• Title/Summary/Keyword: Creative ability

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A Comparative Study on Fashion Design Education in Europe and Korea -Focus on the Educational Cases in the UK, France, Italy and Korea- (유럽과 한국의 패션디자인 교육에 관한 비교연구 -영국, 프랑스, 이태리, 한국의 교육사례를 중심으로-)

  • Choi, Kyung-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.10
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    • pp.1199-1214
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    • 2011
  • This study suggests the direction of fashion design education suitable for Korea by comparing the fashion design educational systems and the curricula of the main fashion institutions in Europe and those of some universities in Korea. For this, 6 fashion schools in UK, France and Italy and 12 four-year-course universities in Korea were sellected. At first, the educational systems of the nations above and the information about the selected institutions were examined through literature reviews. Then, case studies were performed about the curricula and the other characteristics of the selected fashion design courses by each website or leaflet as well as additional interviews with their course directors or graduates. The results of this study are as follow: First, Korean fashion design education system needs to be specialized and subdivided with a curriculum centered on fashion design. Second, a foundation course needs to be developed to raise a broad and creative approach for design as well as to discover each student's aptitude. Third, the curricula about design process and research methodology need to raise a problem-solving individual of ability. Fourth, a project-based fashion design education is required by a specialized education as well as multi-disciplinary programs. Fifth, an industry- related and market-based fashion design education is asked through internships, professional teaching staff, industry-sponsored projects, seminars and professional design critics. Sixth, English and technology needs to be added to the curricula to develop global professionals. Finally, a cultural fashion design education based on Korean identity is required to develop the Korean fashion industry into a higher value-added business.

A Study on the Characteristics and Design Development of Upcycled Denim Fashion (업사이클 데님 패션의 특성 및 디자인 개발 연구)

  • Lee, Yeonji;Um, Sohee
    • Journal of Fashion Business
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    • v.22 no.2
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    • pp.51-60
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    • 2018
  • This research focuses on the development of upcycled denim fashion designs, whichis a more specific category within general upcycled fashion design. Characteristics of upcycled fashion design, which has been identified previously by researchers, include the following traits: environmentality, uniqueness, aesthetic appeal, availability, convertibility, and deconstructivity. The expression principles include recycling, substitution, recombination, and reduction. The result of the analysis of the denim fashion design characteristics, which is based on the theoretical analysis, has found. The external expression pattern consists of the deconstruction and reconstitution of materials, the avant-garde style and convertibility, the ability to mix and match materials and techniques, the production of zero waste, and the use of layering. The expression techniques used included decomposition, depaysement, weaving, cut-off, collage, assemblage, overlapping, connecting, attaching, and stitching. The inner meanings were identified as economicality through recycling, convertibility through rearranging, and the rarity and value of hand-made products. The result of the research applying the identified characteristics are as follows. First, developing and creating designs using modified denim and sub-materials with various expression patterns and techniques could provide completely new images unlike existing denim products. Second, modifying the details while maintaining the basic format of denim clothing could provide unique and new possibilities for upcycled denim fashion design. Third, environment-friendly models with creative designs were developed by recycling used denim materials. This reduced waste and energy while maximizing the use of resources. This study expects contribute to upcycled fashion design research by recognizing the unique characteristics and value of denim material.

A Study on Digital Fashion Design Platform based on the 3D Virtual Fashion Technology (3차원 디지털 기술을 기반으로 한 디지털 패션 플랫폼 프로토타입 설계 연구)

  • Park, Jaehyun;Park, Minhee;Kim, Sun-Hee;Song, Youngho
    • Journal of Fashion Business
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    • v.22 no.2
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    • pp.88-106
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    • 2018
  • The domestic fashion industry is not able to exceed the level of fashion that exists in advanced countries due to the relatively weak design competitiveness and the differentiated capability of product development. In order for the domestic fashion industry to become a growth industry that is valued in the world market of infinite competition, a step-by-step support system that can demonstrate and maintain the creative ability of designers is needed. Therefore, this study proposes a template - based 3D virtual fashion technology and a digital fashion platform based on it. The proposed template - based 3D virtual fashion technology is designed to clearly communicate the intention of designers and to be able to instantaneously view the results, thereby reducing the time and cost of producing prototypes. In addition, the digital fashion platform based on the template is designed as a collaborative platform based on idea sharing, which dramatically improves the process of confirming the prototype and initiating the product planning and manufacturing stages. This new technology can contributes to the formation of a business environment and a new area within the existing fashion industry and can be utilized for the development of the fashion industry in the future.

