This paper focuses on the idea development as a creative thinking process for design innovation. The process of thinking has the thinking structures of abduction and transformation. After we had studied the design thought, we found a structure of a thinking system, and created a creative thinking model with this. Using job analysis, we examined the duster of design jobs, which form the design process, and verified the thinking model. The findings suggest that our idea development has the creative process not only of divergent thinking and convergent one, but also of transformation in design. In same time, the design thinking shows their pattern of transition from abstract concept to concrete object. Between the design jobs, idea development shows higher difficulty than other jobs - marketing, product planning and follow-up. Combining the D-T-C (Divergent-Transformation-Convergent) thinking with abstract-concrete thinking, we designed a DFD(data flow diagram) for an early model of computer mediated thinking system (CMTS). This has implications for design support.
Purpose: This study aims to investigate the effect of product creativity on the financial performance of new product in the food industry. In addition, the applicability of creative thinking method for the development of creative new food product is examined. Methods: In this study, OPA(Originality-Practicality Analysis) method is applied to evaluate the creativity of 32 new food products of 'H' food company in Korea. Effects of product creativity on the financial performance are analyzed using t-test and logistic regression analysis. In order to examine the applicability of SIT(Systematic Inventive Thinking) for the new product development process, each subject are classified according to five SIT tools. Results: The product group belongs to creative area(CA) shows the highest financial performance among the quadrants of OPA matrix. The products are divided into two groups whether the product can be classified by SIT tools or not. The products belonged to SIT group show higher creativity than non-SIT group. Conclusion: From the result, it can be concluded that product creativity has effect on the financial performance of the new food products, and SIT can be used as a powerful tool in developing creative new food products.
Journal of Fisheries and Marine Sciences Education
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v.24
no.4
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pp.516-527
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2012
This study analyzed the programs offered in the youth center located in Gyeongsangnam-do Province in accordance with the domains for creative activity. The creative activity, introduced through the 2009 revised national curriculum, puts an emphasis on the experiential activities to enhance the creativity of students. The creativity activity needs to be operated as intended in order to ensure that the students can grow into adults, who have creativity and good personality, by amassing a variety of experiences. For that, various human resources and physical resources of communities need to be utilized efficiently. Thus, this study explored the measures to achieve the original objectives of creativity activity by analyzing the programs - offered by the youth centers in Gyeongsangnam-do Province - based on the scope of creativity activity. The followings are the results of the analysis of 177 programs offered in 12 organizations that came under the three categories (training facilities operated directly by the Education Office, public training centers, culture center) of the youth centers located in Gyeongsangnam-do Province. Autonomous activity' comprised the highest proportion in the youth center programs of the three categories, followed by club activity. The programs associated with the 'career activity' - which most students have the highest expectations in relation to the creativity activity - comprised relatively low proportion. In conclusion, the programs offered by the youth centers in communities need to become more diversified in order to achieve the intended results of creative activity. In addition, the programs associated with the 'career activity', which student prefer the most, need to be operated in a more diversified manner with greater emphasis. Furthermore, the measures should be explored which may increase the involvement of youth education experts of community in the operations of creativity activity.
International journal of advanced smart convergence
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v.11
no.4
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pp.206-215
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2022
For a long time, traditional culture has been regarded as one of the sources of the inspiration, method and language of Chinese writing. In this article, we studied the medium- and long-term impact of a traditional Chinese culture seminar attended by college students on the output of creative writing. The seminar included traditional Chinese philosophy, history, literature, art, etc. It spanned three years (22 months) and held lectures lasting for approximately two hours once a week. The subjects of the prospective cohort study included 130 first-year college students who participated in the seminar and 130 controls. From September 2016 to June 2018, 72 lectures were held. We measured the creative writing output from the first lecture (September 2016) to December 2021 (64 months in total), including novels, essays, poems, and plays. Two indicators, the total number of words (TNW) and the quality of yield (QY), were evaluated by a 15-member panel. Although the TNW and QY of the participants and their controls were similar before the seminar, we found that the participants have higher TNW and QY than the controls after participating in the seminar. The difference in TNW became significant after month 51 (p<0.05), and the difference in QY became significant after month 46 (p<0.05). After these dates, the differences stabilized. In addition, text analysis indicates that by month 64, traditional cultural elements in the works of the participating group had a higher frequency (p<0.001). The research shows that the traditional culture seminar not only enhanced the yield of college students' creative writing but also improved the quality of their work. The traditional cultural elements enriched the works of the seminar participants.
