• Title/Summary/Keyword: Creative Application

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A Study on the Formative Aesthetics and Modern Application of Traditional Korean Knots (전통 매듭의 조형미와 현대적 활용실태)

  • Kim, Bo-Young;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.60 no.10
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    • pp.1-15
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    • 2010
  • A Korean knot is one of the ornamental elements that our ancestors used intimately in their daily lives, and the diverse forms and structural features of the Korean knot have sufficient creative and aesthetic value for it to be recognized as one of beautiful products that was relished by individuals of the times. Starting from two strands, Korean knots make unique forms as they are overlapped or plaited, crossing each other in many ways. The forms of Korean knots were given names such as "nabi maedeup"(butterfly knots) and "gukwa maedeup" (chrysanthemum knots), in reference to things in the surrounding environment that were perceived as being similar in their appearance. It is considered that with their unique structure, such Korean knots may provide a good motif for creative design. As well, it is believed that combining the traditional beauty of Korean knots with a contemporary sensibility will lead to the creation of truly forward-looking design. Against this backdrop, this study aims to inquire into and analyze the formative characteristics and aesthetics of Korean knots, with an eye to their use in future design. In addition, it aims to help to put such historical knotting practices into practical and functional use in the future, through a study of previous uses of historical knotting practices with a modern sensibility. It is thus expected that this work will contribute to the inheriting and development of traditional culture, and ultimately to enhancing the status of Korean design in the world.

Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

A study on the procedure and method for engineering comprehensive design for collaboration between engineering and design (공학과 디자인의 협업을 위한 공학 계열 종합설계의 수행절차와 방법 연구)

  • Huh, Won-Whoi
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.125-130
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    • 2020
  • Universities that hold engineering education accreditation emphasize the importance of design education. In particular, comprehensive design courses in the engineering field are designed to produce the result reflecting the functional and limiting factors of the design. Systematic design education is also important, but the application of multidisciplinary convergence education is very high in view of the comprehensive design curriculum as a creative education program. This study describes a case study of convergence of curriculum and engineering and design, focusing on the 2019 comprehensive engineering design subject of the researcher. For the collaboration between engineering and design, the process of developing students' ideas and applying them to actual results was presented as the procedures of planning and theme selection, content design, software design, presentation and evaluation. As a result, it is meaningful that the method of convergence between engineering and design was presented without focusing only on technology in the comprehensive design subject of engineering by applying a design that considers the user in producing the work.

Knitwear Design through Application of Kazimir Malevich's Suprematism Painting (카지미르 말레비치 절대주의 회화를 응용한 니트디자인)

  • Kim, G-Rim;Kim, Young-Joo;Lee, Youn-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.3
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    • pp.151-166
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    • 2007
  • The purpose of this study was to examine the Russian abstract artist Kazimir Malevich's works during the period of absolutism and thereupon, suggest some knitwear designs practical, decorative and creative. For this purpose, the researcher reviewed domestic and foreign literature, dissertations and academic journals to determine the Russian abstract fine art and the significance of Kazimir Malevich's works in the history of arts and thereupon, examined Malevich's works or the champions of absolutism in terms of their geometric formative elements or forms and colors. The results of this study can be summarized as follows; First, paintings may be important motives for the contemporary costume designs, while being a major driving power for development of some original designs depending on artists' personal thoughts and expression techniques. Second, this study is deemed to suggest creative and original techniques and motive applications for fashion designs by introducing the elements of Kazimir Malevich's paintings into costume designs, and provide for an opportunity to suggest new values by combining arts and fashion. Third, the knit jacquard technique, one of the major techniques for the knit design works using Kazimir Malevich's absolutism works, is considered a tubular jacquard featuring the deepest sense of thickness. The intarsia technique is preferred in the recent trend for light fabric because it features clear background patterns and allows for thinner fabric. Lastly, it is hoped that this study will serve to expand the domain of expression by means of an art marketing or meeting between arts and fashion in our contemporary industries.

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READY MADE Creative Gymnastic for Designers (READY MADE디자이너를 위한 창조적인 훈련 연구)

  • Bruno, Marco
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.365-374
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    • 2006
  • A 'Readymade' is an everyday object selected and designated as art. The term was coined by Marcel Duchamp to describe his artistic process based on the attempt to destroy the notion of the uniqueness of the art object: his influence went for beyond the art world affecting all design activities based on creativity. The purpose of this study is to investigate the ready-made technique from an educational point of view. Starting from Duchamp experience and his further influence on the design world, the study aims to demonstrate the value of the ready-made technique as a basic element in the education of young designers. The research method is based on the empirical observation of the results of the same project assigned to forty different students in different universities. The collected results were grouped in four families according to each specific generative method: constructive, conceptual, aggregative and elaborative. These four categories, derived by the observation of the results, represent tangible variations of the same disciplined technique. This flexibility demonstrates the value of the ready-made process as a foundation practice particularly indicated for young designers. These are the main skills students developed through its application to design projects; exploring and reconsidering attitude, recycling issues, new identity to familiar objects, focus on ideas.

