• Title/Summary/Keyword: Creative Application

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Awareness of Contents Scene as a Cultural Empathy of Cities: A case of 'Contents Tourism' (도시의 문화적 공감대로서 콘텐츠씬의 인식: 콘텐츠 투어리즘 사례를 중심으로)

  • Jang, Wonho;Chung, Suhee
    • Journal of the Economic Geographical Society of Korea
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    • v.22 no.2
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    • pp.123-140
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    • 2019
  • Empathy is the ability to feel, understand, and respond to the emotions of others from the standpoint of others. Recently, 'sympathy' has emerged as an important issue not only in emotional empathy in relation to individuals but also in 'social empathy', which sees sympathy as a basic principle for maintaining society. This study focuses on the issue of empathy as a new driving force for modern society and focused on 'urban scene' as a spatial application for cultural empathy in the city. Urban scenes approach the city as a space of consumption, classify it according to its inherent attributes, and analyze its characteristics. This study approaches the existing urban scene theory in terms of empathy. In addition, as a way to consume city images reflected on contents, a concrete example of 'contents tourism'is examined, and a 'contents scene' is proposed as a new urban scene and its meaning and possibility are presented.

The Survey of Perception and Needs on Development of Lecture to Promote Creativity·Personality of Pre-service Teachers (예비영유아교사의 창의·인성 함양을 위한 강좌 개발을 위한 인식 및 요구도 조사)

  • Kim, Rae-Eun;Ahn, Mi-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.8
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    • pp.205-213
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    • 2019
  • The purpose of this study was to investigate the perception and needs on development of lecture to promote creative personality of pre-service teachers. The subjects were 161 students in 4th grade in early childhood education department. The questionnaire was composed of 3 items of 'recognition of creativity personality lecture' and 7 items of 'demand of development for creativity personality lecture'. The data was analyzed frequency and percentage by descriptive statistics. In the results, first, most of pre-service teachers recognized the importance on development of creativity personality lecture, and support of 'development and application of creativity personality lecture'. They recognized that creativity personality lecture was effective. Second, more than half of them responded that they would take creativity personality lecture, and this lecture was most appropriate 2 courses and 3 hours 10 weeks per semester. They demanded a lot of propensity element among creativity education elements, convergence classes in various fields, teaching medium for 'movie and music', and 'portfolio evaluation'.

Application of the Characteristics of Neo-Pop Art to the Convergence Design of the Art Mask -Based on the Works of Takashi Murakami- (네오 팝 아트의 특성을 적용한 아트 마스크 융합디자인 -무라카미 다카시의 작품을 중심으로-)

  • Park, Li-La
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.227-232
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    • 2019
  • This study suggests a new direction for designing art masks that receive attention as an area of creative expression for makeup by incorporating Neo-Pop art. After analyzing the characteristics of Neo-Pop from a theoretical perspective, the researcher produced four art masks based on each characteristic by utilizing the motif of the Japanese Pop artist Takashi Murakami. From this study, the researcher elicits that Neo-Pop has enough qualities to be utilized as a material for the art mask, new designs of the art mask may be suggested by applying the characteristics of Neo-Pop, and that the convergence of art and makeup highlights the possibility of convergence among the many other fields. Thus, it is expected that the art mask will be studied further through converging with a range of fields, and this study will be used as fundamental data for the development of the art mask design.

Development and Application of Guidelines for Cresumer Product Design (크리슈머(Cresumer) 제품 디자인을 위한 가이드라인 개발 및 적용)

  • Yoo, Cho long;Lee, Tae Il
    • Design Convergence Study
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    • v.18 no.6
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    • pp.27-39
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    • 2019
  • The purpose of this study is to develop design guidelines for developing innovative products utilizing the characteristics of creative consumers(cresumers) who create alternative usages of consumer products, and to suggest effective way of applying the guidelines in design process. To do this, the study conducted the analysis on the characteristics and types of cresumers and in-depth interviews and observations of actual cresumers. The study was able to initially come up with 131 items in 7 categories through keywordization and affinity analysis of prior outcomes, and reorganized and modified those to 52 items in 4 categories. After verification of co-relationship and credibility analysis with 2 evaluation sessions (7-scale SD), the study has reached 4 categories - product concept development, product development, product use environment, and market possibility - with 46 guideline items. The study developed a design toolkit to effectively apply the guidelines in the product development process. The toolkit consists of three chapters and provides explanations and related examples to clarify the categories and individual guidelines, designed in the form of cards and booklet.

A Study on the Development of Contemporary Menswear Fashion Design Inspired by Myanmar Traditional Costumes Using SCAMPER Method (스캠퍼 기법을 활용한 미얀마 전통복식 스타일의 현대 남성복 패션디자인 개발 연구)

  • Phyoe, Su Wai;Suh, Seunghee
    • Journal of Fashion Business
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    • v.25 no.1
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    • pp.16-38
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    • 2021
  • The purpose of this study was to develop a fashion design with a greater sense of modernism based on the characteristics and design elements of Myanmar traditional clothing focusing on the Yandanapon Mandalay period of the last dynasty of Myanmar using the SCAMPER technique, which is one of the creative methodologies. Contemporary menswear fashion designs were developed based on the individual elements of the questionnaire on the SCAMPER technique using fashion design elements. The design development process was as follows. First, this study set the developmental theme of contemporary menswear fashion design in Myanmar's traditional clothing style during the Yadanapon Mandalay period. Second, to develop designs using the SCAMPER technique, the elements of Myanmar's traditional clothing were first divided into item composition and design elements, followed by application of the SCAMPER questionnaire. Also, various designs were developed by combining and applying different elements. Third, optionally selective elements evolved from the design development process using the SCAMPER technique questionnaire. Fourth, the design evaluation was used to select the designs matching the study purpose out of 55 design sketches via FGI (Focus Group Interview) consisting of four fashion designers. Fifth, a total of six designs were selected by additional design modification. Based on the aforementioned processes, a total of six works of men's clothing design were presented. This study provides basic data for the cultural and aesthetic understanding of traditional Myanmar clothing. It also serves as a source of new ideas to express modern fashion design in different ways.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

