• Title/Summary/Keyword: Creative Play

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Case Study of Art Asset and Its Categories as Creative Place Asset (창조적 장소자산으로서 예술자산의 유형과 사례 연구)

  • Chung, Su-Hee;Lee, Byung-Min
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.1
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    • pp.28-44
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    • 2014
  • As the era of glocalization arrives, each area of the world with the uniqueness trying to enhance competitive advantage. In this context, the 'Art asset' should be understood as an independent 'Content' in terms of place marketing & creative regional regeneration. Especially in a place as a component of assets 'art' is recognized as an independent content & as a means for new areas of creative regeneration and the local economy will be discussed. To do this, place the property on the basis of a review of existing research on the concept of a new arrangement of art assets were classified by type and each of the cases examined. Ultimately, through the review of creative play area as a place of art assets and utilize the potential value of plce asset is the goal of this article.

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Differences of Creative Leadership and Self-efficacy According to Work Preference of Nursing College Students (간호대학생의 작업선호도에 따른 창의적 리더십, 자아효능감의 차이)

  • Choi, Mijung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.1-8
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    • 2019
  • The purpose of this study was to identify the groups of nursing college students according to their work preference, into 4 groups according to their internal and external motivation level and to identify differences in creative leadership and self-efficacy according to group differences. The main research results are as follows. First, four groups(All, INT, EXT, NOT) with different levels of motivation according to work preference showed a significant difference in creative leadership (p<.01). The group with the highest creative leadership was the group with both internal and external motivation high, while the lowest group was the group with both internal and external motives low. Second, the difference of self-efficacy according to work preference type showed significant difference according to the level of internal and external motivation(p<.05). This result shows that creativity has a bipolar structure as studied by Amabile and that external motivations can play a synergistic role in the expression of creativity.

Development and Application Effect of STEAM Program Using Technology Based on TPACK - Focused on the Circulatory System - (TPACK 기반 테크놀로지 활용 STEAM 프로그램 개발 및 적용 효과 - 순환 기관을 중심으로 -)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.39 no.1
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    • pp.84-99
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    • 2020
  • The purpose of this study is to develop a STEAM program using technological pedagogical and content knowledge (TPACK) model to effectively utilize technology to solve the difficulties in the teaching of 'structure and function of our body' unit in the primary science curriculum and to confirm the effect on the academic achievement, creative problem solving ability and scientific interests of elementary students. The program was developed as the STEAM program of the 8th class by utilizing the construction knowledge of the TPACK model. The developed program was applied to 29 experimental group students in 5th grade. And the textbook-oriented circulatory system learning program was applied to 29 5th graders in the same school. As a result of the application of the program, the experimental group showed significant improvement over the comparison group in its creative problem solving ability and scientific interests, and the satisfaction of the class was also high. This caused a positive effect on students because the process of self-directing information about the circulatory system using smart devices, making outputs creatively using 3D printers, and presenting them through role play using produced outputs.

Antimicrobial Peptides (AMPs) with Dual Mechanisms: Membrane Disruption and Apoptosis

  • Lee, Juneyoung;Lee, Dong Gun
    • Journal of Microbiology and Biotechnology
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    • v.25 no.6
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    • pp.759-764
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    • 2015
  • Antimicrobial peptides (AMPs) are one of the critical components in host innate immune responses to imbalanced and invading microbial pathogens. Although the antimicrobial activity and mechanism of action have been thoroughly investigated for decades, the exact biological properties of AMPs are still elusive. Most AMPs generally exert the antimicrobial effect by targeting the microbial membrane, such as barrel stave, toroidal, and carpet mechanisms. Thus, the mode of action in model membranes and the discrimination of AMPs to discrepant lipid compositions between mammalian cells and microbial pathogens (cell selectivity) have been studied intensively. However, the latest reports suggest that not only AMPs recently isolated but also well-known membrane-disruptive AMPs play a role in intracellular killing, such as apoptosis induction. In this mini-review, we will review some representative AMPs and their antimicrobial mechanisms and provide new insights into the dual mechanism of AMPs.

New record of three aquatic species of Enchytraeidae (Annelida: Clitellata) from Korea

  • Lee, Jeounghee;Jung, Jongwoo
    • Journal of Species Research
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    • v.5 no.3
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    • pp.541-546
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    • 2016
  • Enchytraeidae is one of the largest groups in Clitellata. They are commonly found in soil and aquatic environments and play important roles in these ecosystems. It is not easy to study enchytraeid clitellates because of difficulty in distinguishing morphologies between closely related species. In Korea, 29 species have been reported in this family. Of these, 27 species are terrestrial and only two species are aquatic. Here, we report three aquatic enchytraeid species new to Korea: Fridericia glandifera Friend, 1913, Henlea montana Rota, 1994 and Marionina brendae Bretscher, 1899.

Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.126-132
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

LRRK2 and membrane trafficking: nexus of Parkinson's disease

  • Hur, Eun-Mi;Jang, Eun-Hae;Jeong, Ga Ram;Lee, Byoung Dae
    • BMB Reports
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    • v.52 no.9
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    • pp.533-539
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    • 2019
  • Recent evidence from genetics, animal model systems and biochemical studies suggests that defects in membrane trafficking play an important part in the pathophysiology of Parkinson's disease (PD). Mutations in leucine-rich repeat kinase 2 (LRRK2) constitute the most frequent genetic cause of both familial and sporadic PD, and LRRK2 has been suggested as a druggable target for PD. Although the precise physiological function of LRRK2 remains largely unknown, mounting evidence suggests that LRRK2 controls membrane trafficking by interacting with key regulators of the endosomal-lysosomal pathway and synaptic recycling. In this review, we discuss the genetic, biochemical and functional links between LRRK2 and membrane trafficking. Understanding the mechanism by which LRRK2 influences such processes may contribute to the development of disease-modifying therapies for PD.

Information Technologies as an Incentive to Develop the Creative Potential of the Educational Process

  • Natalia, Vdovychenko;Volodymyr, Kukorenchuk;Alina, Ponomarenko;Mykola, Honcharenko;Eduard, Stranadko
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.408-416
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    • 2022
  • The new millennium is characterized by an unprecedented breakthrough in knowledge and information and communication technologies, and the challenges of the XXI century require modernized paradigms of interaction in all spheres of life. Education continues to play a key role in national and global growth. The key role of education and its leadership in developing creative potential, as the main paradigm of the countries' stability, have significantly influenced educational centers. The developers of educational programs use information technologies as an incentive to develop creative potential of educational process. Professional training of the educational candidate is enhanced by the use of information technologies, so the educational applicants should develop technological skills to be productive members of society. Using the latest achievements in the field of information technologies for the organization of the educational process helps to form the operational style of education applicants' thinking, which provides the ability to acquire skills of processing information, that is presented in the text, graphic, tabular form, and increase the level of general and informational culture necessary for better orientation in the modern information space. The purpose of the research is to determine the effectiveness of information technologies as an incentive to develop creative potential of educational process on the basis of the survey, to establish advantages and ability to provide high-quality education in the context of using information technologies. Methods of research: comparative analysis; systematization; generalization, survey. Results. Based on the survey conducted among students and teachers, it has been found out that the teachers use the following information technologies for the development of creative potential of the educational process: to provide video and audio communication process (100%), Moodle (95,6%), Duolingo (89,7%), LinguaLeo (89%), Google Forms (88%) and Adobe Captivate Prime (80,6%). It is determined that modular digital learning environments (97,9%), interactive exercises tools (96,3%), ICT for video and audio communication (96%) and interactive exercises tools (95,1%) are most conducive to the development of creative potential of the educational process. As a result of the research, it was revealed that implementation of information technologies for the development of creative potential of educational process in educational institutions is a complex process due to a large number of variables, which should be taken into account both on the educational course and on the individual level. It has been determined that the using the model of implementation information technologies for the development of creative potential in educational process, which is stimulated due to this model, benefits both students and teachers by establishing a reliable bilateral connection between teacher and education applicant.

『The Death of a Salesman』 reinterpreted by Media Transformation: Focusing on (2017) by Asghar Farhadi (매체 변환을 통해 재해석된 『세일즈맨의 죽음』: 아쉬가르 파라디 감독의 영화 <세일즈맨>(2017))

  • Choi, Young-hee;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.193-198
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    • 2022
  • Arthur Miller's play has been reproduced for a long time, and has been made into a film several times. Director Asghar Farhadi made a film set in Iran in the 21st century, showing the film (2017), which excludes "Death" from the original title. is not just a movie of . In , the play is summoned in the form of performing a play. There are many movies in this form, but is an exquisite fabrication so that the reality outside the play and the content in the play harmonize with each other. The play depicts the tragedy of the head of the family who falls at the end of the American dream. The movie transforms this tragedy into a conflict between a young couple living in Iran in the 21st century. In addition, is completed as an independent work that not only rearranged the space and characters of the original work, but also reinterpreted the meaning of death, creating the effect of media conversion such as theater and film.

Situating social games in the everyday: an Australian perspective

  • Willson, Michele
    • Journal of Contemporary Eastern Asia
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    • v.14 no.1
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    • pp.57-69
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    • 2015
  • This paper explores some of the ways in which social games - games played with others through social network sites such as Facebook - are situated within the everyday. It argues that social games are more than just games; they perform a range of interactive and integrative functions across and within people's lives and therefore need to be investigated as such. Social games en-able spaces for and practices of creative expression, and identity management. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. This argument requires the researcher to consider the panoply of ways in which people integrate social games within their lives and everyday practices. Part of a larger project, this paper explores some findings from an exploratory survey of Australian game play-ers about their management and integration of game play within the everyday with a particular focus on gender.