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The Flipped Classroom Design for Capability Enhancement of Big-Data Analysis (빅데이터 분석의 역량 강화를 위한 거꾸로 교실 설계 연구)

  • Jung, Byoungho;Kim, Byungcho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.127-145
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    • 2017
  • The purpose of this study is to empirical case study for the instructional design of flipped classroom by job-capability advancement of IT business majors. A student of IT business school has learned a lot of management educations for four years. But, they don't recognize a connection between school education and business practice. A subject based on the humanities, and social sciences consisted of mostly the memorization. The undergraduate class lack a practice's curriculum by a creative-oriented lesson rather than memorization-oriented. In particular, An IT business is now recognized as a significance emerging IT investment, the Internet of Things, information security, big data and strategy's ERP. For these reasons, it is important for an instructional design for understanding business practices of the students. Accordingly, Flipped classroom with participatory class be needed increasingly for students' practical sense. We will propose a design method of flipped classroom for inspiring business education. In this, new instructional design overturned traditional teaching method. After the student conducts a prior learn at home, school will accomplish a problem solving through question and answer. This design effected a boredom suppress and creative enforcement of student and an intimacy increase of instructor. In addition, A participatory class and reciprocal peer tutoring will be possible by a spontaneous self-directed learning of student. We were designed course of project type based on big data theory and application to target the fourth-year course. In conclusion, the new instruction provided a help to learning synergy between student and lecturer. During the lessons, the student showed improvement of business sense and enhanced problem solving capability. The lecturer has the intimacy through communication interaction with students.

The Effect of Education Data Visualization using Google Spreadsheet Program on improvement of creativity of Forth and Fifth Grade Students (구글 스프레드시트를 활용한 데이터 시각화 교육이 초등학교 4·5학년 학생의 창의성 향상에 미치는 효과)

  • Kim, Jungah;Kim, Minbum;Kim, Taehun;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.293-302
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    • 2019
  • In this study, we developed the google spreadsheet education program which focuses on the education data visualization. And we applied it to forth and fifth grade students, and then verified its effect. The developed program was applied to 29 forth and fifth grade students for 36 classes in six days. Application of the program In order to verify the effect on creativity, Torrance Tests of Creative Thinking Figures A and B were introduced and pretests and post tests were carried out. As a result of the verification, it was found that the google spreadsheet education program which focuses on the education data visualization has positive effects on the creativity factors of the elementary school forth and fifth grade students.

A Case Study on the Development of a Curriculum by using NCS (NCS를 활용한 교육과정 개발 사례 연구)

  • Baek, Jinwook
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.217-224
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    • 2021
  • Because of the development of the 4th industrial technology such as artificial intelligence and the corona situation, the recent university society is rapidly changing. As the college entrance exam environment is also getting seriously difficult, departments and majors are rapidly changing at the university. Therefore, the department of the university needs a curriculum for new majors or convergence majors according to the internal and external environment of the department. However, it is a very difficult and time-consuming task to develop such a curriculum accurately. This paper proposes a curriculum development method and an application case using the National Competency Standards(NCS). The curriculum development method proposed in this paper consists of the traditional three-step method, namely, analysis, design, and development, and NCS is used in each step. This proposed method focused on reducing the time of curriculum development, and an example of curriculum development is presented for the usefulness of the proposed method.

A Study of Path-based Retrieval for JSON Data Using Suffix Arrays (접미사 배열을 이용한 JSON 데이터의 경로 기반 검색에 대한 연구)

  • Kim, Sung Wan
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.157-165
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    • 2021
  • As the use of various application services utilizing Web and IoT and the need for large amounts of data management expand accordingly, the importance of efficient data expression and exchange scheme and data query processing is increasing. JSON, characterized by its simplicity, is being used in various fields as a format for data exchange and data storage instead of XML, which is a standard data expression and exchange language on the Web. This means that it is important to develop indexing and query processing techniques to effectively access and search large amounts of data expressed in JSON. Therefore, in this paper, we modeled JSON data with a hierarchical structure in a tree form, and proposed indexing and query processing using the path concept. In particular, we designed an index structure using a suffix array widely used in text search and introduced simple and complex path-based JSON data query processing methods.

The Application of TRIZ for Development of Creative VE(Value Engineering) Project process (TRIZ를 활용한 창의적 VE(가치공학) 프로젝트 프로세스 개발)

  • Kim, Chang-Hui;Ryu, Ji-Cheol;Kim, Gwang-Su
    • Proceedings of the Safety Management and Science Conference
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    • 2010.11a
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    • pp.191-198
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    • 2010
  • 본 논문은 원가절감과 신제품 개발에서 사용되고 있는 VE(Value Engineering)중에서 기능을 높이거나 원가를 낮출 수 있는 아이디어 발상단계에서 TRIZ를 적용하는 것에 대한 기법 개선 연구이다. VE는 미 국방성에서 시작되어 지금은 거의 모든 산업분야에서 적용하고 있는 관리.기술 향상을 위한 혁신 tool이다. TRIZ(Theory of Inventive Problem Solving) 는 러시아 과학자 알트슐러에 의해서 만들어진 창조적 아이디어 발상을 도와주는 아이디어 발상 Tool이라고 할 수 있다. 수 십 만 건의 특허를 분석해서 40가지의 발명원리를 도출해내어 체계적으로 정립한 파워풀한 아이디어 발상 도구 인 것이다. VE활동 중에 원가 절감 또는 제품의 가치 극대화 시키는 아이디어 발상단계에서 TRIZ를 접목한다면 VE의 완성도와 성과가 더욱 높아 질 것이라고 판단된다. 지금 까지 사용해 왔던 브레인스토밍, NM법, 오스본 체크리스트 ${\ldots}$ 등의 아이디어 발상 기법도 훌륭한 방법이지만 좀 더 체계적이고 분석적이며 파워풀한 TRIZ 기법을 활용하여 VE 프로젝트 프로세스를 한 단계 발전시키는 계기가 될 것이다.

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