• 제목/요약/키워드: Design Creativity

검색결과 774건 처리시간 0.022초

과학영재의 선발과 과학수행과의 관련성 연구: 지구과학의 사례 (A Study of Exploring Relation between Talent Search Procedure and Scientific Experiment Designing of the Gifted : A Case of Earth Science)

  • 김희수;신명경
    • 영재교육연구
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    • 제16권1호
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    • pp.43-60
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    • 2006
  • 과학영재교육의 사례를 살펴보는 것은 영재교육의 형성적 평가라는 차원에서 의미가 있다. 이에 본 연구에서는 학생들의 선발과정에서 얻어진 성취도검사자료, 구술시험, 창의력 검사, 문제해결능력검사 결과와 학생들이 입학후의 과학수행이 어떤 관계가 있는지를 알아보고자 했다. 과학영재 특히 지구과학반 7학년과 8학년을 대상으로 한 본 연구는 과학탐구의 기본적인 요소인 실험설계능력에 초점을 맞추었다. 실험설계능력으로 나타난 실제적인 과학 활동 수행의 결과가 선발과 어떤 관계를 갖는가를 알아봄으로써 과학영재프로그램의 재조명을 꾀하고자 하였다.

3D 특수 분장 마스크 시뮬레이션 프로그램 개발과 활용 (제2보) (3D Special Makeup Mask Program Development and Utilization (Ver. 2))

  • 방기정;김진서
    • 패션비즈니스
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    • 제19권5호
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    • pp.63-76
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    • 2015
  • The purpose of this study was to design a training program for utilization of 3D special makeup mask program. This study was conducted with a 3D computer graphics software program, for special makeup mask using a variety of creative educational models and case study with comparative analysis. The makeup program applied to the majors and liberal arts classes for program design. Inthis study, the selected major courses included ' stage make up ', make up application', and illustrations and color '. Students were required to take a class targeted to questionnaire completion and analysis. The research method included literature search, and Internet navigation, of experimental research. The research targeted select college students attending a 4-year university located in Dae-jeon, Korea. ETRI's "3D mask special makeup simulation program" was used in support. A survey of the study conducted from September 1, 2013, to August 30, 2014, showed a total of 94 additional statistical analyses. First, grade 3 44.6% was attained by 91.7% of the first year student majoring in liberal arts classes, Second, students' in the 3D special dress up mask program Interestingly, attained high recognition in its mastering, usability, and creativity. Furthermore, the major student satisfaction was higher for the '3D special makeup mask program. Third, students '3D special dress up was one of the biggest advantages of the program', the mask ' that models 3D ' faces. In addition, the student's delicate dress called for critical technology skills. It is thought to be suitable for practical training and improving the efficiency and performance if applied to universities and beauty schools, such as the regular high school curriculum through research.

빌딩 제어 및 관리 시스템 개발에 관한 연구 -조명 제어 관리 시스템 구축을 중심으로- (A Study on the Development of Building Control and management System -Focusing on the Lighting Control and Monitoring system-)

  • 조성오
    • 한국실내디자인학회논문집
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    • 제16권4호
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    • pp.110-118
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    • 2007
  • Technology has been viewed at various stages of civilization as leading to future progress. The building, its services systems and management of the work process all contribute to the well-being of people within an organization. Productivity relies on there being a general sense of high morale and satisfaction with the workplace. Now buildings are considered as providing a milieu for human creativity. Flexibility, adaptability, service integration and high standards of finishes offer an intelligence threshold. Building Automation System(BAS) - controlled lighting systems may offer incremental energy saving. Conventional Lighting control systems often control equipment in a single room or over the limited area, because they are centralized control systems, which means that all the controlled circuits must be wired to a single control panel. The computers used by these systems are typically dedicated microprocess that perform only lighting control functions. By comparison, modern Building automation systems are distributed control system, which means that their computing hardware and software are distributed as a network that microprocessor-based control modules and standard PC. PLC(Programmable Logic controller) is extensible virtually without limits, so that all the lighting in a facility can be controlled by single, unified system - the same system that also can control and monitor the building's HVAC, security, and manufacturing processed, elevators, and more. A Building automation system can control light using schedules, manual controls, occupancy sensors, and photosensors, either singly or in combination. Building Lighting control and monitoring system will be for a energy saving and efficient building management system.

