• Title/Summary/Keyword: Creative Application

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The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

Constitutionally individualized and practically integrated characteristics of Korean Acupuncture (한국 참구의학의 체질관점과 실용적 통합치료 의학으로서의 특징)

  • Yin, Chang-Shik;Chae, Youn-Byung;Koh, Hyeong-Gyun;Lee, Hye-Jung;Chun, Sae-Il;Park, Hi-Joon
    • Korean Journal of Acupuncture
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    • v.23 no.2
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    • pp.19-27
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    • 2006
  • Objectives: Although Korean Acupuncture (KA) in Korean Medicine (KM) shares its origins with Traditional Chinese Medicine (TCM), it has made its own contribution to the field of acupuncture and general medicine. This study reviews characteristics of KA. Methods: Representative theories of KA were reviewed in light of a constitutionally individualized and practically integrated approach. Individualized approach in KA is based on constitutional energy traits recognized in Saam, Taegeuk, and Eight Constitution acupuncture theories. New practically integrated therapeutic modalities, such as herbal, and bee venom acupunctures, have also been developed in KA. Results: As a form of natural medicine, KA along with KM put emphasis on the vitality and self-correcting mechanism of an individual, which led to the refinement of constitutional approach. KA along with KM theories features a summarized understanding and practical application of integrated therapeutics, which produced creative development of new modalities. Conclusions: KA is expected to make significant contributions to the individualized and practical medicine, based on basic research and clinical trials.

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Case Analysis on Stop Motion Animation based on the Acceptance of New Technology : Focusing on 3D Printer & Special Effect Technology Application (신기술 수용 스톱 모션 애니메이션 사례분석 : 3D 프린터, 특수효과 기술 응용을 중심으로)

  • Zhang, Wan;Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.665-672
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    • 2018
  • The purpose of this study is to analyze the problem of existing stop motion animation and to apply 3D printer technology and computer special effect technology applied with latest technology as a solution to solve this problem. For this purpose, we review the history of stop motion animation and confirm how the technology applied to stop motion animation through previous research. As a result, we have overcome limitations of the existing stop motion animation limited to the cline cloth in terms of expression by using 3D printer like recently released and . Furthermore, the natural phenomenon, which is the biggest limitation of stop motion animation, was able to produce a unique work of stop motion animation rather than computer special effect processing. Therefore, in the stop-motion animation, the acceptance of 3D printer technology and computer special effects technology has enabled unlimited imagination and original expression. Recent technology-based stop-motion animation is expected to provide the foundation for the continued development of the animation field in the future.

A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

Development of Valuation Model on Trademark Rights for Intellectual Property Revitalization (지식재산권 활성화를 위한 기업상표권 가치평가 모형 개발)

  • Kim, Heung-Su
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.89-97
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    • 2016
  • Intellectual property rights play a key role in employment creation and income generation plays an important role, especially in the creative economy. Many companies are ultimately increasing efforts to boost the company's financial performance, such as maximizing profits by building a strong brand assets amid committed to brand management in this paradigm. Reasonable evaluation and commercialization of technology transactions, financial assistance, investment decisions, trademark brand value for the reactivation (revitalizing) for the purposes of M & A, litigation, brand strategy will be said to be very important. In spite of the importance, the awareness of the property and the capabilities to assess are hardly sufficient. Thus, this study, targeting companies with valid trademarks for value assessment, conducted case analysis by cost method and income approach; the analysis presented the result from 2.05 million by the cost method to 2.7 million by the income approach applied to a variable discount rate and adjustment contribution. However, now that the implication was drawn from a single company, further studies covering case study and application plan according to scale and type of diverse company groups should be continued.

The Effects of Medical Service Design Thinking on Preliminary Health Administrators' Empathy Ability (의료서비스 디자인씽킹 교육이 예비보건행정가의 공감 능력에 미치는 영향)

  • Yoo, Jin-Yeong
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.367-377
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    • 2018
  • The purpose of the study is to verify the effectiveness the Preliminary Health Administrators(PHA)' Empathy Ability(EA) through the application of Medical Service Design Thinking(MSDT) conducted by undergraduate school of Intrapreneurship education. The pre-post questionnaire survey was conducted on 41 students in the second year of the Department of Health Administration after applying MSDT for 15 weeks from March to June, 2018 at a college in Daegu. The main results are as follows. MSDT was positive influenced on the improvement of Empathic Imagine, Empathic awakening of the PHA' EA. Especially, male student or aged 20-25, it was effective on the improvement of Empathic Imagine and Empathic awakening of the participants. Further research is needed on the development of MSDT programs for each grade to improve the empathy of PHA.

