게임성 전이 분석 연구 :크리스 크로포드의 모델을 중심으로 (A Study on the Analysis of Gameness Transition in Media Contents :Focused on Chris Crawford's model)

  • 김은정
    • 한국게임학회 논문지
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    • 제19권6호
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    • pp.37-48
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    • 2019
  • 게임 산업의 성장과 게임 미디어의 대중화로 인해 "게임 같은(game-like)" 미디어 콘텐츠들이 하나둘씩 등장하고 있다. 본 논문은 게임의 트랜스미디어 현상의 하나인 게임성 전이를 통해 성공하는 콘텐츠의 심급에 자리한 게임성과 그 원리, 작동방식을 밝히고 현대 미디어와 문화 안에 자리한 게임의 역할과 의의를 밝히는 것을 목적으로 한다. 이를 위해 본고는 게임성 전이의 현황을 조사하고 크리스 크로포드의 창의적 표현 분류 모델을 활용해 게임적 구조와 작동 원리를 분석하였다. 그 결과 게임성 전이의 단계별 유형을 공간탐험형, 스테이지형, 추리경 쟁형, 상호경쟁형으로 추출할 수 있었다.

건설 프로젝트 설계VE의 효율적인 아이디어 창출 방법 (An Efficient Idea Creation Method of Design Value Engineering for Construction Projects)

  • 김수용;양진국
    • 한국건설관리학회논문집
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    • 제7권1호
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    • pp.55-63
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    • 2006
  • 건설프로젝트에서 설계VE는 그 적용효과가 크므로 체계적 절차에 따른 분석이 요구되며, 그 중 가장 중요한 부분은 우수한 아이디어를 창출하기 위한 창조 단계이다. 하지만 현행 아이디어 창출 방법인 브레인스토밍, 델파이 등을 비롯한 기법들은 아이디어 창출에 많은 시간이 소요되고 우수한 아이디어를 고안한다는 것이 쉽지가 않다. 이는 설계VE에 참가하는 대부분의 전문가들이 아이디 어 창출의 효율성이 떨어지는 방법으로 접근하는데 그 원인이 있는 것으로 판단된다. 이에 본 연구에서는 VE의 효율적 수행을 위한 방법으로 창의적 아이디어 발상기법인 ASIT(Advanced Systematic Inventive Thinking) 적용을 제안하고자 한다. ASIT는 아이디어 고안을 체계적 절차에 따라 수행하도록 지원하여 단기간에 효과적 아이디어를 창출하는데 기여할 것으로 판단된다.

창의성 검사의 타당화를 위한 일 연구 - Torrance 창의적 사고력 검사(TTCT)를 중심으로 - (The Validation of a Test of Creativity : The Torrance Tests of Creative Thinking(TTCT))

  • 조성연
    • 아동학회지
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    • 제6권1호
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    • pp.41-59
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    • 1985
  • The present research investigated the validity and reliability of the Verbal and Figural tests of the Torrance Tests of Creative Thinking(TTCT). Its potential as a basis of normative data, and differences in children's sex and grade in school were also examined. The subjects of this study were 360 children (180 boys, 180 girls) enrolled in two public elementary schools grades 1-6. Pearson's product-moment coefficient and two-way analysis of variance were used for analyzing data collected from these tests. The present research showed a coefficient of concurrent validity of the TTCT-Verbal test of .40. The coefficient of equivalence from reliability between the TTCT-Verbal test and TTCT-Figural test was .65 (p<.01). Regarding the coefficient of interscorer reliability, the total score of the TTCT-Verbal test was .86 and that of the TTCT-Figural test was .95. The coefficient of intrascorer reliability on the total score of the TTCT-Verbal test was .93 and that of the TTCT-Figural test was .96. Generally, score reliability was .86 to .96 in total score but there were great differences in the reliability of sub-factor scores. There were no significant differences between boys and girls in the distribution of scores on the TTCT-Verbal test and the TTCT-Figural test. There were significant differences between grades (p<.01) on the distribution of total scores and subfactor scores of the TTCT-Verbal Test.

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메커니즘 합성을 통한 기계설계 (Mechanism Design Using a Mechanism Configuration Method)

  • 이장용
    • 대한기계학회논문집A
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    • 제35권12호
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    • pp.1613-1618
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    • 2011
  • 기구 메커니즘의 작동해석과 관련하여 해석기하적 방법과 도식적 방법에 대한 연구가 있어왔다. 반면에 주어진 목적에 맞게끔 메커니즘을 구성하는 것에 대한 연구는 그리 많이 이루어지지 않았는데 일반 산업체 현장에서는 주로 과거에 활용된 메커니즘을 응용하는 방식으로 메커니즘 설계를 수행하여 왔다. 이런 방식은 설계초기 단계에서 가능한 모든 기구구성에 대해 숙고할 필요가 있는 메커니즘 설계자의 기구 선택범위를 제한하는 측면이 있다. 본 논문에서는 개념설계 단계에서 활용될 수 있는 기구 메커니즘 구성에 관한 새로운 방법론을 제시한다. 이를 활용하여 설계자는 창의적인 기구구성을 보다 효율적으로 수행할 수 있게 된다.

