• 제목/요약/키워드: Creative Application

검색결과 637건 처리시간 0.025초

From Visualization to Computer Animation Approaches in Mathematics Learning: the Legacy throughout History of Human Endeavours for Better Understanding

  • Rahim, Medhat H.
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제17권4호
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    • pp.279-290
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    • 2013
  • Presently, there has been growing interests in using mathematics' history in teaching mathematics [Katz, V. & Tzanakis, C. (Eds.) (2011). Recent Developments on Introducing a Historical Dimension in Mathematics Education. Washington, DC: Mathematical Association of America]. Thus, this article introduces some work of scholars from ancient East Indian culture like Bhaskara (AD 1114-1185) and Arabic culture such as Ibn Qurrah (AD 9th c) that are related to Pythagoras Theorem. In addition, some Babylonian creative works related to Pythagorean triples found in a tablet known as 'Plimpton 322', and an application of the Pythagorean Theorem found in another tablet named 'Yale Tablet' are presented. Applications of computer animation of dissection Motion Operations concept in 2D and 3D using dynamic software like Geometer's-Sketchpad and Cabri-II-and-3D. Nowadays, creative minds are attracted by the recent stampede in the advances of technological applications in visual literacy; consequently, innovative environments that would help young students, gifted or not, acquiring meaningful conceptual understanding would immerge.

현대 패션에 사용된 텍스타일 디자인의 미적 특성에 관한 연구 -1990년대 작품을 중심으로- (A Study on Aesthetic Characters of Textile Design on the Modern Fashion -Concentrating on the 1990s-)

  • 조말희
    • 복식문화연구
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    • 제6권3호
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    • pp.157-174
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    • 1998
  • This study investigated aesthetic characters of textile design on the modern fashion in 1990s. 1. Spiritual desolation caused by modern society of high-technology made people be interested in ethnic image. 2. It was expressed aesthetic beauty by application of various kinds of art for more new and creative designs. 3. Resistance against environmental pollution or ecosystem destruction caused by scientific technology and industrial development pursed ecology, so lots of natural patterns were used. 4. It was persued beauty of simplicity and visual angels by using geometrical graphism. 5. Self-consciousness or resistance of period was expressed by deconstructive symbol. Accordingly, textile design is expressed related to the trend of modern fashion, the current thought of the times, social phenomenon and art. So we need various analysis on above factors. Then, it will be helpful to develope the creative and distinguished fashion design.

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Magnetic-vortex Dynamic Quasi-crystal Formation in Soft Magnetic Nano-disks

  • Kim, Junhoe;Kim, Sang-Koog
    • Journal of Magnetics
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    • 제22권1호
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    • pp.29-33
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    • 2017
  • We report a micromagnetic numerical study on different quasi-crystal formations of magnetic vortices in a rich variety of dynamic transient states in soft magnetic nano-disks. Only the application of spin-polarized dc currents to a single magnetic vortex leads to the formation of topological-soliton quasi-crystals composed of different configurations of skyrmions with positive and negative half-integer numbers (magnetic vortices and antivortices). Such topological object formations in soft magnets, not only in the absence of Dzyaloshinskii-Moriya interaction but also without magnetocrystalline anisotropy, are discussed in terms of two different topological charges, the winding number and the skyrmion number. This work offers an insight into the dynamic topological-spin-texture quasi-crystal formations in soft magnets.

복습게임을 활용한 공학이론 수업의 설계 및 운영 사례 (A Case Study on Design and Operation of Engineering Theory Classes Applying Review Games)

  • 김기대;한안나
    • 공학교육연구
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    • 제24권4호
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    • pp.52-60
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    • 2021
  • This study designed and developed a class using review games as a way to enhance students' interest, class participation, and class comprehension in engineering theory classes, and explored their educational effectiveness. To this end, a review game strategy based on the Creative Training Technique was established and applied to three engineering theory subjects. The types of review games include Jin-jin-ga, Bingo, Challenge Golden Bell, Finding hidden terms, and Completing initial sentences. As a result of applying this review game strategy to the classes over the past decade, students' satisfaction and lecture evaluation scores significantly increased compared to before application, and it was confirmed that students' interest in and understanding of the class increased significantly. Furthermore, this gamification class strategy can be a way to increase students' participation in theory classes regardless of their major, and can be applied to non-face-to-face online classes.

