• Title/Summary/Keyword: Creative Application

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Development of Language Rehabilitation Program Using the Smart Device-based Application (스마트 기기 기반 언어재활 프로그램 개발)

  • Hwang, Yu Mi;Park, Kinam;Jung, Young Hee;Pyun, Sung-Bom
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.321-327
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    • 2019
  • The purpose of this study is to develop a smart device-based Language Rehabilitation Program (LRP) to improve communication ability for the patients with language disability. The content of the LRP includes a variety of semantic categories and grammatical elements and consists of 17 semantic categories, 29 tasks and 3780 items to improve comprehension/production ability at word level, semantic category level, sentence level and discourse level. We developed LRP as a Windows-base management program and an Android-base language rehabilitation application. LRP was developed into an application for smart devices, providing real-time delivery of training contents, measurement and database of training task results, and patient progress and monitoring. A follow-up study will be conducted on the verification of the language rehabilitation effect using LRP by patients with language disability.

A Study on the Expressive Characteristics of Dépaysement in Fashion Illustration (패션일러스트레이션에서의 데페이즈망 표현기법에 대한 연구)

  • Kim, Soon-Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.12 no.2
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    • pp.21-39
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    • 2010
  • The purpose of this study is to develop a creative technique in fashion illustration through analyzing expressive characteristics of $d{\acute{e}}paysement$. This study is analyzed by examining the general theories of $d{\acute{e}}paysement$ and investigating the expressive technique related to the method of $d{\acute{e}}paysement$ in surrealism art and the expressive characteristics which is applied to fashion illustration. In this study, the researcher examines cases of the application of $d{\acute{e}}paysement$ to the fashion illustration through reviewing fashion illustrators' art works created since 2000. $D{\acute{e}}paysement$ is unfamiliar impression with lexical meaning in french that is translated by transposition or displacement technique, or country and one's home leave or person put in strange living environment. The characteristics of $d{\acute{e}}paysement$ in fashion illustration include spatial distortion, combination of heterogeneous objects located anywhere odd and modification and conversion of objects such as material change, change-over of scale in usual objects and conversion of inanimate objects into organism. As a result of reviewing the expressive characteristics of Depaysement from fashion illustration artworks, it is found that the fashion illustration with $d{\acute{e}}paysement$ fortified the individuality in fashion illustration and helps produce a creative inspiration which results in a distinctive ideas. This also has a greate possibilities to produce a tremendous ideas in fashion illustration.

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A Study on the Types and Aesthetic Characteristics of Trompe Lœil Expressed in Modern Fashion Since 2010 (2010년 이후 현대 패션에 표현된 트롱프뢰유의 유형과 미적 특성에 관한 연구)

  • Kim, Kyung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.221-236
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    • 2016
  • The purpose of this study is to make a contribution to the development of creative fashion culture through the expansion of creative fields in the fashion design area and also the combination of fashion and art techniques, by classifying the cases of Trompe $L{\oe}il$ expressed in modern fashion, and also analyzing its aesthetic characteristics. Conducting the qualitative research through the literature study and the analysis of design cases, it targeted the women's wear collections of Paris, Milan, London, and New York, limiting its range from S/S 2010 to F/W 2015. The results are as follows: First, based on the preceding research, the types of Trompe $L{\oe}il$ expressed in modern fashion were shown as realistic expression of clothing, movement of daily objects, double images, and application of human body. Second, the aesthetic characteristics of Trompe $L{\oe}il$ based on its expression types were deconstruction, avant-garde, and amusements. The deconstruction was expressed in the expression type of Trompe $L{\oe}il$ such as freedom of materials using digital printing technique, change in the position of clothes, and movement of daily items using collage technique by collecting objets like daily items or waste. The avant-garde was expressed by switching/overlapping in and out of clothes, intentionally exposing some body parts like breast or torso, displacing body parts, and moving daily items. The amusements was shown by realistically expressing accessories or details of clothes using digital printing technique, or moving daily items such as book and fork.

