• Title/Summary/Keyword: Creative Analysis

Search Result 1,799, Processing Time 0.029 seconds

A Study on the Product Design Case Study of Differential Design Concept (차별화 된 디자인 개념의 제품디자인 사례 연구)

  • 이덕상;한세준;김홍규;조철희
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.335-350
    • /
    • 2004
  • Design takes concrete form from the things which are not yet exist to the molded reality. Creation of value which is accompanied by the rational value could be possible only through the searching examination of the basic concept. All designs are under circumstances because the results and the character of the problems are different under the given conditions and circumstances which are the characteristic of the design. The aim of this study is searching for the differential design conce- pt which is the most appropriate and reasonable in the basic design process in which the phase of the analysis, synthesis and evaluation of the problem. First of all the pursuit value of the times and the change of the view point of value of the product design. How the pursuit value of times were searched and analyzed. Analyze the successful product design realization of the typical trend of the modern design which are 3-2. function-focused design, 3-3. emotion-centered design, 3-4. image communicative design through the metaphor, 3-5. environmental affinity design. On the base of the case analysis how to apply the differential design concept which is coming as a trend in the future society which are sustainable developing society was examined closely. The outcome through the analysis of the success cases are as follows, \circled1 the value of the spirit of the times should be emphasized as the design image, \circled2 environmental appropriateness should be taken into consideration as the first primary factor, \circled3 the realization of value of the fulfillment of differential consumer's needs, \circled4 lead to prolong the life cycle of the product, \circled5 promote the sustaining growth of enterprise, \circled6 user-centered product value should be the first consideration. \circled7 It is necessary to overcome the cultural andinguistic barriers and to reflect the metaphor which people remember well. \circled8 The application of human's true character should be decided beforehand. It is the commonness of values of times and customs. \circled9 The differentiated design concept which meets our mental satisfaction, not material one, will be required. In addition to this the creative and differentiated design concepts which are accompanied by the good design factor under the base of product could achieve the emotional consensus from the consumers. That is, the value of all designs should be estimated by the base of the humanism ' The human beings are the barometer of all things".ngs".uot;.

  • PDF

The Development on Core Competency Model of Scientist and Its Verification for Competency-Based Science Gifted Education (역량 중심의 과학 영재 교육을 위한 과학자의 핵심 역량 모델 개발 및 타당화)

  • Park, Jae-Jin;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of Gifted/Talented Education
    • /
    • v.24 no.4
    • /
    • pp.509-541
    • /
    • 2014
  • There was a great need to consider a core competency-based approach as a new direction of the science education for gifted students according to the value and vision of the 21st century knowledge-based societies. Therefore we developed a core competency model of scientist and examined its validity as a prerequisite for a core competency-based education of science gifted students. In order to this, the survey was conducted after developing questionnaire through the theoretical review of the various resources such as paper, book, and newspaper articles and the qualitative analysis of the behavioral event interview, and then an exploratory factor analysis was performed to validate the factor structure based on the results of the survey. The results revealed that the core competency model with the 5 cluster units of competency and the 15 core competencies was potentially constituted. And the reliability, convergent validity, and discriminant validity of the core competency model were verified through the confirmatory factor analysis. The cognitive cluster consisted of 5 competencies and they were as follows: creative, comprehensive, exploratory, analytical, and conceptual thinking competency. The achievement-orientation cluster consisted of 3 competencies and they were as follows: initiative, preparation & problem solving, and strategic influence competency. The scientific attitude cluster consisted of 3 competencies and they were as follows: flexible thinking & attitude, passion for research, and views about science competency. The personal effectiveness cluster consisted of 2 competencies and they were as follows: diverse experiences and global attitude competency. Finally, the networking cluster consisted of 2 competencies and they were as follows: personal understanding and communication competency. Findings were expected to provide the basic data for developing programs and establishing strategies based on the core competency as well as introducing the core competency model of scientist to science education for gifted students effectively.

