• 제목/요약/키워드: Creative Model

검색결과 895건 처리시간 0.034초

Treffinger의 창의적 문제해결 수업모형을 정보생활수업에 적용하였을 때 아동의 창의성에 미치는 효과 (Effect of Treffinger’s Creative Problem Solving Model on Improvement of Elementary Student’s Creativity in Information Life Education.)

  • 김현배;박영임
    • 정보교육학회논문지
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    • 제10권2호
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    • pp.251-260
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    • 2006
  • 본 연구는 Treffinger의 창의적 문제해결 수업모형에 따라 작성한 CPS 수업 과정안을 정보생활 수업에 적용하였을 때 아동의 창의성에 미치는 효과를 확인하는 것이다. 연구의 실천을 위하여 실험교과로 즐거운 컴퓨터 교과를 선정하여 내용을 재구성하고,Treffinger의 창의적 문제해결 수업모형에 따라 CPS 수업 과정안을 작성하여 1개의 실험집단에 적용하여 10주 간 총 20시간 동안 실험 처치를 한다. 실험처치 후 사전검사와 동일한 창의성 검사를 실시하여 실험집단의 창의성 향상의 차이를 알아본다.

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RGB-D 이미지에서 인체 영역 검출을 위한 프레임워크 (A Framework for Human Body Parts Detection in RGB-D Image)

  • 홍성진;김명규
    • 한국멀티미디어학회논문지
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    • 제19권12호
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    • pp.1927-1935
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    • 2016
  • This paper propose a framework for human body parts in RGB-D image. We conduct tasks of obtaining person area, finding candidate areas and local detection in order to detect hand, foot and head which have features of long accumulative geodesic distance. A person area is obtained with background subtraction and noise removal by using depth image which is robust to illumination change. Finding candidate areas performs construction of graph model which allows us to measure accumulative geodesic distance for the candidates. Instead of raw depth map, our approach constructs graph model with segmented regions by quadtree structure to improve searching time for the candidates. Local detection uses HOG based SVM for each parts, and head is detected for the first time. To minimize false detections for hand and foot parts, the candidates are classified with upper or lower body using the head position and properties of geodesic distance. Then, detect hand and foot with the local detectors. We evaluate our algorithm with datasets collected Kinect v2 sensor, and our approach shows good performance for head, hand and foot detection.

시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구 (Study on Social Media Business Model Design through Visual Thinking)

  • 박상혁;성행남;조현달
    • 디지털산업정보학회논문지
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    • 제8권4호
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    • pp.289-297
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    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.

삼부심화학습 프로그램 개발.적용을 통한 연구기능 신장 (Improving research skills through developing and applying Enrichment Triad Model)

  • 임근광;강순자;정인철
    • 한국학교수학회논문집
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    • 제11권3호
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    • pp.483-512
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    • 2008
  • 한국교육개발원에서 개발한 영재프로그램은 삼부심화학습 이론에 기반을 둔 것으로 삼부심화학습을 마친 학생들의 산출물은 창의적 지식을 바탕으로 새롭고 유용한 것이어야 한다. 그러나 지금까지 학생들이 만들어 낸 산굴물의 대부분은 기존의 것을 요약 정리한 것으로 전문가와 같은 방법을 통해 창의적인 것을 만들어 내지 못하고 있는 실정이다. 따라서 본 연구는 한국교육개발원 영재프로그램 개발 지침에 준하여 영재 프로그램을 개발 적응할 때 학생들의 연구기능 계발을 위해 어떻게 적응해야하는지에 대한 방향을 제시하고자 한다.

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딥인코더-디코더 기반의 인공지능 포토 스토리텔러 (AI photo storyteller based on deep encoder-decoder architecture)

  • 민경복;;이수진;문현준
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2019년도 추계학술발표대회
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    • pp.931-934
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    • 2019
  • Research using artificial intelligence to generate captions for an image has been studied extensively. However, these systems are unable to create creative stories that include more than one sentence based on image content. A story is a better way that humans use to foster social cooperation and develop social norms. This paper proposes a framework that can generate a relatively short story to describe based on the context of an image. The main contributions of this paper are (1) An unsupervised framework which uses recurrent neural network structure and encoder-decoder model to construct a short story for an image. (2) A huge English novel dataset, including horror and romantic themes that are manually collected and validated. By investigating the short stories, the proposed model proves that it can generate more creative contents compared to existing intelligent systems which can produce only one concise sentence. Therefore, the framework demonstrated in this work will trigger the research of a more robust AI story writer and encourages the application of the proposed model in helping story writer find a new idea.