Research on The Application and Expression of Mixed media in Oil Painting

  • Su Xinyuan
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.162-169
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    • 2023
  • With the diversified development of modern art, the application of mixed media in painting has become increasingly prominent, which not only provides artistic creators with new creative ideas, but also magnifies the creators' emotions and re endows the media with meaning and value. This paper systematically introduces the definition, features and connotation of mixed media painting, and expounds three aspects of the aesthetic function of multimedia in oil painting creation, the embodiment of painting individuality, and the combination and application of materials and technique to demonstrate that mixed media presents different understanding and expression in Chinese oil painting, no longer constrained by traditional oil painting materials, which promotes more development possibilities of the art expression form of Chinese oil painting, enhances its international influence, and bring new vitality to the creation and development of Chinese oil painting.

식물원 야외체험학습에서 활용 가능한 과학 창의성 과제 개발 - 초등과학영재학생에의 적용 - (Development of the Scientific Creativity Task for a Field Trip to Botanical Garden - Application to Science-Gifted Elementary Students -)

  • 김민주;김현주;임채성
    • 한국초등과학교육학회지:초등과학교육
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    • 제39권4호
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    • pp.506-521
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    • 2020
  • This study aims to develop a scientific creativity task which science-gifted elementary students can conduct on a field trip to a botanical garden, and to analyze the results from conducting the task. For this, 38 science-gifted fifth-graders from the Science-Gifted Education Center, located at the Office of Education, participated in a field trip to a botanical garden, as a part of their program. Prior to the program, researchers developed a scientific creativity task for outdoor education program, along with science education specialists and teachers. The tasks were to observe plants, and to create something new and useful, or, in other words, scientifically creative, based on the plants' characteristics. The students could submit at most three ideas. Also, they assessed their own ideas, and selected an idea that they thought was the most creative. The results were analyzed by using the scientific creativity formula. The main findings from this study are as follows. First, it was found that the scientific creativity formula had an upward bias in assessing originality. Second, the students tended to assess the usefulness of their own ideas more generously. Third, the correlation between self-assessment results and scores from the scientific creativity formula for originality was r=.43. Fourth, in formula-based assessments, the correlation between originality scores and usefulness scores was relatively high, at r=.56. Fifth, the correlation between a student's scientific creativity score and the number of his or her ideas was very low, at r=.23. Sixth, when the ideas chosen as the most creative by students were compared with the ideas that had the highest scores in formula-based assessments, it was shown that 8 out of 19 students (42.1%) did not choose the idea that appeared to be the most creative when graded by the formula. This study is concluded by discussing the lessons from the scientific creativity task analysis for primary science education and gifted education.

이토토요의 도서관 공간에 나타나는 창조적 인터페이스요소에 관한 연구 - 타마미술대학신도서관을 사례로 - (A Study on the Creative Interface Factors of Library Space on Ito Toyo - Focus on the Tama Art University New Libraries -)

  • 황미영
    • 한국실내디자인학회논문집
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    • 제19권3호
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    • pp.205-213
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    • 2010
  • The importance of communication which is oriented to interaction, fusion and connection is more increased in the post-information society. The information environment is already realized as interface to reach immediately and freely to the databased information and knowledge. The contemporary libraries execute very important roles as an intellectual infra of modern times to deliver the great human achievement and create new culture. In the mean time, the rapid information-oriented society and the development of digital technology bring out big change in the traditional dispatch and receipt method of information. For this reason, libraries as the community space of visitors integrates physical space - electronic space and reconstructs new temporary culture and value to build the new interface that connects human to human, human to space and human to information. On the premise of these awareness, this study analysis the creative interface factor of Tama Art University New Libraries in Ito Toyo in order to research the function and the application method of modern libraries. And the results are follows. 1)We can make sure the significance of communication and the integration consciousness between digital technology and analogue sensitivity that is the characteristic of the post-information society. 2)We can classify for the creative interface factors by the character as space factor(Arcade, Gallery, Lounge, AV Booth, Cafe), facility/equipment factor(Laboratory, Media, Bar, Info Shelf, Media Seat) and furniture factor(Carrel, Desk, Mag Table, XI Shelf). 3)We can see that these interface factors change the stream of library users and that the library is constructed for library users to create and discovery something easily from books and modern technologies. And we can realize also that these factors are creative installation to lead out naturally the latent liberty sense of users.

