• Title/Summary/Keyword: Creativity.Character

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Research of 3D graphic nursery contents for humanity education developed by mobile AR technology (모바일 기반 증강현실 기술을 활용한 창의인성교육 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.337-339
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents for humanity and creativity education which is developed by mobile AR technology. AR technology has currentlypeople's attention because of the potential of future core contents. We allpied AR technology for kid's education of language, humanity and creativity. Well known nursery tales reconstructed by ICT technology give absorbing interest to kids, lead the curiosity of leading edge technology and friendly accept it as a part of daily life.

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Research Trend Analysis on Practical Arts (Technology & Home Economics) Education Using Social Network Analysis (소셜 네트워크 분석(SNA)을 이용한 실과(기술·가정)교육 분야 연구 동향 분석)

  • Kim, Eun Jeung;Lee, Yoon-Jung;Kim, Jisun
    • Human Ecology Research
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    • v.56 no.6
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    • pp.603-617
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    • 2018
  • This study analyzed research trends in the field of Practical Arts (Technology & Home Economics) education. From 958 articles published between 2010 and 2018 in the Journal of Korean Practical Arts Education (JKPAE), Journal of Korean Home Economics Education Association (JHEEA), and Korean Journal of Technology Education Association (KJTEA), 958 keywords were extracted and analyzed using NetMiner 4. When the general network structure was analyzed, keywords such as practical arts education, curriculum, textbook, home economics education, and students were high in the degree centrality and closeness centrality, and textbook, practical arts education, curriculum, student, home economics education, and invention were high in the node betweenness centrality. The cluster analysis showed that a four-cluster solution was most appropriate: cluster 1, technology and experiential learning activities; cluster 2, curriculum studies and practical problem; cluster 3, relationships; and cluster 4, creativity and character education. The three journals showed differences in the knowledge network structure: The topics of JKPAE and JKHEEA focused on general content knowledge and curriculum, while the topics of KJTEA were spread across invention and creativity education, and curriculum studies.

Development of Convergence Skin Care Education Program to Foster Creativity and Character Building of University Students - Focusing on life care - (대학생의 창의인성 함양을 위한 피부미용 융·복합 교육프로그램 개발 - 라이프케어를 중심으로 -)

  • Park, Jeong-Yeon;Kang, Soo-Kyung
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.439-446
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    • 2020
  • This study aimed at developing a convergence education program about skin care and social welfare with the purpose of operating liberal arts courses to foster the creativity and character building of university students and the development findings are as follows. The name of the developed course is "beauty treatment welfare and community service" and details were developed for the course overview, goals of the course, textbooks, course management, assignments, and assessment. The lesson goals of this course are character building by fostering creative and outstanding individuals demanded by the society and equipped with the basic knowledge of majors like skin care and social welfare as well as the capability to share and consider through service learning related education for the increase in convergence critical thinking skills and the convergence of skin care and social welfare. The details of the course comprised of introduction about the course, understanding the concept of convergence, understanding the concepts of skin care and social welfare, convergent thinking education and practicum, and education about service learning performance sharing meeting. The service learning is targeted on the socially disadvantaged, such as children and elders, and students can engage in service twice a week with 3 hours for each service session. The assessment is evaluated with midterm (30%), final exam (30%), report (20%), and attendance (20%). This study stresses importance on the development of a convergence education program for skin care and social welfare, which are still undeveloped while convergence education is expanding in university, and with this research as the start, it is anticipated for various approaches to be actively implemented about convergence education in the field of beauty treatment.

A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.

Constitutional Amendment for Post-industrial Society (포스트-산업화 시대의 과학·기술과 헌법 : 제헌헌법 제5조의 '창의 존중'과 미래혁신)

  • Buh, Gyoung-Ho
    • Journal of Korea Technology Innovation Society
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    • v.21 no.3
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    • pp.1179-1206
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    • 2018
  • Korea has entered into a post-industrial era with the Constitution of the industrial age, which defines 'science technology' as a means for national economic development. For Constitutional amendment for the new era, it is necessary to identify the "inertia of the industrial age" adhered to the Constitution. To this end, I analyzed the Constitution concerning 'science-technology' with comparative legal study and diachronic approach. The "inertia of the industrialization age" implied by the Constitution is as follows. First, it is constriction of 'science and technology'. In the Constitution, science is subordinate to technology, technology is limited to science. Second, it marks 'science and technology' as a means for economic development. Third, 'innovation' in Article 127 is still conceived as 'development or promotion'. The 'science' must be liberated from the means for industrial technology, and the 'technology' must be convergent with diversity and creativity. In addition, a constitutional provision acknowledging various influences of science and technology other than economic development is required, which means constitutional declaration of 'science and technology state principle'. Finally, in the era of so-called 'the Fourth Industrial Revolution', the Korean national innovation system(KNIS) should be re-established within the framework of the Constitution. In the post-industrial era, the pursuit of technological innovation system should based on individual freedom and creativity to the best in all areas of science, technology, politics, economy, society and culture. Therefore, renaissance of Article 5 of the constitutional Constitution is required for the KNIS, which had made 'Creativity' the basic character of the state along with 'Liberty and Equality'.

