• 제목/요약/키워드: Creative Application

검색결과 637건 처리시간 0.022초

지식재산권 분야의 국제상사조정제도와 활용 - WIPO조정을 중심으로 (Recent Trends and Use of International Commercial Mediation in The Area of Intellectual Property Rights - Focused on the WIPO Mediation)

  • 이로리
    • 한국중재학회지:중재연구
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    • 제31권2호
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    • pp.77-98
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    • 2021
  • International commercial mediation of intellectual property rights fully meets the interests of the parties in such disputes in terms of their needs for neutral forum of dispute resolution, cost-effective settlement, objective opinion of relevant experts, internationally enforceable solution. In addition, as a procedural flexibility, respected self-determination of the parties, exploration of possible creative business solutions, maintenance of business relationship and confidentiality of mediation are major characteristics which can be competitively differentiated from the lawsuit or arbitration. The settlement agreement as a result of the WIPO mediation has an effect of contract while the settlement agreement as a result of most domestic ones has an effect of judicial reconciliation which can be domestically enforced. The latter is not subject to the application of the Singapore Convention on Mediation which establishes a harmonized legal framework for the right to invoke settlement agreements as well as for their enforcement. The WIPO international mediation system and its experience may be a good reference for Korea to take an initiative to establish a globally competitive international mediation system in the area of intellectual property rights.

학습자의 경영예술 창작 체험이 제품-서비스 혁신 아이디어 생성에 미치는 영향에 대한 현상학적 연구 (A Phenomenological Study Defining the Fundamentals between Artistic Stimulation and the Creation of a Product-Service Innovation Idea)

  • 윤아영;김효근;서현주
    • 지식경영연구
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    • 제20권2호
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    • pp.105-135
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    • 2019
  • This study investigates cognitive and emotional changes in individuals to clarify the principle between artistic stimulation and business innovation idea generation based on phenomenological research methodology. We conducted in-depth interviews with six participants who participated in the artistic creation program of business art, and derived meanings from their experience. As a result, we presented 4 essential categories, 8 main subjects, and 20 sub-subjects; 1) Optimizing rational and creative thinking, 2) Projecting oneself to the artist, finding balance, 3) Having room in mind to view the surroundings, finding insight into the world, 4) Eureka moment, crossing the boundary between business and art. We also found out participants of the program 1) Gradually expanded the criteria, 2) In chaotic directions, and 3) Leaded business creativity through from a non-form to reality throughout the project experience, The attempt to identify business phenomena by using phenomenological qualitative research methods had an academic significance regarding the unfamiliarity of the method in the business administration area. Moreover, this study broadened the possibility of promoting creativity by art in business areas. The study verified the categories and subjects of the business art, paving the way towards application in the real business situation.

지역사회 자원을 활용한 지속가능발전교육 프로그램의 개발과 적용 (The Development and Application of Education for Sustainable Development Program Using Community Resources)

  • 함다정;박재근
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권1호
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    • pp.149-162
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    • 2019
  • The purpose of this study was to develop an education for sustainable development(ESD) program using community resources in Paju and to investigate the influences on ESD competencies of 6th graders. The community resources used were Unjeong lake park, environmental circulation center, environmental management center, currency museum, butterfly museum, experience center for peaceful unification, Yulgok arboretum, and Jangsan observatory. The newly developed program was related to creative-experience activity and composed of 15 sessions for 6th-grade class in elementary school, including all of the environmental, economic, and social aspects of ESD. Two classes of the 6th grade were divided into the experimental group and the control group. The results to examine the effects of the program were as follows. First, it was proven that ESD program using community resources did not help improving the perception and function competencies of learners except for the thinking abilities. Second, it contributed to the improvement of learners' attitude competencies, especially in self-reflective attitude and other-oriented attitude. Also, according to in-depth interview, the students were constantly developing their values for sustainable development, reflecting their thoughts and behaviors in a reflective way and improving their attitude toward life.

원전학(原典學) 연구방법론에 대한 고찰 - 귀추적 추론을 중심으로 - (A Study on the Research Methodology in Korean Medical Classics - Focused on Abductive Reasoning -)

  • 백유상
    • 대한한의학원전학회지
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    • 제32권2호
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    • pp.1-16
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    • 2019
  • Objectives : In this paper, characteristics of research methodology used in the field of Korean Medical Classics and its application was studied, with a focus on abductive reasoning that takes place in such methodology. Methods : First, the properties of the Korean Medical knowledge system, production, circulation and consumption of Korean Medical knowledge, methodology of knowledge production, reasoning of hypothesis, Medical Classics research methodology and its examples were examined. Afterwards, the relationship between Medical Classics research and Korean Medical Doctors's competence was studied. Results : The knowledge system of Korean Medicine, formed by a knowledge production group changes continuously not unlike a living organism. Knowledge is produced through Sang (象) within human consciousness that lies in an existential relationship between the knowledge producer and subject, through means of abductive reasoning. Conclusions : Creative knowledge production through abductive reasoning in the field of Korean Medical Classics will hopefully contribute to production of highly useful knowledge in clinical settings, complement and make change in the current Korean Medical knowledge system. Various teaching methods based on this research methodology will contribute to strengthening Korean Medical Doctors's competence as well.