Item Analysis for Selecting Science Gifted Middle School Students at Physics Class (과학영재교육원 중학교 물리 전공 선발 문항 분석)

  • Lim, Chun-Woo;Park, Yune-Bae
    • Journal of Gifted/Talented Education
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    • v.20 no.1
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    • pp.61-77
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    • 2010
  • The purpose of this study was to analyze the items that were used in entrance examination for science gifted education center for middle school students by using content analysis and classical item analysis. In content analysis, objective type items exhibited mathematics and physics were dominant. Science giftedness & creativity items were dominant. And essay type items consisted of physics items, have evaluated creative problem solving ability. Item difficulty and discrimination index, on the whole, were appropriate. Comparing with objective type, essay type has higher discrimination index. In correlation analysis between total score and score of each type of items, total score has the highest correlation with essay type items and science giftedness & creativity. It was recommended that mathematics, physics and chemistry items with focusing giftedness & creativity could give some implications for future selection methods of science gifted education center.

A Learning Method of Stack and Queue through Solving Maze Exploration Problems with Robots (로봇의 미로 탐색 문제해결을 통한 스택과 큐 학습 방안)

  • Hong, Ki-Cheon
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.613-618
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    • 2012
  • ICT education guidelines revised in 2005 reinforce computer science elements such as algorithm, data structure, and programming covering all schools. And Ministry of Education emphasizes STEAM education. Most important is that "How instruct them". This means necessity of contents. So this paper suggests learning method of Stack and Queue using LEGO MINDSTORMS NXT. The main purpose is that how stack and queue are used, when robot explore realistic maze. Teaching and learning strategies are algorithm, flowchart, and NXT-G programming. Simple maze has path in left or right, but complex maze has three-way intersection. These are developed by authors. Master robot explores maze and push stack, and then return to entrance using stack. Master robot explores maze and transmits path to slave's queue. And then slave robot drives without exploration. Students can naturally learn principles and applications of them. Through these studies, it can improves ability of logical and creative thinking. Furthermore it can apply to ICT and STEAM education.

A Study on the Transformation in Design Process of Ronchamp Chapel (롱샹 성당의 설계 변형 과정 연구)

  • Lee, Jeong-Kyu
    • Journal of architectural history
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    • v.8 no.1 s.18
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    • pp.81-94
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    • 1999
  • This Study aims at searching the meanings in the creative process of Ronchamp chapel by analyzing the drawings of the site, plan, section and elevation in chronological order. The origins of his architectural creation are identifying with the site(memories of Acropolis), analogies of crab shell, air plane wing and hydraulic dams. The architect informed himself about the site ,the tradition of pilgrimage associated with the place, and its devotion to the Holy Virgin; he looked into the rituals of the Catholic religion, spoke with ecclesiastics; he studied and annotated a monograph devoted to the site of Ronchamp. Also ,the plan required that it be possible to collect rainwater, since such was rare on the hill. In the first design phase, overall conception of building was carried out in the sketches and drawings from June 1950 to November 1950. The second phase in the elaboration of the project was from January 1951(at which time preliminary project was presented to the Commission of Holy Art) to April 1953. The modifications made were in response to opinions expressed by the patrons. The building moved to east and gargoyle moved to west, then, the elevations of north and west were changed. He designed the artificial land and bell tower from the first phase even after the beginning of construction ,he wanted them to be built .But they were not constructed, so the outer space for rituals of religion had no tension. I concluded that Le Corbusier had gifted ability and efforts to create spontaneous birth(after incubation) of the whole work, and the execution of drawings itself. He devoted himself to accomplish the project in spite of the change in situation or by clients.