교육공학 관련 교직과목과 교과교육 과목의 연계를 위한 도구 (On the design of instruments for integrating general educational technology course and educational technology in mathematics education course)

  • 조한혁;송민호
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제24권4호
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    • pp.843-864
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    • 2010
  • 사범대학 교직과목인 교육방법 및 교육공학 과목과 수학교육 과목인 수학교육과 교육공학(또는 컴퓨터와 수학교육)을 연계시켜 강의하는 방안을 제안한다. 현실적으로 예비교사들이 임용고사와 관련된 교직과목의 내용을 필수적으로 들어야하기에, 우리는 교육공학 관련 교직과목의 내용을 중심으로 수학교육과 교육공학을 실습으로 접목시키는 연계방안을 실시하였다. 우리는 이러한 연계 교육과 실습을 위해 먼저 웹 2.0 기반 교육공학 이론과 수학사 기반 수학실험을 위한 마이크로월드 수학실험실을 설계하였다. 또한 인터넷에 구축된 수학실험실을 기반으로 교육공학 관련 교직과목 이론과 수학교육공학 관련 교과교육 내용의 실습을 진행하며 두 과목의 연계를 시도하였다.

Expression of Fashion Illustration on the Costume of the Movie Genre

  • Kang, Kyung-Ae;Lee, Eui-Jung
    • 패션비즈니스
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    • 제9권6호
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    • pp.141-159
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    • 2005
  • Targeting a film that is the medium of having powerful influence upon the masses, the present study examined about a role and characteristics in the movie costume, and a role of costume designers, which are shown in process of being changed the film costume. There are many designers who were in charge of the film costume, but the present study examined centering on designers who participated aiming to create the image of a character from the stage of manufacturing a movie. It presented and analyzed visual materials by dividing four genres such as a historical drama movie, a horror movie, a fantasy movie, and a modern-play movie, and by selecting a typical work. A Historical drama movie needs to be investigated costume by the historical background in a movie, but inside it was shown clothes that were elaborately reproduced and newly created. A horror movie plays a role of medium that reflects the human society and the internal mentality of a human being along with the attribute of entertainment. As a genre that requires much costume, make-up and special effect aiming at dramatic effect, a role of film costume possesses great weight. As a fantasy movie is a field based on 'fiction' of a writer who creates a work, it is a field that requires creativity of a costume designer most. As a modern-play movie is what reproduces reality, it best reflects the phases of that time, and is the field that is influenced by costume or fashion trend. Costume needs to be designed in a bid to allow spectators to be inspired the wholly united and harmonious mood with leading a story of a movie, and the individual image.

산학 연계 프로젝트 기반 학습(PBL)을 활용한 AI 패션 큐레이션 실습 교과목 운영 사례 연구 (A Case Study on an Artificial Intelligence Fashion Curation Practice Subject through Industrial-academic Project-based Learning)

  • 안효선;박민정
    • 한국의류산업학회지
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    • 제23권3호
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    • pp.337-346
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    • 2021
  • In the fourth industrial revolution, fashion students are expected to work with various technologies to show creativity. This study aimed to conduct project-based learning(PBL) in collaboration with industry experts to design and operate artificial intelligence(AI) in the practice subject of fashion curation through the industrial academic teaching method. We first looked at teaching methods and strategies incorporating PBL in various academic fields. Next, we analyzed fashion projects and fashion curation services applying AI. Then through the question-and-answer method and by consulting with industry experts, we developed a curriculum for AI fashion curation, applying PBL(fashion market and trend analysis; new styles and time, place, and occasion planning; AI machine learning data set production; curation model development; and evaluation) suitable for the university's educational environment, information technology company conditions, and fashion students. As part of a close cooperation system with the industry, we conducted a 15-week Fashion Project II (Capstone Design) course and evaluated the outcomes and student satisfaction with the course. Students were able to develop new style, and time, place, and occasion categories and to utilize strategies for AI fashion curation services reflecting the unique needs of Millennials and Generation Z. Students showed high satisfaction with the curriculum. Further, it was confirmed that the study successfully applied PBL in class using AI technology in fashion education.

콩쥐 팥쥐전의 문화콘텐츠를 융합한 가드닝 제품 개발 연구 (A Study of the Development of Gardening Products Converged with Cultural Contents of Kongjwi Patjwi)

  • 최정화;이명아
    • 디지털융복합연구
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    • 제17권11호
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    • pp.501-508
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    • 2019
  • 오늘날 자연 친화적인 홈 가드닝이 각광을 받고 있다. 이에 소비자의 욕구에 따라 새로운 형식의 가드닝 제품개발의 필요성이 제기되어 본 연구에서는 가드닝과 이미지를 공유할 수 있는 구전설화 중 하나인 '콩쥐 팥쥐전'의 등장인물 중 콩쥐의 곡식 찧기 과제를 돕는 조력자인 참새를 활용하여 콘텐츠를 개발하였다. 문화콘텐츠 융합제품은 가드닝 소품인 식물지지대의 끝부분에 사용하는 뚜껑제작이다. 제작 방법은 디자인 리서치를 진행한 후 UG NX프로그램을 이용해 설계하였으며 3D polyjet 방식으로 출력 후 몰드를 제작하여 실리콘과 레진으로 캐스팅 하였다. 제품제작을 통해 새로운 상품으로의 가능성과 창의성에 대한 대중의 지대한 관심과 흥미를 확인할 수 있었다. 향후 다양한 문화원형 고찰을 통한 문화콘텐츠와 융합된 제품개발이 활성화되어 경제적 부가가치 및 국가 브랜드 가치 제고에 기여할 수 있기를 기대해 본다.