비판적 사고를 적용한 공학설계 보고서 쓰기 교육 연구 (A Study on Engineering Design Report Writing Education Using Critical Thinking)

  • 구진희;황영미
    • 공학교육연구
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    • 제24권1호
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    • pp.53-61
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    • 2021
  • Critical thinking ability based on a sound sense of logic is essential for analyzing a given engineering design problem and assessing it to arrive at the most plausible conclusion. Engineering design classes require students to organize their engineering design experiences through reports, and engineering design reports require detailed specifications of their tasks at each stage. Given the nature of these curriculums, design classes provide writing courses focusing on science and engineering within specialized fields, but there still lies many obstacles for communication education that embraces both general education and major subjects. This study proposes a specified step-by-step writing model for engineering design reports that encompasses critical thinking for the objective of systemizing design experiences from engineering design report writing. For the purpose of the study, the concepts and relationship between critical thinking and creative problem solving have been examined, followed by a proposal of application methods for critical thinking criteria and elements from a case example on engineering design. Furthermore, the study proposes a critical thinking-based assessment rubric for logical decision making at each stage of engineering design as well as a resulting model for engineering design report writing.

고등학교 가정과 메이커 교육 프로그램 개발과 평가: '한복과 창의적인 의생활' 내용 요소를 중심으로 (Development and Evaluation of Home Economics Maker Education Program for High School Students: Focusing on the Contents of 'Hanbok and Creative Clothing')

  • 김샛별
    • 한국가정과교육학회지
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    • 제31권4호
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    • pp.63-79
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    • 2019
  • 본 연구의 목적은 고등학교 교육 현장 실정에 맞춘 가정과 메이커 교육 프로그램을 개발하고 연구자가 구축한 의생활 메이커스페이스에서 실행해 가정과 메이커 교육의 효과를 평가하는데 있다. 연구 결과는 다음과 같다. 첫째, 고등학교 가정과 메이커 교육 모형을 설계하고 가정과 메이커 교육 프로그램을 개발하였다. 가정과 메이커 교육 프로그램은 메이커 교육 모형인 TMSI 모형과 Laster(1982, 2008)의 실천적 행동 수업 모형을 통합·수정하여 개발한 TPMS모형{팅커링(T: 4차시), 실천적 추론하기(P: 3차시), 함께 만들기(M: 4차시), 공유·확산하기(S: 1차시)}으로 총 12차시를 개발하였다. 개발한 가정과 메이커 프로그램의 주제는 '창의적인 전통 의생활 문화(한복)의 실천과 확산'이다. 둘째, 가정과 메이커 교육 프로그램의 효과를 알아보기 위해 온라인 설문조사를 실시한 결과, 학생들은 가정과 메이커 수업이 5점 만점에서 체험적(4.26), 인지적(4.22), 감성적(4.18), 사회적(4.18), 실천적(4.10) 순으로 긍정적 효과가 있다고 인식하였다. 본 연구가 1차 교육과정 시기부터 만들기 활동을 통해 다양한 교육적 목적을 꾀해온 가정 교과의 실습 교육에 기여가 되기를 기대한다.