6th Industry Management Body Develop Managerial and Technical Level Metrics - by Applying AHP Analysis - (6차산업화 경영체 경영.기술수준 평가지표 개발 -AHP 분석을 적용하여-)

  • Seo, Yoon Jeong;Park, Jeong Woon;Han, Sang Yeon;Hwang, Dae Yong;Yang, Jung Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.8 no.4
    • /
    • pp.177-191
    • /
    • 2013
  • 6th Industry reduced agricultural income and rural areas, the economic downturn is going to be activated is attracting attention as an alternative. 6th industry means that the integrated or linked, the manufacture and processing of secondary industry based on primary industry, the distribution and service of tertiary industry. Park Geun-hye government to realize the creative economy in agriculture as an alternative to specifically evaluate the 6th industries and suggests various policy alternatives. In addition, to support the development of models and analysis of best practices, including sleep studies are in progress. However, the 6th Industry management body for performing management level, technical level, the leader in comprehensive evaluation of competencies and indicators on the development of an evaluation study is insufficient. In this regard, the present study performed 6th industry management body for the management level, technical level, the leader competency evaluation indicators to develop a comprehensive evaluation by utilizing AHP method was developed indicators. The results achieved in Korea As different countries and the FTA as cheap agricultural imports increased 6th industry revenues associated with the management body is very likely to be worse. The endless competition to survive in the most important of the strategy for each individual project management body to operate on their own, rather than to strengthen internal capacity by strengthening linkages with other industries, products, and services that promote the sale will be. This also is that you need to improve revenue management body. Thus, all 6th industry management body at the location of their efforts to gain the trust of consumers will require, moreover, for each management body to build cooperation between the various measures will be sought. In addition to the smart era rapidly changing needs of customers, depending on the life cycle of products and services are getting faster and the new consumer is getting more and more tend to find new products. Thus, customers and management body 6th industry changes quickly and accurately predict market trends, and also to market new products and services that further efforts would be needed.

  • PDF

The Development and Validation Study of the Entrepreneurial Mentoring Scale (창업 멘토링 척도 개발 및 타당화 연구)

  • Cho, Jang Hyun;Park, Cheong Yeul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.12 no.5
    • /
    • pp.67-77
    • /
    • 2017
  • The purpose of this study was to develop the entrepreneurial mentoring scale on start-up mentoring situation. In recent years, as the needs for entrepreneurship have grown from domestic to foreign, entrepreneurship education is actively being carried out. The entrepreneurial mentoring is strengthening its weight and contents in entrepreneurship education. However, research on the mentoring function scale designed to reflect the characteristics of entrepreneurial mentoring is rarely performed in Korea. In this study, we conducted a qualitative and quantitative research to achieve the research goal. First, we derive the entrepreneurial mentoring scales through literature review and expert group discussions, and we conducted the empirical analysis to draw conclusions. The results of this study are as follows. In the first step, literature review was conducted. In the second step, four major factors and questionnaires were derived through expert group discussion. In the third step, the doctoral level specialists developed 16 questionnaire items to measure the four factors of entrepreneurial mentoring derived from the second step and verified the content validity and the facial validity in fourth step. As a result of this survey, we conducted questionnaires on founding mentors who belonged to 17 Creation Economic Innovation Centers nationwide (153) and analyzed the problem solving, networking, communication, and motivation formation through exploratory factor analysis. This questionnaire was used to survey the entrepreneurial mentors who belonged to the 17 Center for Creative Economy and Innovation under the Ministry of Science, ICT & Future Planning of South Korea(153). In fifth step, as the results of factor analysis such as EFA and CFA, we could confirm four factors including problem solving, networking, communication, and motivation. The significance of this study is as follows. First, academic significance was the first study of the entrepreneurial mentoring function scale reflecting the characteristics of entrepreneur mentoring as a qualitative and quantitative approach in Korea. Second, it is hoped that practitioners will be able to better measure the mentoring function of entrepreneurial mentors and contribute to improving the quality of future entrepreneurial mentoring programs.

