• Title/Summary/Keyword: Creative Process

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A Study on User Experience through Analysis of the Creative Process of Using Image Generative AI: Focusing on User Agency in Creativity (이미지 생성형 AI의 창작 과정 분석을 통한 사용자 경험 연구: 사용자의 창작 주체감을 중심으로)

  • Daeun Han;Dahye Choi;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.667-679
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    • 2023
  • The advent of image generative AI has made it possible for people who are not experts in art and design to create finished artworks through text input. With the increasing availability of generated images and their impact on the art industry, there is a need for research on how users perceive the process of co-creating with AI. In this study, we conducted an experimental study to investigate the expected and experienced processes of image generative AI creation among general users and to find out which processes affect users' sense of creative agency. The results showed that there was a gap between the expected and experienced creative process, and users tended to perceive a low sense of creative agency. We recommend eight ways that AI can act as an enabler to support users' creative intentions so that they can experience a higher sense of creative agency. This study can contribute to the future development of image-generating AI by considering user-centered creative experiences.

Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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Microchannel plates for field emission displays

  • Sunghwan Jin;Yu, Se-Gi;Jungna Heo;Taewon Jeong;Lee, Junghee;Whikun Yi;Park, Yongsoo;Kim, Jongmin
    • Journal of Korean Vacuum Science & Technology
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    • v.4 no.4
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    • pp.93-96
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    • 2000
  • Microchannel plates (MCPs) have been developed by introducing new materials and process technologies. Main body was made of alumina by programmable punching, laminating, and firing. The channel walls of pore arrays of an MCP were deposited with thin films by electroless copper plating and sol-gel process. Our MCP has advantages such as easy fabrication, durability, high temperature endurance, and applicability to the large size comparing with the conventional MCPs. Experiments on the brightness of an MCP incorporated FED revealed that the FED with a MCP is three to four times brighter than a conventional FED. Moreover, the focusing in a FED is improved. Incorporating an MCP into a FED is one of promising methods to enhance the characteristics of the FED. In addition, amplification yield of the MCP is measured for varying the aspect ratio and the input current.

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Development and Application of Teaching Strategy Focused on Problem Solving Process in the 'Separation of Mixture' Unit of Third Grade Elementary School (초등학교 3학년 '혼합물의 분리' 단원에서 문제해결 과정을 강조한 수업 전략 개발 및 적용)

  • Lee, Shin Hyun;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.33 no.1
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    • pp.105-114
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    • 2014
  • The purpose of this study was to develop a teaching strategy focused on problem solving process and explore its effects on science creative problem solving ability, science process skills, science academic achievements and scientific attitudes of students after applying it. Teaching strategy focused on problem solving process employed brainstorming and PMI thinking strategies. The participants were the third grade students of both an experimental class(26 students) and a comparative class(25 students) at the S elementary school located in Goyang-City, Kyonggi Province. The developed strategy was applied to the experimental class for 9 periods of 'Separation of mixture' unit. The results of the tests on the science creative problem solving ability, the science process skills, scientific achievement and scientific attitude were statistically higher in the experimental class.

Suggestion for Science Education through the Analysis of Archimedes' Creative Problem Solving Process (Archimedes의 창의적 문제해결과정 분석을 통한 과학교육에의 함의 고찰)

  • Lee, Sang Hui;Paik, Seoung Hey
    • Journal of The Korean Association For Science Education
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    • v.33 no.1
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    • pp.30-45
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    • 2013
  • In this study, we developed a model for analyzing scientists' creative thinking processes, and analyzed Archimedes' thinking process in solving the golden crown problem. As results show, scientists' complex problem solving processes could be represented as a repeating circular model, and the fusion of processes of diverse thinking required for scientists' creativity could be analyzed from the case. Also in this study, we represented the role of experiments in scientists' creative discovery, and investigated the reasons for the difference between the viewpoints of textbooks and historic facts. We found the importance of abductive reasoning and advance knowledge in creative thinking. Archimedes solved the golden crown problem creatively by crossing the scientific thought of dynamics and the daily thought of baths. In this process, abductive reasoning and advance knowledge played an important role. Besides Archimedes' case, if we would reconstruct the creative discovery processes of diverse scientists' in textbooks, students could raise their creative thinking ability by experiencing these processes as educational steps.

An Exploration of Creativity Education Model (창의성 교육 모델의 탐색)

  • Kang, Choong-Youl
    • Journal of Gifted/Talented Education
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    • v.10 no.1
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    • pp.1-32
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    • 2000
  • Although it is widely acknowledged that enhancing creativity is an important educational theme on which schools should depend and embody their educational goal and activities, how to do it can be characterized as 'piecemeal' without a whole picture of it. Thus, school practices of creativity education has been disoriented, discontinuous, short-term, and peripheral in nature. In this practical context, a theoretical model of creativity education was developed in ways in which several theoretical concepts based on research findings on a variety of aspects of creativity education were compiled and organized. The core of the model was creative problem solving process to which the goals and the mediating variables of creativity education were connected in relational fashion. By giving repetitive opportunities for creative problem solving geared to producing the results that are novel and useful for the individual as well as the socity, it was conceptualized that two educational goals could be achieved: a short-term goal of developing creative potential of the individual and the long-term goals of self-actualization of the individual and contribution to the society. It is also conceptualized that creative problem solving can be influenced in positive manner by several mediating variables: content knowledge and skills, creative cognition, creative motivation and attitudes, and creative environment. The creative environment is composed of psychological and physical conditions and provides a basis for creativity education. The former three variables are conceptualized as necessary conditions for the effectiveness and efficiency of creative problem solving, when provided appropriately. The four mediating variables ware conceptualized as mutually affecting so that the development of one variable influences positively that of the other, and vice versa. In terms of practical perspective of teaching creativity, developing creative potential, self-actualization, and contribution to society are the goals; creative problem solving process is the methodology; content knowledge and skills, creative cognition, and creative motivation and attitudes are the content; and creative environment is the condition of creativity education. The model is not yet perfect but needs further explorations to make it more detailed in clarifying various relationships. For instance, how the creative problem solving process can be differentiated in teaching various subject matters is yet to be explored. Thus, the model proposed in this study should be regarded as a general model of creativity education, and is relatively sound to be adopted in school practices since it is based on the theoretical as well as empirical study findings on creativity. However, the proposed model needs to be validated through empirical researches in real teaching settings.

