• Title/Summary/Keyword: Creative Concept

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A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.171-179
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    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

A Study on Establishing Creative Zones and Creative Zone Programming (도서관 무한창조공간의 개념 및 프로그램에 관한 연구)

  • Ahn, In-Ja;Choi, Sang-Ki;Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.2
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    • pp.143-171
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    • 2014
  • This study proposes to analyze the concept and introduction of infinite creative space (makerspace) to redefine the roles of existing library spaces. This study also attempts to formulate a suitable program for public library makerspaces by analyzing case studies. Literature review and case study methods are used for deriving the makerspace concept, the evolution of makerspace, the implications posed by makerspace operation domestically and abroad, and the utilization of makerspace. Finally, we suggest story creation programs, topic-based programs reflecting the library characteristics, professional mentoring programs, expert consulting programs, various training programs, patent application support programs, incubator programs, and so on.

The Effects of Physical Effort using Props on 3-year-old Children's Ability in relation to their Creative Physical Expression and Development of a Physical Self-concept (소도구를 활용한 신체활동이 만 3세 유아의 창의적 신체표현 능력과 신체적 자아개념 발달에 미치는 영향)

  • Oh, So-Ra;Seo, Hyun-Ah;Ha, Seon-Hye
    • Korean Journal of Child Studies
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    • v.34 no.1
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    • pp.53-70
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    • 2013
  • This study proposes to find out what effects physical effort using props has on infants' ability in relation to their creative physical expression and physical self-concept. This study targets three-year-old preschoolers who attend S and T nursery, located in Yeonje, Busan, of which 16 belong to an experimental group. The research tools used in the study are the creative physical expression test by Kim Eun-Shim(1994), which is the modified version of Bae Hyun-Suck's testing tool(1990), and an altered version of the questionnaire focusing on physical self-concept by Whang Sun-Gack(2001). The experimental group is divided into a large and small sub-group and then physical activities involving props are done by these divided experimental groups once or twice a week for 12 weeks, while outdoor activities are carried out with the comparison group once or twice a week for 12 weeks. For both groups, a total of 20 experiments are done. To obtain answers to the research questions, an individual version of the T-test is conducted using means and standard variations of the experimental and comparison groups. The results of this study are as follows : 1) the physical efforts of the experimental group using props reaped more positive effects as regards creative physical expression than the comparison group, 2) the positive effect on the participants' physical self-concept is also more evident in the case of the experimental group.

A Study on the Development of Creative Management Measurement Systems (창조경영 수준 진단 시스템 개발에 관한 연구)

  • Kim, Sang Soo;Kim, Young Cheon
    • Knowledge Management Research
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    • v.14 no.2
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    • pp.1-24
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    • 2013
  • With rapid changes in technology and global competition, the success of many companies has become progressively more dependent on their ability to bring unique products, services, and business models to market. Therefore, many companies have tried to use creativity to all over the management activities and the concept of creative management is emerging. Creative management is a new but rapidly growing research area. But there have been few studies on this topic. In this paper, we developed the framework for measuring Creative Management levels of a company. The contribution of this paper is the following. First, we suggested a systematic measurement tool for creative management level focused on the management capability, business process and outcomes. Secondly, the creative measurement system developed in this paper can support companies to implement creative management as a guideline for adopting creative management.

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The Implication of Creativity in the Northern Cities of Gyeongbuk Province : Centering on the Practice of Regional Development (경북 북부도시에서 창조성의 의미 -지역개발의 실행을 중심으로-)

  • Lee, Sang-Yool
    • Journal of the Korean association of regional geographers
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    • v.17 no.5
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    • pp.554-567
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    • 2011
  • As creative city is increasingly considered as a paradigm of urban development, it was explored that some of major concepts consisting of creative city such as creativity, creative class and creative industry have an implication. Those concepts reveal a diverse meaning rather than universal one in the application depending on regions and countries across the world. This study tried to grasp the meaning of creative city in the northern region of Gyeongbook where the concept itself was not apparently distinctive. The result is that the inherent meaning of creative city was expanded to culture and athletic fields, though it was originated from taking advantage of nature, agricultural products in the region, and cultural and historical based tourism. On the other hand, the role of regional authority was examined to explore how the concept of creative city is realized in practice. There are some differences among the local authorities in the aspect of leadership. network system within the region, and social network with outside.

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Construction of New Concept of Symmetric Coordinated Use of Both Hands

  • Donghua, Wang
    • International Journal of Quality Innovation
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    • v.2 no.2
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    • pp.121-126
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    • 2001
  • Based on the creative education theory, the study of the symmetric coordinated use of both hands is the application of both the quality education ideal and the understanding principles of the creative education to the training of using hands. In the light of relevant concepts of the 'Domain' theory and the expertise of both the Chinese and foreign specialists in this field, this article discusses the relation between the tapping of mental creativity, scientific use of hands and the animation of the right hemisphere of the brain with the aim of constructing a new concept of the symmetric coordinated use of both hands.