전공계열별 인공지능 교양교육을 위한 교육과정 제언 : D대학 교양필수 교과목 사례를 중심으로 (A Research on Curriculum Design for Artificial Intelligence Liberal Arts Education by Major Category : Focusing on the Case of D University)

  • 박소현;서응교
    • 한국정보시스템학회지:정보시스템연구
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    • 제30권3호
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    • pp.177-199
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    • 2021
  • Purpose This study explores the development direction of the artificial intelligence curriculum as a universal education that enhances the ability of college students to flexibly use artificial intelligence these days, where artificial intelligence education is spreading, and the educational components based on this are subdivided according to the characteristics of each major. Design/methodology/approach In order to develop the educational purpose of the subject and the detailed educational curriculum suitable for the subject of education, we first analyzed domestic and foreign prior research related to artificial intelligence liberal arts education. As the main components derived by experts, the basic concept of artificial intelligence converges to literacy to read and write for everyday problem solving, as well as problem-solving ability to manipulate real data and software. Findings The results showed that In the artificial intelligence literacy module, trends and prospects of artificial intelligence and necessary competencies were checked, and cases applied to major fields were examined. In the AI utilization and application part, basic data analysis items and content composition were composed through creative thinking, logical thinking, and intelligence. In order to design the curriculum, a software development language suitable for each major area was first selected, and AI education content areas, elements, and packages were defined and designed for each major area to meet the objectives of the subject.

Generative Adversarial Networks: A Literature Review

  • Cheng, Jieren;Yang, Yue;Tang, Xiangyan;Xiong, Naixue;Zhang, Yuan;Lei, Feifei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권12호
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    • pp.4625-4647
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    • 2020
  • The Generative Adversarial Networks, as one of the most creative deep learning models in recent years, has achieved great success in computer vision and natural language processing. It uses the game theory to generate the best sample in generator and discriminator. Recently, many deep learning models have been applied to the security field. Along with the idea of "generative" and "adversarial", researchers are trying to apply Generative Adversarial Networks to the security field. This paper presents the development of Generative Adversarial Networks. We review traditional generation models and typical Generative Adversarial Networks models, analyze the application of their models in natural language processing and computer vision. To emphasize that Generative Adversarial Networks models are feasible to be used in security, we separately review the contributions that their defenses in information security, cyber security and artificial intelligence security. Finally, drawing on the reviewed literature, we provide a broader outlook of this research direction.

Theoretical Basis of Studying the Educational Environment with the Application of GR-Technologies

  • Romanchenko, Inna;Vasylevska, Olena;Haltsova, Svitlana;Babicheva, Hanna;Batsula, Natalia;Kravchenko, Hanna;Lytvyn, Aelita
    • International Journal of Computer Science & Network Security
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    • 제21권4호
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    • pp.28-32
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    • 2021
  • The article discusses the theoretical and methodological part that characterizes and assessment of the current state of the theory of GR-activity, disclosed the essence and content of the concept of GR-technologies, as well as their classification. The analysis of the system of additional education for children in the social structure, as well as the analysis of the current state of the education system is carried out. The formulation of tasks for the construction of an effective model for the use of GR-technologies in the process of developing the education system using GR-technologies

패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로- (Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory-)

  • 박신영;이윤경;이미아
    • 한국의류학회지
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    • 제45권1호
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용 (Development and Application of Ethics Education STEAM Projects using DeepFake Apps)

  • 황정;최은정;한정혜
    • 정보교육학회논문지
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    • 제25권2호
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    • pp.405-412
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    • 2021
  • 본 논문은 초상권·저작권 및 사이버 폭력 등의 문제를 예방하고 대응하기 위하여 인공지능 기술을 활용한 딥페이크 앱 활용 윤리 교육 융합 프로젝트를 개발, 적용하였다. 상용 딥페이크 앱을 분석하고, 이를 활용한 초등교육과정에 적용 가능한 교과와 단원 내용을 프로젝트기반 융합·재구성하였다. 창의적 체험활동 중심의 융합 프로젝트는 UCC 제작 과정을 중점으로, 계획된 행동이론 기반의 정보통신 윤리 의식 측정 검사로 효과를 비교하였다. 사회 교과 중심의 융합 프로젝트에서는 화폐(금융)교육의 주제로 재구성하여 질적 분석하였다. 분석 결과, 인공지능 기술 앱 활용 융합수업은 정보통신 윤리 의식을 유의미하게 증진시키는 것을 확인하였다.

Development and application of a STEAM program using classroom wall gardens

  • Kwack, Hye Ran;Jang, Eu Jean
    • 인간식물환경학회지
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    • 제24권4호
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    • pp.365-376
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    • 2021
  • Background and objective: This study aims to develop and apply programs in agriculture and life sciences for promoting divergent thinking in STEAM using classroom wall gardens. The process of the STEAM program such as presentation of the situation, creative design, and success experience is proposed to utilize STEAM education as a distinguished program. Methods: Four types of classroom wall gardens were used in this program, such as the 'plaster pot wall garden', 'attachable LED wall garden'. 'coffee pack wall garden', and 'hanging wall garden' for each classroom. For this purpose, official letters were sent to relevant institutions (elementary schools) specified by the research institute, and classes were conducted on the selected elementary school students. Results: A satisfaction survey and effect analysis were conducted on the students participating in the program. The program was designed to take a total of 11 hours, comprised of teaching plans including the topics, purpose of production, subject outlines, learning goals, and elements of STEAM subjects and stages. Conclusion: According to the survey on student satisfaction and understanding, it was found that students participating in the program have a high level of understanding and participation, as well as increased interest in science. Also, the program helped the students to connect with other subject areas. The level of student satisfaction was especially high in the upper grades. It is believed that the results of this research contribute to the development of STEAM education programs in agriculture and life sciences as well as other subject areas.