  • PDF

A Case Study of Configuration Strategy and Context in Everyday Artifacts - Concentrated on analysis by Creativity Template Theory and Artifact Context Model - (일상 디자인산물의 구성배치 전략과 맥락에 관한 연구 - 창조성템플릿이론과 산물맥락모델을 이용한 분석을 중심으로 -)

  • Jin Sun-Tai
    • Archives of design research
    • /
    • v.19 no.4 s.66
    • /
    • pp.41-50
    • /
    • 2006
  • It is generally regarded a design system in post-industrial society, which products designed by in-house designers or design consultancy are manufactured in factory and distributed in market for the consumer. Although it is treated an old design system in traditional society, the traces of vernacular design has been remaining in the state of adopted to the periodical needs in these days, also proving the attribute of design culture to constitute human's material environment as well as existing design systems. There were discovered various design artifacts in daily surroundings vary from the established design in several manners, user modifications or manufactures in everyday lives formalized them. It was approached a case study that analyze the changes of artifact configuration and designer/user context and creation process of the non-professional design artifacts, Creativity Template Theory and ACM(Artifact Context Model) have been utilized for the analysis model. From the analysis result, It assume that the everyday artifacts may be ordinary but extra-ordinary including particular ideas and identity represented by everyday designers or users. Beside these characteristics induce the potentiality that reflect on creative motives for the designers or a complementary artifact generator filling up with drawbacks in established design system. The everyday design domain, various explorations and alternatives are made, is seems to be another design practice domain dissimilar to the one in the industry-based design. Moreover it provides an more easily accessability for the approaching user-friendly design, user customization because they conduct the reliable modeling of consumer and end-user. Finally, based on the exploratory study regarding interpretation of context and configuration in the everyday artifacts, new approach for the design process and design education through more detailed cognitive modeling of everyday designers will be a further study.

  • PDF

Rediscovering the Interest of Science Education: Focus on the Meaning and Value of Interest (과학교육의 재미에 대한 재발견 -재미의 의미와 가치를 중심으로-)

  • Shin, Sein;Ha, Minsu;Lee, Jun-Ki
    • Journal of The Korean Association For Science Education
    • /
    • v.38 no.5
    • /
    • pp.705-720
    • /
    • 2018
  • The purpose of this study is to shed light on the meaning and value of interest (in Korean 'Jae-mi') in science education through literature analysis. Literature analyses were conducted on literature related to interest in various fields such as Korean language, psychology, philosophy, and education. Specifically, this study discussed the meaning of interest, the characteristics of the context of experiencing interest, the educational value of interest in science education, and the direction of science education to realize the value of interest. First, it was found that interest is an experience of emotional activation that can be felt through interaction with a specific object, and it is an emotional experience caused by the complex combination of various psychological factors, which is oriented sense, relationship, self, and object. Second, to understand the context of experience of interest, we conducted a topic modeling analysis with 1173 research articles related to interest. As a result of the analysis, it was confirmed that the context of interest is closely related with playfulness. And we addressed that this kind of playfulness is also found in science. Third, the educational values of interest in science education were discussed. In science education, fun is not only an instrumental value to induce science learning behavior, it is also one of the universal experiences that learners feel lively in science teaching-learning, and driving force of individual students' emotional development related to science. The students' active attitude to feel interest lead to creative thinking and action. Finally, we argued that the interest that should be aimed in science education should be active interest and experienced at trial and error, not passive interest induced by external stimuli. And science education culture should be encouraged to respect those who enjoy science. In particular, this study discussed the importance of each student's unique interest experience based on the philosophy of philosopher Deleuze (1976).

Development of Music Recommendation System based on Customer Sentiment Analysis (소비자 감성 분석 기반의 음악 추천 알고리즘 개발)

