• Title/Summary/Keyword: Creative Practice

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Can Rubbish Become Art?: David Hammons's 'Homeless' Art (쓰레기도 예술이 되나요?: 데이비드 해몬즈의 '홈리스' 아트)

  • Rhee, Jieun
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.31-49
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    • 2013
  • This paper delves into the recent 'paintings' of African-American artist David Hammons, which combine rubbish-like plastic wraps with the abstract-expressionist style paintings. In straddling between rubbish and art object, his works tend to blur the boundary drawn between two opposite categories in value, art and garbage, provoking the sophisticated taste of Upper-East-side white community in Manhattan, New York. Choosing the venue of his exhibition at a commercial gallery, Hammons's creative efforts is also a critique of what can be seen as the dominance of abstract expressionism and white elitism in American art history. The artist is known for his use of unconventional materials in art making such as black hair, barbecue bones, and elephant droppings, ones that are often associated with African-American experiences in all different levels. Since his debut in the art scene in the 1970s, Hammons has pursued the view of art-making as a medium for provoking contentious issues of racial relations in the States. On the other hand, the reception of Hammons's work as African-American art can be potentially quite limiting, overlooking as it does multi-faceted meanings of his art practice. His unconventional approach to art often took him outside art galleries and museums, where he was seen using a variety of common materials for site-specific installations and performances. Staged in different parts of Manhattan, these acts of art making traverse seemingly opposite communities and cultures, often blurring their boundaries. Hammons's artistic practice can label him what Abdul Jan Mohamed calls "specular border intellectual", revealing as it does the symbiosis of binary oppositions that is basic to the experience of communnal living.

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Development of Curriculum Using ROBOTC-based LEGO MINDSTORMS NXT and Analysis of Its Educational Effects (ROBOTC기반 LEGO MINDSTORMS NXT 로봇을 이용한 교육과정 개발 및 교육효과 분석)

  • Lee, Kyung-Hee
    • The KIPS Transactions:PartA
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    • v.18A no.5
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    • pp.165-176
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    • 2011
  • In this paper, we show how a curriculum using LEGO MINDSTORMS NXT robot based ROBOTC for undergraduate students has been developed, and we analyze the educational effect of the curriculum. The curriculum is composed of basic knowledge learning, practice with basic robots, practice with advanced robots, and creative design and implementation of robots. During the three year period since 2009, educational achievement has been analyzed by surveys for 6 classes, 94 students. According to the analysis, the curriculum has highly motivated the students and made them to achieve effectively our educational and academic goals. Also, we observe that the curriculum helped the students to improve their creativity and the problem solving skill, and that the students were autonomously and deeply involved in the homework and the term projects, which made them be very cooperative. Finally, the intensive practice with ROBOTC programming is shown to help students to improve their programming ability of C language.

The Effect of Class Practice-oriented Coding Instructor Training Course on the Creativity Improvement of Preliminary Coding Instructors (수업 실습 중심 코딩 강사 양성 과정이 예비 코딩 강사의 창의성 향상에 미치는 효과)

  • Kim, Yongmin
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.563-572
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    • 2020
  • In this study, through a total of 73 lectures and practice for 14 days, preliminary coding instructors developed teaching materials for elementary and junior high school students and verified the effectiveness of the coding instructor training course. The coding instructor training course was hosted by the "◯◯ Creative Economy Innovation Center" for 25 preliminary coding instructors, and was conducted at the "◯◯ University", and 15 elementary and junior high school students who participated in the class were openly recruited. The teaching materials were developed according to the procedure of the ADDIE model based on the results of the pre-requirement analysis conducted with 20 incumbent elementary school teachers majoring in computer education. As a result of running a training course for coding instructors focusing on classroom practice, it was found that the creativity of pre-coding instructors improved.

A Study of Landscape Architect YoungSun Jung's Theory of Landscape Architecture (조경가 정영선의 조경설계론 연구)

  • Ahn, Myung June
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.3
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    • pp.1-17
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    • 2024
  • This study focuses on the landscape architect Jung YoungSun to examine Korean landscaping. To do so, the research focuses on the artist's thoughts, her and Seoan's works, and related discourse (landscape architects, landscape works, and landscape discourse) up to 2014. Research was conducted through interviews (with Jung and related people), a literature survey, and the analysis of design works. As a result, four inflection points of Jung's landscape architecture career emerged, from the time she was introduced to landscape architecture, trained in it, and entered into practice, to the time she operated an independent office, showing different design trends and the depth of design thinking. In this process, excluding the early learning period, Jung's landscapes were categorized into three categories: contemporary landscapes, gardens, and traditional landscapes. Through these three categories of landscaping activities, Jung's achievements include the importation and internalization of modern landscapes (modern landscape theory), the establishment of her own garden theory and its practice (garden theory), and overcoming of tradition complexes and creative succession (traditional landscape theory). In sum, Jung's landscapes can be summarized as the practice of regionalists and auteurist thinking.