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Development and Application about Program for Enlightened and Productive Creativity by Using Moire Pattern (무아래 패턴을 이용한 깨달음과 생산적 창의성 신장 프로그램 개발과 적용)

  • Yuk, Keun-Cheol;Kim, Yong-Guk;Cramond, Bonnie
    • Journal of Gifted/Talented Education
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    • v.17 no.1
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    • pp.193-213
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    • 2007
  • We present a creative program model for encouraging the creative ability of gifted students by using overlapped patterns found in every day life. This model is based on the basic concept that the purpose of physics education is enlightenment from around the world. Combining both the Western perspective of creativity as productivity and the Eastern perspective of creativity as enlightenment, a Program for Enlightened and Productive Creativity(PEPC) for teaching inquiry was devised. This Program for Enlightened and Productive Creativity describes stages through which a student is guided to solve a problem using increasingly complex observation, inquiry, and experimentation. The use of this model in teaching is illustrated through a physics lesson of moire patterns using overlapping patterns found in our every day life. A case is made that PEPC can be applied to teaching general students as well as gifted students and in different content areas. PEPC model is applied to general students in middle school, scientifically gifted students and physics teachers.

Optimization of Ferric Chloride Induced Carotid Artery Thrombosis Model in a Rat: Effect of Ginkgo biloba Extracts

  • Lee, In Sun;Choi, SeungGu;Jeon, Won Kyung
    • Korean Journal of Clinical Laboratory Science
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    • v.43 no.4
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    • pp.179-187
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    • 2011
  • Animal models are important tools in thrombosis research and preclinical drug development. In recent studies, ferric chloride ($FeCl_3$) has been widely used to induce arterial thrombosis in a variety of species. The purpose of this study was to find an optimal concentration of $FeCl_3$ and validate this model suited better for thrombosis research. A small piece of filter paper, soaked in $FeCl_3$ solution (10, 20 or 35%, v/v, in distilled water) was topically applied on the carotid artery of SD rats to measure the time to occlusion (TTO) and thrombus weight (TW) to ascertain 35%, as an optimal $FeCl_3$ concentration ($8.63{\pm}0.92min$; p =0.000, $0.79{\pm}0.03mg/mm$; p =0.000, respectively). To validate this experimental model, Ginkgo biloba special extract EGb761 (5, 10 or 30 mg/kg) as a reference agent administered by peritoneal route for 1h prior to the induction of thrombosis, showed significantly delayed TTO in a dose dependent manner ($18.50{\pm}2.17$, $29.17{\pm}1.83$, and $38.00{\pm}1.79min$, respectively) and significantly reduced TW and repaired collagen fibre in the injured vessel compare to vehicle group. Our results provide a simple, reproducible and well controlled in vivo screening system to induce thrombosis in rats by the topical application of 35% $FeCl_3$ to assess the efficacy of the new anti-thrombotic agents.

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Analysis of Story-Retelling Structure in Digital Storytelling Applications for Infants (유아용 서사 창작 어플리케이션의 스토리-리텔링 구조 분석)

  • Han, Hye-Won;Ryu, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.146-158
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    • 2013
  • The purpose of this study is to analyze the story-retelling structure of tablet PC-based applications that designed to help infants to create stories. Owing to the popularization and the usability of smart devices, infants have become from content consumers to creators who reconstruct stories in creative ways, based on the stories they heard. In those participatory process, infants experience enjoying stories independently and expanding the meaning of texts. Story-retelling is an adequate methodology that cultivates creativity, expressiveness, and literacy ability to infant. Consequently, this study investigates three types of story-retelling in , , and , and searches structure elements and methods of story-retelling in integrated approach. In conclusion, the story-retelling applications that provide 'creative gap' have educational value, because they allow infants to demonstrate imagination by filling in the gap and to realize the rule of stories.

An Exploratory Study of the Competence of Computational Thinking: for Software Developer (컴퓨팅사고력의 역량 탐색 연구: 소프트웨어개발자를 중심으로)

  • Park, Seongbean;Ahn, Seongjin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.5
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    • pp.41-53
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    • 2016
  • Due to increase in software-based new technologies, software developers are being required to creative problem solving. Especially, for a successful business change of software developers into a new industrial field, software analysis phase and design phase are important and it is an important task to strengthen these competences. In this study, two independent researches were conducted. First, a survey with 300 software developers was conducted and it was explored that uniform thinking of software developers caused by application of "standard software development methodology" made it difficult to approach creative problem solving. Based on this finding, the influences of 9 competences of computational thinking on software developers were analyzed after selecting 111 software developers with over 10 years of experience in the IT industry. As a result, it was revealed that abstraction was an important competence. The study finding demonstrates that software developers recognized design phase as the most important thing and abstraction of CT is the basics of other competences.