  • Lee, Seung Jun;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.24 no.4
    • /
    • pp.197-217
    • /
    • 2018
  • Music is one of the most creative act that can express human sentiment with sound. Also, since music invoke people's sentiment to get empathized with it easily, it can either encourage or discourage people's sentiment with music what they are listening. Thus, sentiment is the primary factor when it comes to searching or recommending music to people. Regard to the music recommendation system, there are still lack of recommendation systems that are based on customer sentiment. An algorithm's that were used in previous music recommendation systems are mostly user based, for example, user's play history and playlists etc. Based on play history or playlists between multiple users, distance between music were calculated refer to basic information such as genre, singer, beat etc. It can filter out similar music to the users as a recommendation system. However those methodology have limitations like filter bubble. For example, if user listen to rock music only, it would be hard to get hip-hop or R&B music which have similar sentiment as a recommendation. In this study, we have focused on sentiment of music itself, and finally developed methodology of defining new index for music recommendation system. Concretely, we are proposing "SWEMS" index and using this index, we also extracted "Sentiment Pattern" for each music which was used for this research. Using this "SWEMS" index and "Sentiment Pattern", we expect that it can be used for a variety of purposes not only the music recommendation system but also as an algorithm which used for buildup predicting model etc. In this study, we had to develop the music recommendation system based on emotional adjectives which people generally feel when they listening to music. For that reason, it was necessary to collect a large amount of emotional adjectives as we can. Emotional adjectives were collected via previous study which is related to them. Also more emotional adjectives has collected via social metrics and qualitative interview. Finally, we could collect 134 individual adjectives. Through several steps, the collected adjectives were selected as the final 60 adjectives. Based on the final adjectives, music survey has taken as each item to evaluated the sentiment of a song. Surveys were taken by expert panels who like to listen to music. During the survey, all survey questions were based on emotional adjectives, no other information were collected. The music which evaluated from the previous step is divided into popular and unpopular songs, and the most relevant variables were derived from the popularity of music. The derived variables were reclassified through factor analysis and assigned a weight to the adjectives which belongs to the factor. We define the extracted factors as "SWEMS" index, which describes sentiment score of music in numeric value. In this study, we attempted to apply Case Based Reasoning method to implement an algorithm. Compare to other methodology, we used Case Based Reasoning because it shows similar problem solving method as what human do. Using "SWEMS" index of each music, an algorithm will be implemented based on the Euclidean distance to recommend a song similar to the emotion value which given by the factor for each music. Also, using "SWEMS" index, we can also draw "Sentiment Pattern" for each song. In this study, we found that the song which gives a similar emotion shows similar "Sentiment Pattern" each other. Through "Sentiment Pattern", we could also suggest a new group of music, which is different from the previous format of genre. This research would help people to quantify qualitative data. Also the algorithms can be used to quantify the content itself, which would help users to search the similar content more quickly.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
    • /
    • v.21
    • /
    • pp.31-43
    • /
    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.597-616
    • /
    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

A Study on the Emotional Reaction to the Interior Design - Focusing on the Worship Space in the Church Buildings - (실내공간 구성요소에 의한 감성반응 연구 - 기독교 예배공간 강단부를 중심으로 -)

  • Lee, Hyun-Jeong;Lee, Gyoo-Baek
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.257-266
    • /
    • 2005
  • The purpose of this study is to investigate the psychological reaction to the image of the worship space in the church buildings and to quantify its contribution of the stimulation elements causing such reaction, and finally to suggest basic data for realizing emotional worship space of the church architecture. For this, 143 christians were surveyed to analyze the relationship between 23 emotional expressions extracted from the worship space and 32 images of the worship space. The combined data was described with the two dimensional dispersion using the quantification theory III. The analysis found out that 'simplicity-complexity' of the image consisted of the horizontal axis (the x-axis) and 'creativity' of the image the vertical axis(the y-axis). In addition, to extract the causal relationship between the value of emotional reaction and its stimulation elements quantitatively, the author indicated 4 emotional word groups such as simple, sublime for x-axis and typical creative for y-axis based on its similarity by the cluster analysis, The quantification theory I was also used with total value of equivalent emotional words as the standard variance and the emotional stimulation elements of the worship space as the independent variance. 9 specific examples of the emotional stimulation elements were selected including colors and shapes of the wall and the ceiling, shapes and finish of the floor materials, window shapes, and the use of the symbolic elements. Furthermore, 31 subcategories were also chosen to analyse their contribution on the emotional reaction. As a result, the color and finish of the wall found to be the most effective element on the subjects' emotional reaction, while the symbolic elements and the color of the wall found to be the least effective. It is estimated that the present study would be helpful to increase the emotional satisfaction of the users and to approach a spatial design through satisfying the types and purposes of the space.

  • PDF