유기 전자 소자의 봉지막 투습도 분석을 위한 Ytterbium Test (Ytterbium Test for Water Vapor Transmission Rate Measurement of Passivation Film for Organic Electronics)

  • 임영지;이재현
    • 공업화학
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    • 제29권4호
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    • pp.484-487
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    • 2018
  • 본 논문에서는 유기전자소자에서 사용되는 수분 차단막의 투습도 분석을 위하여 ytterbium의 광학적 전기적 특성을 연구하였다. Ytterbium 박막은 다양한 성막 두께(20-100 nm)에 따라 넓은 범위의 광투과도(70-10%)와 비저항($6.0-0.16m{\Omega}{\cdot}cm$) 값을 나타내었다. 25 nm의 ytterbium 박막은 수분과 반응하여 산화되며 투과도와 저항이 실시간으로 변화하였고 이를 통해 parylene 고분자와 aluminum nitride 적층형 박막 봉지 필름을 분석한 결과 $4.3{\times}10^{-3}g/m^2{\cdot}day$의 투습도를 측정할 수 있었다.

창의성 향상을 위한 아두이노 활용 교육과정 개발과 분석 (A Study on Training Courses Development and Analysis for Improving the Creativity using Arduino)

  • 심주은;고주영;심재창
    • 한국멀티미디어학회논문지
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    • 제17권4호
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    • pp.514-525
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    • 2014
  • We have performed a short-term computer information and communication technology education using Arduino. The purpose of this education was to progress basic training interestingly and discover excellent students. Training was about practicing basic examples about H/W, S/W, communication, and solving creative tasks. We divided training participants into a team composed of each 3 members and educated them for 10 hours. Instructors were consists of 1 main teacher and 3 teacher assistants. Training was about assembling Arduino based robot, blinking LED, operating speaker, serial communication, producing software for wireless communications and autonomous of robot, and control hardware of robot. Through this study, we developed a meaningful ICT integrated curriculum which has high usefulness in a short period. Students participated in this education completed 96% out of 10 creative tasks, and this study analyzes the result of curriculum and suggests further research directions.

Marc Jacobs 패션 콜래보레이션의 가치 탐색 (Exploring the values of Marc Jacobs's fashion collaboration)

  • 김선영
    • 복식문화연구
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    • 제22권3호
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    • pp.383-398
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    • 2014
  • This research worked on the cooperative case by Marc Jacobs, who was involved in innovative collaboration in the field of fashion, and the analysis on imbedded values. With assessment of it, this paper aims at providing the theoretical ground on prevalence of fashion collaboration for creative innovation and presenting the basic material in establishing the design and marketing in the fashion industry. In methodology, the review was followed up about literature regarding Marc Jacobs and collaboration and his cases in 2001 through 2012. Results showed that his collaboration cases could be divided into those with modern artist, those with fashion brand or designer, those with other field brand than fashion, and those with the public star. They were processed into such a form as development of new product and collection, shop display, and exhibition event. The value could be drawn from this case examination of Marc Jacobs' fashion collaboration, which includes the design innovation through reinterpretation of tradition, innovation of maximized brand value, and transboundary innovation toward a vast extension of realm. Namely, the collaboration of Marc Jacobs would be the driving force for design innovation and the creative process for both parties concerned through endless cooperation and would generate the innovative value for fashion field.

서비스의 고객 참여와 고객 경험을 반영한 서비스스케이프의 역할 : 테마파크서비스를 중심으로 (The Role of Servicescape Considering the Customer's Participation and Customer Experience : Focusing on Theme Park Service)

  • 안연식
    • 한국IT서비스학회지
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    • 제19권2호
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    • pp.1-10
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    • 2020
  • In this study, the structure model including the role of servicescape focusing on service participation and customer experience in theme park service is demonstrated empirically. The servicescape construct of theme park service includes three factors such as ambient atmosphere, functionality and layout, and sign, symbols etc. Customer service participation includes suggestion, passion and citizenship. And the emotional and convenience factors are included to customer experience. As an analysis result of examining the 241 respondents of university students, some implications were described. Customer satisfaction is greatly influenced by customer's participation in theme park service, and customer's participation has a significant effect on improving customer satisfaction by inducing customer experiences. It is desirable to consider servicescape priority in order of signs and symbols, ambient atmosphere, functionality and layout factor. The customer's participation in service is a passion for participation, citizenship, and suggesting for problems or improvements. Therefore, participants in planning and designing servicescape in the future, including IT services, should be creative in the direction of inducing various participations of customers and creating positive experiences for customers. In order to apply these findings to the composition of servicescape, the participation of various experts is required. Also, the expertise and competences of various fields must be gathered for each issues, and a more creative and scientific approach is required.

제1회 한국물리탐구토론대회에 출제된 "접착 테이프(Adhesive tape)" 문제 풀이에 대한 분석 (An Analysis of Students' Reports on an Assigned Problem for 'Adhesive Tape' in the first Korean Youth Physics Tournament)

  • 육근철;이희복;김명환
    • 영재교육연구
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    • 제12권4호
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    • pp.108-119
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    • 2002
  • 제1회 한국물리탐구토론대회에는 10개의 문제가 출제되었는데 본 연구에서는 이들 10개의 문제 중 ${\ulcorner}$접착 테이프(Adhesive tape)${\lrcorner}$ 문제를 해결한 5개 팀의 보고서를 비교 분석하였다. 그 결과 학생들은 접착 테이프를 갑자기 뗄때 빛이 발생하는 원인을 정전기 발생, 전자의 이동, 에너지의 변환 등으로 해석하였다. 그러나 탐구의 과정에서 확산적 사고를 가지고 창의적 아이디어를 제시한 팀은 소수에 불과하였다. 본 대회는 탐구 토론대회이므로 탐구의 과정별로 새로운 아이디어를 제안하여 결론에 이르는 창의적 탐구의 과정이 제안되어야 한다.