브랜드 인식, 브랜드 충성 및 구매의도에 대한 소비자의 독특성 욕구와 의복관심의 영향 - 최적모형 구축을 중심으로 - (Consumers' Need for Uniqueness and Clothing Interest's Effects on Brand Consciousness, Brand Loyalty and Purchase Intention - To Select the Best Model of Constructs -)

  • 김지영
    • 한국의상디자인학회지
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    • 제10권1호
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    • pp.125-134
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    • 2008
  • Consumers' need for uniqueness reflects individual differences in counterconformity and related to the attitude toward brands as well as purchase behavior. To understand the relationship between consumer's personal characteristics and purchase behavior, the study investigated the effect of consumers' need for uniqueness and clothing interest on the brand consciousness, loyalty and purchase intention. Survey was utilized to collect the data and subjects were 271 college students. Measures consisted of five main constructs: Consumer's need for uniqueness, clothing interest, brand consciousness, brand loyalty, and purchase intention. The measurement and structural models were evaluated using PRELIS 2 and LISREL 8.53. Consumer's need for uniqueness was confirmed to have three constructs: creative, unpopular, and avoidance. The researcher tested Model 1 and developed five other models-Models 2 through 6-based on the results from Model 1 evaluation. The additional Models 2 through 6 were nested in Model 1. To select a best model, the researcher compared the value of chi-square, RMSEA, GFI, AIC, and ECVI. Since Model 6 also illustrated conceptually or theoretically reasonable relationships among constructs as well, it was finally selected as a best model. In the Model 6, the creative dimension of consumer's need for uniqueness had a negative relationship with brand loyalty, while the avoidance dimension of consumer's need for uniqueness had positive relationship. The unpopular dimension of consumer's need for uniqueness and clothing interest had significant positive effects on the brand consciousness. The brand consciousness was significantly related to brand loyalty and brand loyalty to purchase intention.

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A Study of Teaching and Learning Model Development for Engineering Education

  • 권성호;신동욱;강경희
    • 공학교육연구
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    • 제12권3호
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    • pp.118-128
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    • 2009
  • 본 연구는 차세대 공학인재의 사고의 역량을 개발하기 위한 교수학습 모델을 개발하는 것을 목적으로 한다. 차세대 공학인재가 필요로 하는 사고와 역량을 도출하기 위해 문헌을 검토하고 국내외 사례를 분석하였다. 공학 교육, 특히 핵심소재 분야에서 적용할 수 있는 개념적 교수학습 모델로 테크놀로지의 지원을 통한 과학적 탐구와 창조적 활동을 강조한 SICAT(Scientific Inquiry and Creative Activity with Technology) 모델을 개발하였다. SICAT 모델은 교수 학습 목표에 따라 수업에 바로 적용할 수 있도록 ARDA, CoCD, ReSh 유형으로 구분하였다. 또한, SICAT 교수 학습 모델에 대한 교수자를 위한 가이드북을 개발, 제공하였다. 앞으로, 개발된 모델의 교실 현장 적용과 효과성 분석을 통해 모델의 타당성을 공고히 하고 지속적으로 공학교육을 개선해 나가야 할 것이다.

일 도시 중학생을 위한 학교정신보건사업 모형 - 광주광역시 남구효사랑 청소년정신보건센터 - (Model of School Mental Health Program for Middle School Students in a City : Center for the Hyosarang Adolescent Mental Health, Namgu, Gwangju City)

  • 이정숙;김수진;박영석
    • 한국학교보건학회지
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    • 제17권2호
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    • pp.47-61
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    • 2004
  • Purpose: The goal of this paper is to offer practical suggestions for developing, implementing, and maintaining a successful school mental health program based on the model of a school mental health program for middle school students at the Namgu Hyosarang adolescent Mental Health Center. The model will be divided into six areas and the challenges and future direction of this program: creative approach to funding, creative staffing, education, training, needs assessment & resource mapping, collaboration and partnerships in a school mental health program, and developing an outcome evaluation research. Method: This is a descriptive study of the school mental health program model for middle school students of Namgu Hyosarang Adolescent Mental Health Center implemented over a four year period. Conclusion: Within this paper, a blueprint that can guide the development and implementation of school mental health programs has been offered. The actual application of this model will vary depending on the structure and goals of individual programs and schools. This model of our center has been identified as an effective school mental health program and the actual application program in regular learning times to middle school students. Establishing guidelines about the types of activities necessary for the successful implementation and sustainability of a school mental health program constitutes the first step in standardizing this process, and the school mental health movement continues to receive national recognition as a viable services delivery model for adolescents in need of mental health services. The recommendations outlined indicate that a school mental health program is more effective and necessary than the clinical service of a psychiatric hospital for adolescents' emotional/behavioral problems.