A Development of IAAI Teaching Strategy and It's Application to Elementary Science Lesson (IAAI 수업전략의 개발과 초등 과학수업에의 적용)

  • Lee, Jong-Hwa;You, Pyoung-Kil;Lee, Hyeong-Cheol
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.352-363
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    • 2014
  • The purpose of this study was to develop a proper teaching strategy to raise students' interests and creative problem-solving ability in science. And the result of applying this developed teaching strategy to elementary science lesson were compared with that of traditional science lesson. For comparison, two classes of $5^{th}$ grade in S elementary school in B city were selected. After pre-test, one class, experimental group, took a science lesson applying developed teaching strategy and other class, comparative group, took a traditional science lesson. After respective lesson, two classes did post test. The results of this study can be summarized as follows. First, IAAI(Interest-Activities-Attainment-Initiation) teaching strategy was developed. IAAI teaching strategy was composed of 4 stages which were (1)interest in science, (2)science experiment activities, (3)attainment to science knowledge, (4)initiation of creative thinking and 4 stages were progressed in serial order in science lesson. Second, after lessons, the experimental group achieved higher mark in the test of science academic achievement than the comparative group and it was statistically meaningful difference. Third, after lessons, the experimental group was more improved in science-related attitudes than the comparative group and it was statistically meaningful difference. Fourth, after the lesson, the experimental group was more improved than the comparative group in the creativity test and the difference was statistically meaningful.

The Development and Application of STEAM Education Program based on Systems Thinking for High School Students (고등학생을 위한 시스템 사고 기반의 융합인재교육 프로그램 개발 및 적용 효과)

  • Jeon, Jaedon;Lee, Hyonyong
    • Journal of The Korean Association For Science Education
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    • v.35 no.6
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    • pp.1007-1018
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    • 2015
  • In the 21st century, in a Knowledge-Based Information Society, systems thinking is a very important human resources skill in science and technology, which is required in STEAM education in order to understand and solve complex problems. The purposes of this study are: (1) to develop a STEAM education program based on systems thinking; (2) to investigate the effects of the program on students' systems thinking. The systems thinking-based STEAM education program was developed on the basis of 'ADBAS' model (Park & Lee, 2013), and focused on the theme of watermill. A total of 60 high school students participated in this study. The results of this study showed that quantitatively as well as qualitatively, systems thinking skills improved after the treatment. In conclusion, the program we developed in this study can contribute in improving high school students' systems thinking skills and creative problem-solving abilities. The findings of this study may provide useful insights into cultivating human resources with systems thinking skills and creative problem-solving abilities.

Application and Utilization of Social Network Resource: Concentrated on Changes of Spatial Meaning (소셜 네트워크 리소스(Social Network Resource)의 적용과 활용 -공간적 의미의 변화를 중심으로-)

  • Lee, Byung-Min
    • Journal of the Economic Geographical Society of Korea
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    • v.16 no.1
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    • pp.50-70
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    • 2013
  • The creation of new economic paradigm shift in creative economy age have influence on the characteristics of social networks and space, it leads to the formation of new relationship in space depending on social network service development. In this paper, it gives a name to 'social network resource' the power affecting these features and to find the meaning of spatial changes in the economic geography perspectives. 'Social network resource' shows the characteristics of openness, sharing, participation and cooperation, with features of encompassing all the features of local and global characteristics in space. This features are related the meaning of 'trans-locality' and can be found in the case of 'WikiSeoul.com (http:/www.wikiseoul.com)', Seoul's social knowledge sharing web platform. In particular, physical resources, human resources, information resources, and the characteristics of the relationship as a resource features was found and these features appear in space is projected to the space of social relations, it reflects the characteristics of qualitative space regarding social network resource.

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