Formative characteristics of 3D printing fashion from the perspective of mechanic aesthetic (기계 미학적 관점에서 살펴본 3D Printing 패션의 조형적 특성)

  • Kim, Young-Sam;Lee, Jin-Ah;Kim, Jang-Hyeon;Jun, Yuh-Sun
    • The Research Journal of the Costume Culture
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    • v.23 no.2
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    • pp.294-309
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    • 2015
  • This study aims to clarify the aesthetic values between emotion of human and expression of technology in contemporary fashion as it analyzes formative characteristics of related cases in fashion based on principles of 3D Printing technology and the viewpoint of mechanic aesthetics. The conclusions of this study are as follows. First, 3D Printing fashion is not only expressed diverse variations by its principles of formative methods, materials and properties, but also changes of silhouette by applying system of designers. Second, general characteristics of 3D Printing fashion is represented by various applications in SLS system, and it can be specifically explained application to a portion of clothing, decorative roles of clothing, complicated pattern making through crossing fabrics using 3D scanner and displaying a certain object changing fashion styles, and so forth. Third, the formative characteristics of 3D Printing fashion from the perspective of mechanic aesthetics is as follows. It can be analyzed as the integration of metaphysical values through compared symbolization of natural feature and technical evolution, partial dynamics and interactive velocity-based, formative combinations for abstract expression using architectural components, cosmos images and substantialized structures through images of organic space interacted human shapes. As the mention above, 3D Printing technology can creative a diverse area of fashion, and express images of new technological fashion through various works with continuous development of techniques.

A Study of Seamless Power Supply using EDLC on Battery Change of Smartphone (EDLC를 이용한 스마트폰의 배터리 교환 시 연속적 전원 공급에 관한 연구)

  • Choi, Sang-Hun;Lee, Yong-Sung
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.29 no.12
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    • pp.61-67
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    • 2015
  • Certainly, we are living in a true mobile society. At the end of 2014, approximately 40million 560thousand people are subscribed to smartphone services in Korea, using more than 2000MB of mobile data per a person. The use of smartphone is expected to increase. Moreover, smartphone moves toward becoming a requisite for modern people. Under the circumstances, high-speed communication services such as LTE provide high quality services anywhere and anytime and, furthermore, the development of high performances of the application makes the life patterns of modern people link directly to smartphone. Almost every day, new creative services are being introduced and the demands of on-line streaming services such as high-performance game and YouTube are increasing day after day. However, although smartphones are getting smarter and high quality services are rapidly growing, consumers still complain about the insufficient usage time caused by the capacity of batteries. In order to solve this problem, this thesis suggests EDLC(Electric Double-Layer Capacitor) uses as a supplemental power supply to keep the continuity of work while switching batteries. Through this approach, the running time of smartphone becomes longer as the number of batteries without power off and the purpose of this study is to maximize the convenience of using smartphone by eliminating the initialization of memories and the loss of time of rebooting while batteries are switched.

Application Plan of Flip Learning Using Practical Instruction in Algorithm Theory (알고리즘 이론과목에서 실기수업을 적용한 플립러닝 활용방안)

  • Jang, Seong-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.662-665
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    • 2017
  • Recently, the rapid development and development of the industrial environment has changed the talent that companies need. As the educational paradigm changes, the university education should complement the problems of the lecture education method (the existing knowledge transfer method) in order to cultivate the talents needed for the corporation. In order to improve self - directed and creative problem - solving ability, new teaching and learning methods are needed. In this study, we apply flip learning in the algorithm class which is an essential curriculum of computer engineering. This group is divided into groups that are combined with theoretical and practical lessons, and groups that have applied theoretical lessons by applying flip learning, and groups that employ traditional lecture techniques. To improve learner's learning motivation and academic achievement, we propose a flip learning teaching method suitable for the algorithm subject and apply it directly to the class. Based on the results, we compare and analyze the academic achievement and learning satisfaction of learners.

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Exploring Application Ways of Virtual Reality Technology in Science Education (과학교육에서 가상현실 기법의 활용 모색)

  • Shim, Kew-Cheol;Park, Jong-Seok;Kim, Hyun-Sup;Kim, Jae-Hyun;Park, Young-Chul;Ryu, Hai-Il
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.725-737
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    • 2001
  • Virtual reality technology is very useful for the 21C science education, and is able to contribute to the development of new teaching and learning methods in science education. One of these computer-based technologies, virtual reality, is possible to use in many directions. It is a new communication medium that is receiving a lot of attention, and is usually identified by a collection of technological hardware. Virtual reality is defined as a highly interactive, computer-based, multimedia environment in which the user becomes the participant, with the computer in a virtual real world. A key feature of virtual reality is real-time interactivity, in that the computer is able to detect user inputs and instantaneously modify the virtual world. It is being used in a wide variety of fields including physics, chemistry, human biology, biomedical sciences, military, architecture, industry and the entertainment. In classroom, using science educational program developed by virtual reality technology can increase the interests of students, promote understanding of basic science concepts, help laboratory skills, and encourage creative learning for them.

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