In liberal SW education, nurturing student with creative problem-solving ability based on SW is considered important. The purpose of this study is to design SW education and to investigate the effects on students' computational thinking and creative problem solving abilities. This study designed classes in accordance with convergent project and the CT-CPS model and 38 undergraduate students have participated this study. The questionnaire survey was given to students and analyzed the effectiveness of class. The results of this study were as follows: Fitst, SW education significantly improved computational thinking and creative problem solving ability. Second, computational thinking improve significantly in high and low initial score group and creative problem solving improve significantly in low initial score group. However, creative problem solving ability did not improve significantly in high initial score group. Third, computational thinking improve significantly in all majors and creative problem solving improve significantly in college of natural science. However, creative problem solving ability did not improve significantly in college of humanities and social science. In examining the effects on students' computational thinking and creative problem-solving abilities and verify differences by pre-test and major, this study provides significance in expanding the understanding about the nature liberal SW education.
This research is a construct to understand CSR and pro-social consumption behavior of fashion consumers which classifies CSR efforts of fashion company and conducts positive analysis of the relationship between such characteristics and social relationship behaviors(sharing of values, consciousness of kind, consciousness of future expectation) and pro-social consumption behavior. For this path analysis was conducted utilizing a sample of 430 consumers who have experience of CSR efforts of fashion brands. The result is as follows. First, as a result of the path relationship among CSR efforts & sharing of values of fashion brands, consciousness of kind and consciousness of future expectation, economic efforts, relational efforts and cyclical efforts meaningfully affected sharing of values, whereas creative efforts did not. Also, relational and creative efforts meaningfully affected consciousness of kind, whereas economic and cyclical efforts did not. Furthermore, economic, relational and cyclical efforts meaningfully affected consciousness of future expectation, when creative efforts failed. Second, as a result of the analysis of path relationship among sharing of values, consciousness of kind, consciousness of future expectation and pro-social consumption behavior of social relationships, sharing of values had a meaningful impact on consciousness of kind, consciousness of future expectation and pro-social consumption behavior. And finally consciousness of kind and future expectation showed meaningful influence on pro-social consumption behavior.
Purpose - This study examined the relationship between individual creativity and its related variables to observe how individual creativity contributes to organizational performance. In addition, this study strived to explore how to maximize the utilization of individual creativity and innovate the structure of the organization itself so that teams and organizations can respond more effectively to new rising trends. this study aimed to examine whether the value congruence between individuals and organizations (propensity congruence, goal congruence has a significant impact on knowledge sharing and innovation behavior as dependent variables by exerting individual creativity and synergy as independent variables. Research design, data and methodology - SPSS 24.0 program were used to analyze the data. Descriptive Statistics and correlation analysis were performed, and the reliability factor (Cronbach's α) was calculated. Afterwards, we analyzed the moderating effects of structural equation model analysis and hierarchical regression analysis. The number of samples used in the study were 309 copies. Results - First, Individual creativity had a positive effect on knowledge sharing and innovative behavior. In other words, it was confirmed that decision-making processes fused with individual creativity could create an atmosphere of knowledge sharing and transform the organization. Second, value congruence adjusted the influence of individual creativity on knowledge sharing and innovation behavior. Conclusions - First, it is important for managers to recognize the value and secure the pool of creative talents who will be a potential future basic source of organizational success and competitive advantage. Second, managers should be able to identify those with creative talents and expertise, and use them to increase their knowledge sharing performance, while also developing emotional and motivational creativity. Third, in order improve knowledge sharing performance, managers should pay attention to the emotional aspect of creativity. Fourth, managers should strive to create an environment that is beneficial for the reinforcement of individual self-management capabilities. Fifth, managers should be able to develop decision-making processes to develop potential creativity and encourage creative thinking, opinions, or solutions. Sixth, managers should promote the dissemination and integration of new knowledge based on the creative views and attitudes of team members.