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Introduction to the Concept of Creative Family Life Planning (가족생활설계의 개념화를 위한 서설)

  • 지영숙
    • Journal of Family Resource Management and Policy Review
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    • v.1 no.1
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    • pp.71-78
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    • 1997
  • The purpose of this study was to establish the basic concept on the creative and better family life planning. This planning afford promise of implement about the family life tasks and preventive interventions of family life problems or issues. The conceptual forcus are on the values, interdependence, wholeness, adaptation and balance of human life. This study provide of the basic about the social education program and family life education for quality of life.

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Making a comparison study on Usability of the Computer Aided Idea Generation System -Focused on the User Interface of the Creative Group thinking System(CGTS)- (컴퓨터 지원 발상시스템의 사용성 비교 -CGTS(Creative Group Thinking System) UI를 중심으로-)

  • 정승호;한경돈
    • Journal of the Korea Society of Computer and Information
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    • v.8 no.4
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    • pp.57-62
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    • 2003
  • At the beginning stage of design process, the concept design is required to equip the creative idea thinking and exerts critical effect on the success of production. To support the idea thinking process at the stage of concept design, web-based Creative Group Thinking System(CGTS) was developed. In this vein, the purpose of this study is to investigate the significance of HCI(Human Computer Interface) and UI(User Interface) and to find the way to increase the applicability of the UI of CGTS.

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A Study of Smart Convergence Strategies for Enhancing a Creative Economy: Lessons from Korea (창조경제 활성화를 위한 스마트융합 전략방안)

  • Kim, Yong-Beom;Kwak, Jeongho
    • Journal of Internet Computing and Services
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    • v.15 no.4
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    • pp.67-79
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    • 2014
  • One of the core policies recently implemented by the Korean government is the introduction of a creative economy, a concept that integrates ICT with the existing economic structure in order to create new growth factors and jobs. In June of 2013, the National Assembly passed a bill for the institutional practice of a creative economy. The concept of a creative economy is to integrate industries centered on ICT in order to form a new-concept industry paradigm that creates new values and services that exceed past industrial categories. In other words, smart convergence, which integrates ICT with various industries, is evaluated as a core factor for boosting the creative economy. Thus, based on the definition of 'smart convergence', this study predicted the economic effects and sociocultural changes that will ensue due to the future era of smart convergence. Also, this study proposes policies for enhancing the creative economy in various ways. More specifically, in-depth interviews with convergence industry experts were carried out and quantitative analyses were performed employing a Solow Model. Furthermore, as a means to revitalize the creative economy, this study underscores the significance of the preemptive institutionalization of legislations and suggests several policy proposals regarding smart convergence rooted in market supply and the demand chain, smart convergence through selective focus, and smart work. This study is differentiated from previous studies that have only focused in establishing theories in that it offers quantitative research with a consideration of the feasibility of proposed policies. The leading experience of Korea regarding smart convergence can provide important lessons to other countries that hope to promote a creative economy as a means to create new growth factors and jobs.

Model of Future Teacher's Professional Labor Training (Art & Craft Teacher)

  • Tytarenko, Valentyna;Tsyna, Andriy;Tytarenko, Valerii;Blyzniuk, Mykola;Kudria, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.3
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    • pp.21-30
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    • 2021
  • Economic transformations have led to an increase in the role of creative assets and their central role in public life. Changes in creative activity have led to a change in the organization of the work of institutes engaged in the training of specialists, in particular teachers of labor education. Methods and approaches to training determine the development of creative industries, being the basis for models of professional training of future teachers of labor training. The purpose of an article was to develop a modern model of professional training of future teachers of labor training based on the concept of creative economy. The methodology is based on the concepts of holistic craft and creative economy. Based on the integration of pedagogical learning models "Craft as design and problem-solving", "Craft as skill and knowledge building", "Craft as product-making" and "Craft as self-expression" developed and experimentally confirmed the conceptual model of professional training of future teachers of labor training. The proposed model forms a practitioner with professional, technical, digital and creative skills who is able to transfer the experience to students. The training course "Creativity and creative thinking" has been developed. The model provided for the development of a course based on the strategy of developing professional creativity, flexibility, improvisation, openness, student activity, joint practice, student-oriented approach. The practical value implies the adaptation of the developed model of professional training of future teachers of labor education during the training of teachers in higher education, which is confirmed in the experiment.