PBL과 메이커 교육을 적용한 가정과 예비교사를 위한 의류학 실습 수업 개발 (Developing a clothing and textiles studio course for future home economics teachers using principles of PBL and maker education)

  • 이예영
    • 복식문화연구
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    • 제29권1호
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    • pp.134-151
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    • 2021
  • The aim of this research is to develop a clothing and textiles studio course for preservice home economics teachers applying principles of Project-Based Learning (PBL) and maker education to equip future teachers with the ability to nurture creativity among adolescents. The studio course was developed in the following stages: analysis, design, development, implementation, and evaluation. We concluded that the resulting course met the following objectives extracted from the 2015 revised curriculum of home economics subjects: to promote creative and environmentally-friendly fashion design and styling abilities, gain the ability to use makerspace tools, understand flat pattern making and sewing processes, and develop creative thinking, aesthetic sense, and communication skills. Furthermore, the educational effects of PBL and maker education were confirmed through student comments on the course. Students mentioned the practicality of the material in their actual lives along with their enhanced integration of the subject material, self-directedness, aesthetic sense, ability to learn through trial and error, collaboration and communication, and sharing. Based on results from the implementation and evaluation stages, a clothing and textiles studio course should include the following modules: introduction of terms and tools, submission and sharing of clothing reformation and upcycling techniques, introduction to hand sewing, pouch making, heat-transfer printing, 3D printing, mask making, hat making, vest making, and the final team project on fashion styling. It is important for instructors to provide detailed guidelines on selecting personas for styling, looking for available materials, and selecting materials online.

미래 역량 분석을 통한 초등 정보교과 구성 방향성 탐색 (A Study on the Elementary Informatics Curriculum Design Through Future Competency Analysis)

  • 최은선;박남제
    • 정보교육학회논문지
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    • 제25권2호
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    • pp.249-264
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    • 2021
  • 세계 각국은 급변하는 시대의 발전 및 개혁 요구에 대응하기 위해 미래에 필요한 핵심역량을 기준으로 정보교과과정을 설계하고 시행하고 있다. 본 논문에서는 핵심역량을 비교 분석하여 초등 정보교육 핵심역량 프레임워크를 개발하였으며, 초등 정보교과 구성 방향성을 제시하였다. 각 국가 및 기관에서 제시한 역량 중 사회적-감정적 역량, 의사소통, 창의력, 책임감, 문화와 윤리, 문제 해결 능력, 협력, 추상 역량이 중첩되었으며, 국내 중·고등학교 정보 교과에서는 컴퓨팅 사고력과 정보기술 활용 능력을 중시함을 알 수 있었다. 이에 향후 초등 정보교과에서 제안된 핵심역량 프레임워크를 교과 구성에 반영하며, 사회적 책임감을 강화하고 융복합적 소양을 함양하여 문제해결력을 제고하는 방향으로 편성할 것을 제안하였다. 본 논문을 통하여 2022년 개정 교육과정에 핵심역량을 반영한 초등 정보교과 편성의 필요성이 확대되기를 바란다.

전통 패션 기반 현대 패션브랜드에 나타난 문화적 지속가능성에 관한 연구- 한국, 일본, 벨기에 브랜드 사례를 중심으로 - (A study on the cultural sustainability of contemporary fashion brands based on traditional fashion- Focusing on Korea, Japan, and Belgian brands -)

  • 최유리;마진주
    • 복식문화연구
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    • 제29권6호
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    • pp.828-848
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    • 2021
  • The purpose of this study is to analyze how modern fashion brands practice cultural sustainability by investigating the ways they use and reinterpret traditional culture and clothing. The transmission and reinterpretation of traditional cultural elements connect the past, present, and future. These forces also lead to the development of new creativity in the fashion industry. Three brands have been selected for case studies: Danha (Korea), Mittan (Japan), and Jan Jan Van Essche (Belgium). These brands possess in-depth understanding of traditional cultural elements, including clothing, dyeing techniques, and patterns unique to various regions and minority groups. The brands all make use of traditional cultural identities whose clothing contains the historical and sentimental values of various regions and ethnic groups. The use and mixing of various cultures can be seen as the respectful preservation of global culture. Also, in contemporary fashion, the use of traditional culture plays an important role in the presentation and development of creative designs. The use of traditional handicraft techniques and the use of traditional clothing in the past convey cultural diversity to future generations; they will have a lasting influence on future fashion trends. The results of the study show that cultural sustainability in contemporary fashion has been implemented through safeguarding and respecting indigenous cultures and developing cultural elements into creative design.