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A Study on the Elementary Information Gifted Children through Production of Multimedia (멀티미디어 제작을 통한 초등 정보영재교육에 관한 연구)

  • Nam, Seung-Hyun;Bae, Young-Kwon;Kim, Do-Yun;Koo, Duk-Hoi;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.11-22
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    • 2005
  • We have found out that the value of multimedia production from this points of view that the elementary information gifted children is still in a development stage and the goal of the gifted program is development of creative problem solving ability. So, the following study suggests multimedia production education as an alternative plan to the current education of elementary Information gifted children which is becoming problematic. Its goal is to produce an educational system which included process-product model which is one of the educational program for gifted children. Especially, an aspect in technical education, common skill of multimedia software and skill of product was tried in due consideration of the property of information gifted children, it was applied for information gifted education institute by a form of remote-education and weekend education. Through this study, multimedia production education was proposed for elementary school IT genius education. By incorporating gifted education model, we tried to work out IT genius education from the gifted program's point of view.

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Modeling Community Capacity Building Using Spatial Asset Mapping (공간자산매핑을 이용한 지역사회 능력배양의 모델링에 관한 연구)

  • Liou, Jaeik
    • Journal of the Korean Association of Geographic Information Studies
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    • v.7 no.4
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    • pp.98-108
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    • 2004
  • The concept of community capacity is regarded as the ability of people and communities to do works associated with the determinant factors and indicators of the circumstances of socio-economic, environmental and physical contexts. Building capacity of communities to effectively analyze our problematic issues and planning of community development is often required to scrutinize current status of community of socio-economic and infrastructural capacity development with GIS. We consider community development as a planned effort to build assets that increase the capacity of communities. Spatial asset mapping is the process enabling to identify and make inventories of tangible and intangible assets. This mapping requires developing a capacity inventory that collects individual organizational and community capacities in view of human, socio-cultural, natural, financial, digital, and physical capacity. The purpose of this research is not only designed to suggest a new concept capacity building, but also proposes a more creative framework of asset-based community cap linking to parcel-based spatial asset mapping and capacity mapping process.

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Learning Difficulties of Science Gifted High-School Students based on Korea Science Academy Survey (과학영재 고등학생들의 학습관련 어려움: 한국과학영재학교를 중심으로)

  • Yune, So-Jung;Bae, Sae-Byok
    • Journal of The Korean Association For Science Education
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    • v.31 no.6
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    • pp.920-930
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    • 2011
  • This research was executed in order to analyze the factors and strengths of learning difficulties that science-gifted high-school students experienced in Korea Science Academy. The subjects are 284 gifted high-school students from Korea Science Academy who responded to a paper-and-pencil questionnaire survey. The questionnaire used in this research was developed by focusing on the difficulties in the learning situations of science-gifted highschool students based on Rhodes' 4P theory of creative achievement. The data was analyzed using cross-tabulation analysis, frequency analysis, MANOVA by the SPSS 12.0 program. The analysis of the questionnaire survey on the learning difficulties showed (i) a grade difference in interpersonal relationship and (ii) gender differences in learning ability and learning strategies. Also, it was observed that the students tried to solve their learning difficulties most frequently by meeting their school peers except for methods of 'the others' such as relying on religious power.

Application Plan of Flip Learning Using Practical Instruction in Algorithm Theory (알고리즘 이론과목에서 실기수업을 적용한 플립러닝 활용방안)

  • Jang, Seong-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.662-665
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    • 2017
  • Recently, the rapid development and development of the industrial environment has changed the talent that companies need. As the educational paradigm changes, the university education should complement the problems of the lecture education method (the existing knowledge transfer method) in order to cultivate the talents needed for the corporation. In order to improve self - directed and creative problem - solving ability, new teaching and learning methods are needed. In this study, we apply flip learning in the algorithm class which is an essential curriculum of computer engineering. This group is divided into groups that are combined with theoretical and practical lessons, and groups that have applied theoretical lessons by applying flip learning, and groups that employ traditional lecture techniques. To improve learner's learning motivation and academic achievement, we propose a flip learning teaching method suitable for the algorithm subject and apply it directly to the class. Based on the results, we compare and analyze the academic achievement and learning satisfaction of learners.

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