A Study on Developing and Validating Core Competencies for Gifted Education Based on Delphi Technique (델파이 조사를 통한 영재교육 핵심역량 개발 및 타당화 연구)

  • Park, Hye-Jin;Cha, Seung-Bong;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.319-328
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    • 2021
  • The purpose of this study is to develop core competencies for gifted education by utilizing Delphi survey methods and to present behavioral element selection and scale questions based on the definition of competencies. First, the core competence for gifted education was selected through literature analysis, and the first Delphi survey was conducted to verify that the definition of each competency is suitable for the competency name. Subsequently, through a second Delphi survey, detailed questions were developed and verified by expressing the capabilities required to develop core competencies as behavior elements. Through two rounds of Delphi surveys, eight key competencies were finally selected: attitude and practice willingness, communication and collaboration, information processing and tool utilization, creative problem solving, convergence and application, higher-order inference, community spirit, and learning achievement orientation. This study is meaningful in that it selects core competencies and behavior elements for gifted education that are necessary to pursue goals that meet social needs and it presents tools to measure the degree of competency improvement for gifted education.

A Study on Application of the Aesthetic Characteristics of Psychedelia in Art Mask Design (사이키델릭의 미적특성을 응용한 아트마스크 디자인 연구)

  • Yoon, Hee
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.15-22
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    • 2021
  • This study is aimed at suggesting a direction for the development of sensuous and creative art mask design by making art masks rooted in the aesthetic characteristics of psychedelia. The conceptual definition and characteristics of psychedelia were identified on previous studies, specialized books and works of art. The characteristics of psychedelia based on theoretical research were limited to illusionism, abstraction, play, and dynamism, which are often used in researcher's work, and four research works were produced by combining them with art mask design. By trying to diversify works regardless of form or tradition, this study could make the infinite creation of art mask possible and transform that into a new modern beauty. In addition, by expressing internal meaning along with external characteristics in the design of works, it could bring the establishment of a new perception and value of art mask. In the future, it is hoped that this study will be used as basic data for follow-up research related to art mask design and be helpful in the development of art mask design.

The Effect of Youth Activity Participation Experience on the Academic Performance of Multicultural Adolescents: The Multi-Mediating Effect of Achievement Motivation and Social Relationships and the Application of Gender Multi-Group Analysis (청소년 활동 참여 경험이 다문화청소년의 학업성적에 미치는 영향 : 성취동기와 사회관계의 다중매개효과 및 성별 다집단분석 적용)

  • Lee, Hyoung-Ha
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.559-572
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    • 2021
  • The purpose of this study is to examine whether multicultural youth's participation in activities affects academic performance, verify whether achievement motivation and social relations have multiple mediating effects, and analyze whether there are differences between male and female groups. To this end, a total of 1,635 high school sophomores were analyzed in the 8th year (2018) of the Multicultural Youth Panel Survey. As a result of the analysis, first, it was confirmed that the influence of multicultural youth's participation in youth activities on academic performance was partially mediated by achievement motivation and social relations. Second, for all multicultural adolescents, 'achievement motivation' was found to have a significant effect on academic performance, and this route was found to be male students is a female student. It was found to be more positive than 001), and the difference between groups was statistically significant. Therefore, it is necessary to expand opportunities to participate in youth activities for multicultural youth and to prepare creative activity spaces and content support policies.

Development of a 3D Virtual Fashion Design by Applying the PO Method -With a Focusing on the T-shirt Design- (PO 발상법을 적용한 3D 가상 패션디자인 개발 -티셔츠 디자인을 중심으로-)

  • Suh, Seunghee
    • Journal of Fashion Business
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    • v.25 no.5
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    • pp.73-87
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    • 2021
  • This study aimed to develop fashion designs by applying the PO (Provocative Operation) method as a 3D virtual clothing program and to derive the PO application method in fashion design. The first T-shirt design was presented as an existing thinking method, and the second design was developed by applying escape, reversal, exaggeration, distortion, and hopeful thinking techniques, which are techniques for 'provocation' of the PO method, to the first design. Thus, 18 T-shirt designs were developed as 3D virtual clothing, with 3 sets of 6 designs, including the 1st and 2nd designs. The method of using the 'provocation' techniques of the PO method in the development of fashion design derived from this was as follows. First, the 'escape' technique was designed in such a way that a part of the detail or structure was deleted, or a part of the structure or expression element of another item was applied. Second, the 'inversion' technique was expressed by inverting the position or shape of a detail or structure up, down, left, and right; fitting the structural detail or reversing the shape; or converting the structure and form. Third, the 'exaggeration' technique exaggerated the size, length, and volume of a structure's form or detail. Fourth, the 'distortion' technique was expressed as a distortion of lines or shapes or a visual distortion using the Trompe l'oeil technique. Fifth, the 'hopeful thinking' technique was developed and expressed from the idea of an hypothetical 'if' it was absurd, irrational, and unrealistic.