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A Study on the Convergence Entrepreneurship Curriculum Development (융·복합 창업교육 교과과정 개발에 관한 연구)

  • Kim, Heung-Su
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.79-88
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    • 2015
  • Creative economy has been characterized by ideas popularized commercialization. The commercialization of the idea is to develop a creative economy virtuous circle tool, entrepreneurship and start-ups for this serves as a key driver of the creative economy. Convergence, complex thinking and creative planning ability is always a lot from the 20s came a young man. So young age of entrepreneurship and entrepreneurship education, and is easily capable of founding a new culture is created by the right products and services they lead the more outstanding talent in the way of entrepreneurship creates even young and energetic national economy. Such a wide range of system implementation and curriculum development to complete the creative economy with ecology is also a very critical situation. The development of a systematic entrepreneurship curriculum that promote creative thinking and planning ability for creative convergence of economic times is a top priority. The present study considered that the early stages of convergence entrepreneurship program presents a convergence process of entrepreneurship education through a process-oriented research based on statistics.

Item Development for Fashion Products Using Creative Thinking Methods -A Case of Velvet Products- (패션 상품 아이템 개발을 위한 창의적 발상법의 활용 -벨벳 상품의 사례-)

  • Chung, Ihn Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.2
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    • pp.213-223
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    • 2013
  • This study presents the process of fashion item development with velvet through creative thinking methods. Creativity is one of the most important requirements for a successful job career and education enhancing creative thinking is needed in the area of fabrication, product design, and marketing strategy development. Velvet was selected as a research stimulus because it is a luxurious fabric with various differential properties such as a soft touch, unique luster, excellent drapability, and fine physical properties. The research methodology included creative thinking methods review, the selection of the tools, idea sourcing and listing, sequential idea evaluation and sample product making. After review of the various creative thinking methods, a combination method and forced connection method were employed as research tools to confirm the usefulness of creative thinking training because of their independence of use and application simplicity. A total of 12 university students participated as subjects in this research. After some training, each student derived ten ideas for velvet products that utilized a combination method and forced connection method. A total of 120 ideas were evaluated for novelty, technical possibility, practicality, and marketability; subsequently, 24 ideas were adopted and developed as sample products. The effectiveness of creativity education in fabrication and product design classes was verified through the whole process of product planning.

The Influence of Cognitive Factors on the Creative Abilities in Design -Focused on the Sensory Modalities and Thinking Modes-

  • Woo Heung-Ryong
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.143-154
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    • 2006
  • The primary purpose of this study was to investigate the influence of Cognitive Factors (CF) on the Creative Abilities (CAs) in design. We set up a model of Cognitive Design Process (CDP), which consists of four domains: Concepts, Experience, Five Senses (FS), and Thinking Modes (TM). Here, experience is first perceived by the five senses, and then recognized by intelligence. We regard design as a transforming process from concept to experience. For this study, two major Sensory Modalities (Visual and Kinesthetic), four Thinking Modes (Brain Dominance Profile), and four Creative Abilities (Fluency, Flexibility, Originality, and Elaboration) were reviewed. We hypothesized that idea generation is influenced by different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) and Thinking Modes, and that these have a close relationship with the attributes of CAs. Firstly, we have examined the cognitive thinking model in design. Then, we adapted the Test of Creative Abilities of Design Thinking (TCADT) for measuring CAs. We surveyed the CAs under CF in particular. Finally, we have investigated the influences of the different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) on CAs. It was found that a close relationship between Brain Dominance and CAs, and Sensory Modalities (SM) have different influence on these creative abilities. As a result, a tool for the Test of CAs and a framework for creative idea generation with the effective CF will be presented. These provide the basis for a new approach to creative idea generation in Experience Design.

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Research on Creative Expression Utilizing AI Technology in 3D Animation Production

  • Chenghao Wang;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.148-153
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    • 2024
  • This article embarks on an exploration of how the burgeoning landscape of AI technology is reshaping and augmenting creative expression within the realm of 3D animation. As AI continues to evolve and mature, its integration into the process of 3D animation creation has become an increasingly focal point of investigation and analysis. The article undertakes a comprehensive examination of the myriad applications of AI within the domain of 3D animation, shedding light on its multifaceted contributions to various aspects of the creative process. Furthermore, it delves into the transformative impact that AI technology has on enhancing creative expression within 3D animation, particularly through increased productivity, personalized content creation, and the expansion of creative boundaries. By automating repetitive and time-consuming tasks inherent in traditional production methods, AI liberates artists and animators to unleash their creative ingenuity and push the boundaries of their craft. Through empirical research and case studies, the article elucidates how AI serves as a catalyst for innovation, fostering a conducive environment for the exploration of novel techniques and artistic styles.