• Title/Summary/Keyword: Creative structure

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A Study on the Design of Computer Game as a Communication Design (커뮤니케이션 디자인으로서의 컴퓨터게임 디자인)

  • 서승택
    • Archives of design research
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    • v.12 no.2
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    • pp.147-154
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    • 1999
  • This is a suggestional thesis for fu. ;her study on computer game design. We can understand the computer game design as a new form of communication design.The particular qualities of computer game as communication is: 1. computer game is not a mere recording of past events but a creative reproduction by the player.; 2. its production procedure is a multiple structure of program engineering and multimedia design. Computer game design should be more than just production of visual image or technical results. It could be the design of "fields for training of identity".ity".uot;.

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Connecting School to the Community through Community Use and Multiple-Use of Special School Facilities (특수학교의 학교시설 개방 및 시설복합화를 통한 지역사회 연계)

  • Kim, Joohye;Lee, Youngsun
    • Journal of the Korean Institute of Educational Facilities
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    • v.28 no.5
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    • pp.3-8
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    • 2021
  • The purpose of this study was exploring perceptions of people in community towards community use and multiple-use of special school facilities and providing implications for connecting school to the communities. Survey was conducted to special education teachers, parents of children receiving special education, and local residents. Total 5,702 people participated in this study and general finds were as following: (1) All 3 groups of study participants reported that there was a generally positive perception of special schools within the community, however, at the same time, almost quarter of parents having children with disabilities reported negative perceptions of special schools in the community; (2) among the special school facilities, sports facilities appeared to be the most open to the community and difficulties related to the community-open of school facilities included facility management and safety issues, and inteference with students' school activities; (3) facilities suitable for the multi-use of special schools facilities included sports facilities, cultural and creative spaces, and commercial areas, and those facilities could be open to community during non-class hours such as after-school, weekends, and vacations. Based on the results from survey, implications for planning, designing, and implementing multi-use facilities of special schools were provided.

Structural Analysis and Performance Test of Graph Databases using Relational Data (관계형데이터를 이용한 그래프 데이터베이스의 모델별 구조 분석과 쿼리 성능 비교 연구)

  • Bae, Suk Min;Kim, Jin Hyung;Yoo, Jae Min;Yang, Seong Ryul;Jung, Jai Jin
    • Journal of Korea Multimedia Society
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    • v.22 no.9
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    • pp.1036-1045
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    • 2019
  • Relational databases have a notion of normalization, in which the model for storing data is standardized according to the organization's business processes or data operations. However, the graph database is relatively early in this standardization and has a high degree of freedom in modeling. Therefore various models can be created with the same data, depending on the database designers. The essences of the graph database are two aspects. First, the graph database allows accessing relationships between the objects semantically. Second, it makes relationships between entities as important as individual data. Thus increasing the degree of freedom in modeling and providing the modeling developers with a more creative system. This paper introduces different graph models with test data. It compares the query performances by the results of response speeds to the query executions per graph model to find out how the efficiency of each model can be maximized.

Causes of Adolescent Game Addiction and the Mediating Effect of Game Motives (중학생 게임 과몰입의 원인과 이용동기의 매개효과 연구)

  • Kim, Hyoung-Jee;Oh, Rosy;Huh, Eun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.5-22
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    • 2019
  • This study analyzed the causes of over-flow of adolescent games as loneliness, lack of self-control, parents-open communication, peer-emotional support and the game motivation(immerse, social relations, achievement). For analysis, the research data, 'Game User Panel Research(1 to 4 years)', was provided by Korea Creative Content Agency. As a major result, adolescence loneliness and lack of self-control directly affected game over-flow, and the game's achievement motive in their relation of influence was mediated. Over time, the structure of the relationship between the cause and the effect has shown mostly consistent results.

Decomposing Twitter Network in Tourism Marketing

  • Kim, Wonsik;Kim, Daegeun
    • International Journal of Advanced Culture Technology
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    • v.9 no.2
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    • pp.80-85
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    • 2021
  • This study is to analyze the structure of the networks of tourism marketing on Twitter, identifying the most prominent users, the flow of information about tourism marketing, and the interaction between the users posting tweets. This study employs NodeXL pro as a visualization software package for social network analysis. The number of vertices or nodes is 171, and the number of the unique edges or links is 128, but there are 101 edges with duplicates, so the total links are 229, which means that there are fewer Twitter accounts in the social network on tourism marketing, but they have a few close relationships by sharing information. The research can map the social network of communicators of tourism marketing using Twitter data. The network has a complicated pattern, including one independent network and some connected networks. Some mediators connect each network and can control the information flow of tourism marketing. More communicators are getting the information than the ones providing it, which means that there is likely to be the dependence of information among communicators that can cause an obstacle and distortion of the information flow system, especially in the independent network.