Kim, Hui-Gyeong;Hong, Yong-Ho;Jung, Young-Seok;Kim, Jae-Hyun;Park, Sooyeun
Journal of radiological science and technology
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v.43
no.6
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pp.481-487
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2020
Radiation measurement technology has steadily improved and its usage is expanding in various industries such as nuclear medicine, security search, satellite, nondestructive testing, environmental industries and the domain of nuclear power plants (NPPs). Especially, the simultaneous measurements of gamma rays and neutrons can be even more critical for nuclear safety management of spent nuclear fuel and monitoring of the nuclear material. A semiconductor detector comprising cadmium, zinc, and tellurium (CZT) enables to detect gamma-rays due to the significant atomic weight of the elements via immediate neutron and gamma-ray detection. Semiconductor sensors might be used for nuclear safety management by monitoring nuclear materials and spent nuclear fuel with high spatial resolution as well as providing real-time measurements. We aim to introduce a portable nuclide-analysis device that enables the simultaneous measurements of neutrons and gamma rays using a CZT sensor. The detector has a high density and wide energy band gap, and thus exhibits highly sensitive physical characteristics and characteristics are required for performing neutron and gamma-ray detection. Portable nuclide-analysis device is used on NPP-decommissioning sites or the purpose of nuclear nonproliferation, it will rapidly detect the nuclear material and provide radioactive-material information. Eventually, portable nuclide-analysis device can reduce measurement time and economic costs by providing a basis for rational decision making.
On the threshold of year 2000, the elderly account for more than 7% of the whole population in Korea, which means that the nation is greeting welcoming an aging society. Accordingly, it is expected that silver businesses and services targeted at the silver generation will prosper with "silver advertising design" becoming active. Under such circumstances, this study was aimed at reviewing the recent silver marketing advertisements in terms of their cultural and moral implications, and thereby, redefining and reestablishing the status of silver consumers to help them find their identity, aware of marketing activities and therewith, establish their "consumer sovereignty". This study consists in large of 5 chapters. The introduction parr describes background, purpose, method and scope of the study. The first chapter reviews the silver marketing theories. The second chapter classifies the silver marketing advertisement positioning of four style - upper classes style, effloresce progress style, self- sufficiency style, dependent style - and reviews the expression strategy of each positioning. The third chapter examines the domestic conditions of silver marketing advertisements for each positioning type classified. The fourth chapter designs the ′creative′of silver marketing advertisements and suggests the methods thereof. The analysis of ′creative′was tested in terms of graphic gestaltung, and how the sliver marketing advertisement positioning should be discerned depending on silver generation consumer′s characteristics was discussed. The fifth chapter puts forwards the suggestions for the ′creative′ strategies to enhance the effects of the silver marketing advertisements, based on the preceding discussions. In addition, the Perspective into the keyword of 21 st century or "silver design" is discussed, together with the limitations of this study. It is hoped that this stuffy will be conducive to our efforts to face the upcoming′age\ulcorner society′more effectively. To this end, this study discusses the "silver advertising design" in light of ′societal concepts′and ′customer-oriented value′, and thus, explores some creative presentation strategies whereby individual companies interests and social or public interests can be compromised through ′creative activities′ and ′equal-value consumerism′ for an ultimately effective management strategies for silver businesses and services.
This paper aims to propose the typology suitable for games by analyzing the fashion styles of game characters and define the characteristics by type. The data collected was classified into the style groups with similarities, and the game character styles were named using representative terms. Then, five styles were identified and analyzed with the focus on clothing, hairstyle, and accessories: Creative Style, Attractive Style, Grotesque Style, Usual Style, and Suit Style. Creative Style was the unique style with partial addition or removal as the creative design. Attractive Style expressed the sexual attraction by design with significant exposure of body parts and skintight design. Grotesque Style showed grotesque, eerie, and dreary design. Usual Style was a plain and practical style. Finally, Suit Style was a kind of armor covering the whole body. The analysis results in this paper will bridge the difference of opinions between gamers and developers related to fashion style and, finally, help to enhance the competitiveness of game design.
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