디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로 (Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative)

  • 이현우;김운한
    • 디지털콘텐츠학회 논문지
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    • 제17권1호
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    • pp.33-41
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    • 2016
  • 디지털 사이니지의 다양한 미디어 크리에이티브의 현황과 양태를 분석하여 수용자와 효율적으로 상호작용할 수 있는 실제적인 방안을 모색하였다. 이를 위해 디지털 사이니지의 다양한 사례들을 미디어 융합 관점에서 파악하는 한편, 디지털 사이니지의 주요 크리에이티브 속성으로서 상호작용성을 근거로 각각의 융합 사례가 시사하는 전략적 의미를 파악하였다. 선행연구와 네이버 검색서비스를 바탕으로, 수집된 자료를 (1)유튜브, SNS, 바이럴 영상 결합, (2)QR코드 등 재현적 기술 결합, (3)브랜드 어플리케이션(앱) 결합, (4)오프라인과 온라인 결합, (5)사이니지와 행동 요소 결합 등의 결합 유형으로 분류하고 대표적인 해당 사례를 선별하여 내용 분석을 실시하였다. 분석 결과를 토대로 감성적 바이럴 마케팅, 브랜디드 엔터테인먼트 형태 등에 기반한 미디어 크리에이티브 등 수용자와 효율적인 상호작용을 할 수 있는 전략적 방안을 제언하였다.

초등과학 수업에서 메이커교육프로그램의 적용 효과 - '식물의 한살이' 단원을 중심으로 - (Effects of the Application of a Maker Education Program to Elementary Science Online Class: Focusing on the Unit " Life Cycle of a Plant")

  • 김혜란;최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제41권2호
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    • pp.432-442
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    • 2022
  • 본 연구는 초등과학 '식물의 한살이' 단원 온라인수업에 적용할 메이커교육프로그램을 개발하고 그 효과로 과학에 대한 흥미도와 창의적 문제해결력에 미치는 영향을 알아보는 것이다. 개발된 메이커교육프로그램의 주제는 '식물의 한살이를 주제로 동화 오디오북 만들기'이다. 프로그램은 TMI 메이커교육 모형 단계에 따라 학습한 개념을 활용하여 창의적 오디오북을 제작하는 활동으로 구성하였다. 연구결과, 초등과학 '식물의 한살이' 단원 온라인수업에 메이커교육프로그램은 초등학생의 과학에 대한 흥미도와 창의적 문제해결력에 긍정적인 영향을 미쳤다. 따라서 초등과학 온라인수업에 메이커교육의 적용은 학생들의 과학에 대한 흥미도와 창의적 문제해결력 향상에 효과적이다. 그리고 초등과학 온라인 수업에 메이커교육을 활발하게 적용할 수 있는 추가적인 연구가 필요하다.

초등과학 실시간 쌍방향수업을 위한 인공지능 융합교육프로그램의 개발과 적용 - '식물의 생활' 단원을 중심으로 - (Development and Application of Artificial Intelligence STEAM Program for Real-time Interactive Online Class in Elementary Science - Focused on the Unit of 'Life of Plant' -)

  • 김혜란;최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제40권4호
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    • pp.433-442
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    • 2021
  • 본 연구의 목적은 초등과학 실시간 쌍방향수업을 위하여 인공지능 융합교육프로그램을 개발하고 그 효과로 과학학업성취도와 창의적 문제해결력에 미치는 영향을 알아보는 것이다. 적용 단원은 초등학교 4학년 과학 '식물의 생활'이다. 이 단원은 주로 암기 중심의 학습이 이루어지고 가르치기에 어려운 단원이다. 개발된 프로그램의 주제는 '식물박사 인공지능 챗봇 만들기'이다. 본 연구의 결과는 다음과 같다. 본 연구에서 개발한 프로그램은 초등학생의 과학학업성취도와 창의적 문제해결력에 긍정적인 영향을 미쳤다. 따라서 초등과학 쌍방향 수업을 위한 인공지능 융합교육프로그램은 학생들의 과학학업성취도와 창의적 문제해결력 향상에 효과적이다. 그리고 인공지능융합교육 이론, 방법 및 실습에 대한 추가적인 연구가 필요하다.