Effectiveness Analysis of Programming Education for College of Education Student Based on Information Processing Theory Applied DEVS Methodology (DEVS 형식론 기반의 정보처리학습이론을 적용한 사범대생 대상 프로그래밍교육의 효과성 분석)

  • Han, Youngshin
    • Journal of Korea Multimedia Society
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    • v.23 no.9
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    • pp.1191-1200
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    • 2020
  • In this paper, we proposed DEVS based programming education model that based on the cognitive information processing theory, not a grammatical programming education, and studied effectiveness analysis using computer thinking patterns. By creating a small range of patterns in the grammar which underlies the programming language and solving various examples through combinations, this paper shows an education method to develop problem-solving skills based on algorithmic thinking. The purpose of this study is to facilitate non-majors learn programming languages and understand patterned program structures when writing programs by patterning of control statements which the most important in learning programming.

Design Characteristics of Mariano Fortuny's Works (Mariano Fortuny작품의 조형적 특성)

  • 채금석
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.1
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    • pp.49-60
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    • 1998
  • This study found through that Fortuny's art world with design aesthetics was devided into historicism, purism, exoticism and mysticism of color. \circled1 Fortuny's aesthetic observation dazzled at that time and he apply well-grounded opinion in historicism of his all creation and then accomplish on the whole mysticism of art and technique dwelled creativity, \circled2 Fortuny's Delphos gown realized new creation of beauty intact by that the simplicity and contingency was inquired into the art at that time. He revived that aesthetic was included in the drapery of ancient Greece, so indirectly express outline of the human body and realized pure image used a natural curved line of the human body. \circled3 Fortuny's creations included a exotic special quality. His clothes expected so many characteristics of 20C fashion and exotic, visionary fashion revolution in addition influenced on stage costume. ㉧ Fortune created new color specially "Tempera" and expressed mysticism of color that found a harmonious color character and texture through the ancient techniques included experimental mind of a multilateral try.teral try.

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A Study on Effect of Learner Centered Mathematical Club Based on Mathematics History (수학사 기반 학습자 중심 수학동아리 효과 분석 연구)

  • Boo, Deok Hoon
    • Journal for History of Mathematics
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    • v.28 no.1
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    • pp.45-62
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    • 2015
  • This study assumes alternative character of the operation of mathematical club in middle school. The case that operated the voluntary mathematics club for one year was analyzed and the educational effect was considered. First, the examination instrument for choosing the members of mathematics club was developed and used. And, diverse teaching and learning materials for improving creativity and mathematical ability of the members were used. Second, the difference of learning result between the experiment group and control one who joined the activities of mathematics club was analyzed. Finally, mathematical club activity based on mathematics history appeared to be effective in improving academic achievement and mathematics exploration activity.

Analysis of 2D Animation Scene Color Design - focused on "Uproar in Heaven" (2D 애니메션 장면에서 칼라디자인 분석 - 작품 "Uproar in Heaven" 중심으로)

  • Zhang, Ping;Kim, Hav-Yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.325-326
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    • 2014
  • With a history of over 100 years, animation is an art of film and television, and a diversified special form of art as well. Animation scene design is not just about scenic painting but also a time-space formative art that serves for film and television animation, presents story plots, unveils dramatic conflicts and depicts character personalities. Scene design requires both high creativity and artistry. Scene design shall cover the living places, social environment, natural environment and historical environment where the characters live. The use of color is an important part in animation creation. In terms of scene design, it plays a significant role in building up the scene atmosphere, promote the plot and enriching screen contents. Focused on Uproar in Heaven-a classic Chinese animation, this paper analyzes the traditional characteristics of Chinese animation scene color and discusses the application and development of color.

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A Research on the Diversity and Expandability of Kidult Culture

  • DaYun Kang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.139-145
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    • 2024
  • In modern society, many adults seek emotional solace by reconnecting with their childhood memories through "kidult" culture, especially as single-person households increase. This trend spans fashion, collectibles, movies, animations, games, and character merchandise, with Hollywood playing a significant role in its growth during the 1980s and 1990s. Kidult culture allows adults to relieve stress, foster creativity, and strengthen social connections, enhancing their quality of life. As this culture gains mainstream acceptance, companies are producing diverse products featuring beloved characters, appealing to a wide age range. The rise in single-person households has amplified the importance of personal expression and individuality, driving the popularity of kidult culture. Companies are leveraging this trend to create innovative designs that resonate with consumer preferences. This cultural expansion promotes new design forms and aesthetics, reflecting the evolving relationship between design and consumption. Kidult culture's growth underscores its significance in contemporary consumer and design culture, offering valuable insights into modern societal trends.