• Title/Summary/Keyword: Creative Application

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A Study on the Improvement Directions of Computer Curriculum in Elementary School (초등학교 컴퓨터 교육과정의 개선 방향에 관한 연구)

  • Bae, Young-Kwon;Lim, Jin-Sook;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.8 no.3
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    • pp.29-42
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    • 2005
  • In this knowledge information society, it cannot be too much to accentuate the necessity and importance of computer education. However, the current computer education in elementary school only focuses on computer application and utilization. It is not satisfactory to the needs of knowledge information society to improve mechanic office operation and/or to provide simple utilization of educational software through learning the application software functions. Therefore, based on creative and logical thought, it is necessary at this era to prepare computer education as the essence of science to create new values and to embody knowledge by understanding social and cultural environment of knowledge information society that is continuously in change and development. Accordingly, this study presents the necessity of change based on problems of computer education, and investigates field teacher's opinion on the direction of change in elementary computer curriculum in this knowledge information society. Also, this study presents a computer education curriculum for elementary school students by focusing on a comparison between our current elementary computer curriculum and that of North Carolina and of California in the United States.

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Verification of the Difference in Project Completing Abilities Depending on a Learning Style using an Educational Programming Language (교육용 프로그래밍 언어를 활용한 학습에서 학습양식에 따른 프로젝트 완성 능력의 차이 검증)

  • Jang, Yun-Jae;Kim, Ja-Mee;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.1-12
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    • 2011
  • Educational Programming Language has been reported to expand thinking ability and to give help in creative problem solving ability by numerous researches. Researchers are verifying the educational effects of EPL by applying it to various area, but researches in effective application of EPL is yet incomplete. Thus, for effective application of EPL, this research has verified the project completing ability depending on studying style targeted to college senior students. As results of verification, first, the results showed significant differences in project completing abilities depending on information processing methods, and learners who preferred self-reflecting introspection showed high scores. Second, in learning style the divergers showed the highest scores. This research suggested the necessity of guidance and detailed planning of self-reflecting introspective activity in ideas that would be realized by learners through searching for factors that could enhance the degree of project completion in programming learning using EPL.

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Trend and Aesthetic Value of Slit as Open Space Shown in Contemporary Fashion - Focused on the period from 2006S/S to 2012S/S - (열린 공간으로서 현대패션에 나타난 트임의 경향과 미적가치 - 2006S/S~2012S/S를 중심으로 -)

  • Kim, Sun Young
    • Fashion & Textile Research Journal
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    • v.15 no.2
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    • pp.173-181
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    • 2013
  • This research analyzed the expression trend about the slit which composes the open space by the visual concept and then introduced the imbedded aesthetic value in it. Based on it, this work aims at showing the evidence on the slit as a utilizing tool for various design applications and providing the basic materials in order to develop the creative design production in the fashion area in the future. Specifically, for the theoretical background in this research, the concept of slit and its chronological changes were reviewed through literature. For the empirical analysis on the slit, a total of 226 designs with its application were analyzed from collection pieces in the four major collections including Paris, Milan, New York, and London from 2006S/S to 2012S/S. As a result of analysis, types of slit appeared as a slash, opening, slit, or a mix of them. These were applied to many different items of clothing, and among which, one-piece or dress was adopted most for application. In regard to space form, perpendicularity was used most frequently. But other various forms like cross and geometrical pattern were also used as well as curve, oblique line and horizontality. As to the arrangement of slit, single type was most frequently used. However, in addition to it, other types were also applied, producing both the functionality and the decorative detail such as bilateral symmetry, free irregularity, and a combination of regular and repeated layout which makes an effect of single pattern. Aesthetic values imbedded in slit were revealed as functionality, sensuality, spatiality, and decorativeness.

A Study on the Mobile Video Contents Application (모바일 어플리케이션 의 영상콘텐츠 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.311-316
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    • 2020
  • is a mobile application based SNS video platform that launched its service in China in 2016. At the beginning of the service, TikTok is a music video content platform, and later, it evolved into a social platform that provides a wide variety of contents, and the process of creating, producing, and editing videos was easily provided. Since started its service, it has analyzed various social phenomena that have appeared to young people and the types and characteristics of video content popular in this app. The demand for vertical video content in the form of short clip is on the rise rapidly, which can be expected to improve the quality of video content in accordance with the development of mobile-based imaging technology. Useful for mobile based on the creative video producers through this study data are to be used to.

A Study on the Utilization of Projection Mapping in Personal Media (Personal Media에서 Projection Mapping 활용성 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.377-383
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    • 2020
  • This paper studies the current development of personal media and the development of project mapping technology. The speed of social life is speeding up, and information dissemination tends to be fragmented. With the rapid development of mobile technology in recent years, personal media has gradually attracted the attention of people. And now image production and video editing become more and more simple in mobile devices, which provide a basis for the active personal media. The emergence of video content with high creative which is producing by projection mapping. And also providing an attractive new content for the general public. With the popularity of home projector, and the development of mobile terminal projection mapping production application. In the future, it will be possible to use projection mapping to produce personal media contents on the basis of mobile media platform.

A Study on the e-Business Utilization Schemes in Small and Medium Companies (국내 중소기업 전자상거래 현황 및 활성화 방안에 관한 연구)

  • Lee, Jong-Min
    • Korean Business Review
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    • v.18 no.1
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    • pp.1-17
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    • 2005
  • This study attempts to investigate the IT utilization and e-business level of the small and medium companies in order to facilitate their e-commerce efforts. Results show that they have basic IT infrastructures such as internet and PC, but they use their IT resources mainly for office automations. Major problems with such low level of IT utilization are in their lack of manpower, skill, and fund. Considering above issues, web hosting service is believed as a good measure to alleviate their problems. Hence, this paper suggests that utilization of the web-based ASP can be a viable solution for the currently revealed issues. Also, development of creative IT application(business) cases and their advertizement can lead small and medium finns to more productive IT investments, which requires more diverse IT performance measurements such as BSC(balanced scorecard), other than traditional ROI.