Arduino-based Tangible User Interfaces Smart Puck Systems (아두이노 기반의 텐저블 유저 인터페이스 스마트퍽 시스템)

  • Bak, Seon Hui;Kim, Eung Soo;Lee, Jeong Bae;Lee, Heeman
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.334-343
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    • 2016
  • In this paper, we developed a low cost smart puck system that can interact with the intuitive operation of natural finger touches. The tangible smart puck, designed for capacitive tabletop display, has Arduino embedded processor which communicates only with the MT server. The MT server communicates both to the smart puck and the display server. The display server displays the relevance information on the location of the smart pucks on the tabletop display and handles interactions with the users. The experiment results show that the accuracy of identifying the smart puck ID was very reliable enough to use in practice, and the information presentation processing time is confirmed excellent enough compared to traditional expensive commercial products.

Effective Learning Tasks and Activities to Improve EFL Listening Comprehension

  • Im, Byung-Bin
    • English Language & Literature Teaching
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    • no.6
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    • pp.1-24
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    • 2000
  • Listening comprehension is an integrative and creative process of interaction through which listeners receive speakers' production of linguistic or non-linguistic knowledge. Compared with reading comprehension, it may arouse difficulties and thus impose more burdens on foreign learners. The Audio-Lingual Method focused primarily on speaking. Mimicry, repetition, rote memory, and transformation drills actually interfered with listening comprehension. So learners lost interest and were not highly motivated. Improving listening comprehension requires continual attentiveness and interest. Listening skill can be extended systematically only when students are frequently exposed to a wide range of listening materials with an affective, cultural, social, and psycholinguistic approach. Therefore, teachers should help students learn how to comprehend intactly the overall meaning of intended messages. The literature on teaching listening skill suggests various useful activities: TPR, dictation, role playing, singing, picture recognition, completion, prediction, seeking specific information, summarizing, labeling, humor, jokes, cartoons, media, and so on. Practical classroom teaching necessitates a systematic procedure in which students should take part in meaningful tasks/activities. In addition to this, learners must practice listening comprehension trough a self-study process.

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An Integrational Approach for Culinary Education based on Brain-based Teaching Principle (뇌학습 원리에 기초한 조리교육을 위한 통합적 고찰)

  • Lee, Jeong-Ae
    • Culinary science and hospitality research
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    • v.24 no.3
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    • pp.144-155
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    • 2018
  • This study was conducted to explore the direction of culinary education based brain-based education with analysis of comprehensive research. Questionnaire was completed by frequency analysis, factor analysis, reliability analysis and regression analysis by using SPSS 21. The purpose of this study was to investigate the educational system for creative development through cooking sources and to develop brain-based learning theory, and thus to generate the characteristics and effects of the practice in culinary educational context. The basic principles of brain- based learning are brain plasticity, emotional brain, and ecological brain. Students need to be able to enrich their understanding of social interaction so that social brain's function will be activated through consistent and high-quality feedback. Likewise, students should be capable of collecting everything what they have learned. Defining main ideas and goal of the lesson, four factors were derived from development of competency, personality, application, and diversity. Regarding to the result of this study, the implications for the development of a brain-base program were suggested.

Eco-car Manufacturing Activities as Engineering Design Education Subject in Suzuka National College of Technology

  • Mori, Kunihiko;Sakamoto, Hidetoshi;Ohbuchi, Yoshifumi
    • Journal of Engineering Education Research
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    • v.15 no.5
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    • pp.25-30
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    • 2012
  • "The engineering education program for environmental intention and value creation" has been executed from 2008 to 2010 in Suzuka National College of Technology, which program was promoted as "Good Practice for Education" by Ministry of Education, Culture, Sports, Science and Technology Japan. "Eco-car project" is one of these practical ecology/environment education programs. The project's members have been learning and researching the environmental managements by the process of design, manufacturing, and assembly of solar car, highly effective fuel consumption car (Eco-run car), electric vehicle and fuel-cell car. Also this project was supported by some professional experts of the local industries and community. The students learned the actual industrial technique, the engineering management and the structure of local industries by this project. In this paper, the environmental intention engineering design education with local industry collaboration is introduced.

A Study on Models of Instruction Design in Presentation Writing for Engineering Education (공학계열 프레젠테이션 글쓰기 수업 설계 모델)

  • Jun, Eun Kyung;Lee, Sung Hak
    • Journal of Engineering Education Research
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    • v.20 no.6
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    • pp.22-34
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    • 2017
  • The purpose of this study is to present a model for fusion education combining engineering elements based on humanistic writing. Instruction design in presentation writing for engineering education progresses consists of four steps, such as instruction in visual, teamwork, feedback, and rewriting. Following these steps help engineering school students to analyze important data and to communicate their creative ideas. As writing is proceeding step by step, instruction design for presentation writing should come forth with specific methods to make students practice.

A Study of Developing the Practical work Integrated the Course of Study in Upper Grades

  • Tsukamoto, K.;Ohbuchi, Y.;Sakamoto, H.
    • Journal of Engineering Education Research
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    • v.17 no.4
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    • pp.48-53
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    • 2014
  • Recently, the tendency for young people losing interest in science has accelerated. This tendency is remarkable for not only Japan but also some countries of Asia. It is thought that this tendency was brought from the decrease of the chance to watch the actual manufacturing activities, and the decrease of the real experience which children makes something in their childhood. In order to bring up the capable engineers on such a social background, making a product practice which promotes the understanding of the application of theory for manufacturing products is important in addition to study by the text book. In this study, some practical work materials for the lower grades in the college were developed. Integration of the developed materials and the course of study becomes an effective teaching method of the of subjects on a special field. Arranging this practical work on the learning process makes a high effect of the integrated practical work on the curriculum.