Theoretical Basis of Studying the Educational Environment with the Application of GR-Technologies

  • Romanchenko, Inna;Vasylevska, Olena;Haltsova, Svitlana;Babicheva, Hanna;Batsula, Natalia;Kravchenko, Hanna;Lytvyn, Aelita
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.28-32
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    • 2021
  • The article discusses the theoretical and methodological part that characterizes and assessment of the current state of the theory of GR-activity, disclosed the essence and content of the concept of GR-technologies, as well as their classification. The analysis of the system of additional education for children in the social structure, as well as the analysis of the current state of the education system is carried out. The formulation of tasks for the construction of an effective model for the use of GR-technologies in the process of developing the education system using GR-technologies

A Follow-up Study on the Level of Corporate Utilization of MOT Methods (기술경영 연구방법론 기업 활용수준 후속연구)

  • Lee, Jae-Ha;Oh, Hyung-Sool
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.44 no.4
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    • pp.136-144
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    • 2021
  • This study focuses on the necessity of MOT methods in companies, especially the utilization level. Based on the analysis structure of the previous study (2012), this study was conducted to compare the results with the previous results. We investigated the settlement level of MOT, the degree of necessity for MOT methods, the degree of actual use, and the Product Realization Process (PRP) for MOT-related researchers in electronic companies (n=184). It was confirmed that the higher the demand for MOT methods in the corporate field, the higher the utilization level (ratio). In particular, the need for and utilization of techniques such as Environmental Analysis, Business Opportunity Analysis, Project Feasibility Review, Roadmap, Risk Management was high. These methods were beneficial along with cost management and quality management techniques. The most challenging part of using MOT methods was the lack of systematic use, the absence of experts, and the difficulty in selecting suitable techniques. The necessity of opening subjects such as Creative Thinking, Communication, Teamwork, and Professional Ethics was high among the PRP subjects. Furthermore, the necessity of opening courses in Cost and Safety Design and Applied Statistics was higher than in the previous study.

Heterogeneous Fusion Design and Perceptive Action in Contemporary Fashion - Focusing on the perspective of Henri Bergson - (현대패션에 나타난 이질적 융합 디자인과 지각(知覺)작용 - Henri Bergson의 시각을 중심으로 -)

  • Kim, Yon-Son;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.10
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    • pp.78-94
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    • 2008
  • Contemporary fashion is experiencing a rise in design that combines heterogeneous things, or goes beyond the roles, boundaries, and meanings of existing things. This can be described as a 'heterogeneous fusion' that is different in character from the mixed use of heterogeneous materials, borrowed designs, and exaggeration of the silhouette that have been practices in fashion design, or the non-structure, deconstruction, and recombination that have existed since the age when post-structuralism was a central philosophy. This 'fusion' causes a 'confusion' of the generally accepted mental principle of 'one sense reacting to one stimulus', and breaks the boundary between the various senses, causing confusion in the senses of the individual, and leading him or her to experience unfamiliar feelings. In this process, all information received from external sources is not perceived as it is seen, but rather is perceived through a fusion of the individual's motivations, the environment in which it is perceived, the resulting change in emotion, and the individual's past memories. The combination of these heterogeneous elements visually accepted, or such a non-territorial combination acts as a 'fusion of senses' in the individual's perception, which causes confusion in the homeostasis of perception, and a change in emotion, and serves as a factor that causes the information to be stored in the memory for a long time. In parallel with deconstruction or non-structure, the 'heterogeneous fusion' found in modern fashion is taking root as a representative creative trend, and is represented in various forms such as the mixed use of subjects and materials, non-territorial borrowing, fusion with animal forms, fusion with non-physical geometry, and fusion with heterogeneous hair decoration.

A multi-user selective undo/redo approach for collaborative CAD systems

  • Cheng, Yuan;He, Fazhi;Xu, Bin;Han, Soonhung;Cai, Xiantao;Chen, Yilin
    • Journal of Computational Design and Engineering
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    • v.1 no.2
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    • pp.103-115
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    • 2014
  • The engineering design process is a creative process, and the designers must repeatedly apply Undo/Redo operations to modify CAD models to explore new solutions. Undo/Redo has become one of most important functions in interactive graphics and CAD systems. Undo/Redo in a collaborative CAD system is also very helpful for collaborative awareness among a group of cooperative designers to eliminate misunderstanding and to recover from design error. However, Undo/Redo in a collaborative CAD system is much more complicated. This is because a single erroneous operation is propagated to other remote sites, and operations are interleaved at different sites. This paper presents a multi-user selective Undo/Redo approach in full distributed collaborative CAD systems. We use site ID and State Vectors to locate the Undo/Redo target at each site. By analyzing the composition of the complex CAD model, a tree-like structure called Feature Combination Hierarchy is presented to describe the decomposition of a CAD model. Based on this structure, the dependency relationship among features is clarified. B-Rep re-evaluation is simplified with the assistance of the Feature Combination Hierarchy. It can be proven that the proposed Undo/Redo approach satisfies the intention preservation and consistency maintenance correctness criteria for collaborative systems.

A Study on the Relational Structure of Experimental Thinking and Collective Intelligence in Convergent Performing Art: Focusing on Analyzing ⟪God's Eye View⟫ (춤-연극⟪시선(God's Eye View)⟫분석을 통한 융복합 공연예술의 실험적 사고와 집단지성의 관계구조 연구)

  • Park, So-Hyun;Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.470-476
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    • 2016
  • Recently performing arts pursue a new rootage of the collective intelligence that seeks experimental thinking and diversity in creative convergence. Understanding in this way the concept of artist's horizontal creation structure and individual communication of the public, this study tries to analyze ${\ll}God's\;Eye\;View{\gg}$, an example of convergent performing art. The result of analysis is as follows. The convergence in performing art could be approached through experiential thinking and diachronic of artists by genre, and the interpretation and its value of the result of work be shared horizontally. ${\ll}God's\;Eye\;View{\gg}$ express a dynamic communication and meaning of poetic image, and shows the experimental creation of convergence and the individual communication ability of collective intelligence as a new value of convergence.