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Design and evaluation of STEAM Teaching Material which uses a sensor in a smart device (스마트기기 센서를 활용한 STEAM 수업자료 설계 및 평가)

  • Yang, Yun-jeong;Kim, Eui-jeong;Kim, Chang-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.271-274
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    • 2013
  • Considering the recent trend highlighting the importance of STEAM education, the purpose of this study is to develop scientific research activities and STEAM technology material using the smart device sensor. Drawing a picture on a map with GPS drawing application which contains elements such as IT, geographic information, sports and arts, we intent not just to install a smartphone application but also to get synergic effects and help with real cartography and geographic classes which are not experienced in the middle school curriculum, by using the functions of a smart device. Through the development of STEAM teaching material, we intended to provide a clear direction towards advancement by developing creative teaching data and teaching models which encourage students to improve their interest and creativity in science, technology, engineering, art, and mathematics.

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An Analysis of the Design Characteristics of 'Vivienne Tam' Collections, for the Launch of Renowned Korean Luxury Fashion Brands (한국 패션 명품 브랜드 론칭을 위만 '비비안 탐' 컬렉션의 디자인 특성 분석)

  • Bae, Soo-Jeong
    • Journal of the Korean Society of Costume
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    • v.59 no.8
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    • pp.82-96
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    • 2009
  • The purpose of this study is to present the basic approach of producing the luxury fashion brands containing of the Korean traditional traits on the basis of traditional transformation with the modern concept, taking the 'Vivienne Tam' 2000's collections. This study has focused on its transformation of the traditional one of China, and made this as the subject of investigation. It's design characteristic could be defined as "modern interpretations of China chic", and it would be divided into two groups. The ingenious mixture of Chinese tradition into the modern chic could be concluded like these. The external characteristics is categorized in the three ways (1) the aesthetic application of the Chinese traditional patterns(dragon, water waves, peony, Japanese apricot flower, bamboo, bats, Chinese characters etc.), (2)the modern application of Chinese traditional costume details(front opening of Chipao, mandarin collar and knot buttons) and (3)the modernization of Chinese traditional technique(knotting, embroidery, beading and paper cutting). To deal with the internal characteristics, (1)the aesthetic mixture of East and West, (2)the formative expressions of the traditional view on the universe and religion are remarkable. The Chinese embodiment and the view of the universe and religion was integrated into the patterns of dragon, water waves, clouds, fire, woods, and metals. In order to afford the creative designer capable of encompassing the East and West, the teaching about the Korean tradition along with the technical and practical aspect of fashion is most important, while encouraging the professional designer to make a sophisticated ones which are attributed to the Korean tradition, and thereby come to be attractive to the world customer. The study about the Korean costumes, traditional colors, the symbolic meaning of the traditional patterns, cuttings, compositions, extending to the various kinds of myths, songs, paintings and crafts are essential for the Korean designer brand to be the global luxury brands.

Improving the Development of Korean Fashion Illustrations Textbooks (교육 과정 개선을 위한 국내 패션일러스트레이션 교재 콘텐츠 연구)

  • Kim, Mihyun
    • Journal of the Korean Society of Costume
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    • v.65 no.5
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    • pp.103-112
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    • 2015
  • This study examines the fashion illustrations textbooks that have been published in the domestic market, and identifies its characteristics and problems in regards to its use in developing creative students. The purpose of the study is to propose ways to improve the development of the fashion illustration textbooks. The research method of this study are as follows: First, the teaching materials on fashion illustration in Korea were researched to examine the current state of publication. Second, its contents were analyzed to identify its characteristics. Third, an improvement plan of educational materials on fashion illustration in Korea were proposed. As for the scope of study, 18 volumes of fashion illustration teaching materials published in Korea during 2004-2014 were targeted. It should be noted that translated publications, digital fashion illustration materials and teaching materials for specialized and professional organizations were excluded. Conclusions of this study are as follows: First, examination of the textbooks revealed that additional content is needed regarding theoretical understanding of fashion illustration, as well as illustrations of men and children, as there was an insufficient amount of those topics. Second, the contents on the illustration application using current trends were lacking in the unit on illustration application. Accordingly, it is necessary to develop contents that reflect these trends. Lastly, the textbooks should be packaged with compact discs CDs containing video clips to assist students to get a better grasp of the material. The result of this study can be used to develop new teaching materials on fashion illustration, and be utilized as basic information in the curriculum design of fashion illustration.

Development of a scoring rubric based on Computational Thinking for evaluating students' computational artifacts in programming course (비전공자 프로그래밍 수업 창의적 산출물의 컴퓨팅 사고력 기반 평가 루브릭 개발)

  • Kim, Minja;Yoo, Gilsang;Ki, Hyeoncheol
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.1-11
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    • 2017
  • The demands of computer science education for non-majors in higher education is increasing but relevant evaluation tools for the students' computational artifacts are lack. This research aims to develop a scoring rubric to assess student's computational artifacts in non-major programming course at Computational Thinking point of view. The rubric was developed based on 'CT Practice Design Pattern' as a framework. The rubric consists of 'domain, skills, evaluation, evaluating resources, and scales'. Domains are 'Design of abstract model', 'Design and application of creative artifacts', and 'Analysis of the artifacts'. Experts reviewed the rubric to ensure contents validity. The rubric is resulted in reliable for consistency. This rubric can be revised and applied to application environment accordingly.