• Title/Summary/Keyword: Design Creativity

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Development of up-cycling cultural products using Hangul calligraphy (한글 캘리그래피를 활용한 업 사이클링 문화상품 개발)

  • Han, Yeon-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.4
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    • pp.153-163
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    • 2019
  • This study is designed to present a direction for the development of an up-cycling design applied with Hangeul calligraphy on outdated clothing materials, and recreating them as eco-friendly high value-added cultural products. The results of this study are as follows. First, Hangeul calligraphy enhances creativity and scarcity by expressing an unformatted analog sensibility in the digital era and further emphasizes the differentiated high value-added aspect of the products. Second, the characteristics of the up-cycling design products represent eco-friendliness, handcrafting, non-fabrication, originality, scarcity, storytelling, and customization. Third, the author made 11 up-cycling cultural products using Hangeul calligraphy, applying it to discarded jeans and pieces of cloth. Fourth, the phases of making cultural products are divided into planning and production. In the planning phase, items and materials are decided upon, design sketches are made, and in the production phase the items go through partial dismantlement, separation, reconstruction, collaboration, and the application of calligraphy printing. Along with the beautiful and lyrical sensibility of Hangul, it was shown that up-cycling using Hangeul calligraphy, which has excellent originality and practicality of design, can be expanded to a variety of cultural products.

A Study on Selection of Effective Engineering Design Problem based on LEGO Mindstorm NXT for Basic Design Education (레고 마인드스톰 NXT를 활용한 기초설계 교과목에서의 효과적인 공학설계과제 선정방안 연구)

  • Shin, Youn-Soon;Sohn, Dai-Geun;Lee, Kyung-Ho;Hong, Sung-Ho;Lee, Kangwoo;Jung, Jin-Woo
    • Journal of Engineering Education Research
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    • v.19 no.2
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    • pp.60-69
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    • 2016
  • This paper deals with the selection method of effective engineering design problem based on LEGO Mindstorm NXT for basic design education. By YouTube case study of various LEGO-based engineering designs for olympic sports, performance criteria have been developed including programming complexity, structural complexity, sensor/actuator complexity and variety of game operation. Programming complexity includes range of programming code length and possible program variety. Structural complexity includes variety of structural elements such as length, shape, weight, and volume to overcome design restrictions. Sensor/actuator complexity includes variety of sensor used and number of possible actuator assemblies. Variety of game operation includes game complexity and required creativity to make LEGO robots. Based on these performance criteria, four representative sports were selected as the candidates for effective engineering design problem. Finally, feasibility and attributes of each candidate were verified by real implementation examples.

Case Study for a Project based Introductory Design Course in Civil Engineering (프로젝트 중심의 토목공학 입문설계 교과목 사례 분석)

  • Jeong, Keun-chae
    • Journal of Engineering Education Research
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    • v.24 no.2
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    • pp.51-60
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    • 2021
  • Although more than 15 years have passed since the introductory design courses were opened due to the introduction of engineering education certification in the civil engineering field, these courses have been operated somewhat unsatisfactorily compared to their importance as an introductory course for engineering design. This is partially because the quality of classes is affected by the instructor's individual ability due to the fact that a standard training plan for these courses has not been established so far. Therefore, in this paper, we try to present a reference model for the introductory design course by introducing a class operation case established through continuous improvement process over the last 10 years at Chungbuk National University. This case aims to cultivate students' problem solving and system design skills by carrying out projects to develop egg drop and wood bridge systems based on creative problem solving methodologies. As a result of a questionnaire survey conducted after the class, we found that students' problem solving and system design capabilities were improved significantly and there was a meaningful increase in level of interest and attention in civil engineering by taking this class.

Study on the Digital Storytelling Types and Characteristics of Fashion Designer Brands (패션 디자이너 브랜드의 디지털 스토리텔링 유형과 특성)

  • Hong, Yun Jung;Kim, Young In
    • Journal of the Korean Society of Costume
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    • v.63 no.8
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    • pp.43-57
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    • 2013
  • The purpose of this research is to systemize the fashion digital storytelling by analyzing the communication method and its elements, and extracting the characteristics and processes of digital storytelling. Based on the previous study on the characteristics and types of storytelling the following things have been researched: 1) the process of digital storytelling in the communication process, 2) the concept and the feature of the academia of digital storytelling 3) storytelling in the document research. On the groundwork of the document research, we were able to sort out the various types, and formed a system of the features in the fashion digital storytelling cases, mainly in the four collections (Milan, Paris, London, New York) from 2000's to recent years of 2010. The types of fashion digital storytelling are episode type, narrative type, and creative type. The characteristics of each of the types are as follows. Firstly, the episode type communicates through the digital media based on the information or fact of the fashion designer brand. Secondly, narrative type communicates with the consumers using previous literature or an existing idea of the original cultural form that is rearranged in digital story expressed by the digital media. Lastly, creative type makes the designer's and consumer's susceptibility and creativity communicate through the newly made story, which expresses the unique originality of the designer. It seems that the cases and studies of using the fashion digital storytelling will increase because of its short history and lack of the case study. Fashion designer brands will show their brand image using the digital storytelling because they are able to better express originality, creativity and imagination of the fashion designer, which were factors that could not be conveyed through fashion alone.

A Design and Implementation of Intelligent Tutoring System for particular supplemented Process - The main theme is Fractional Computation - (특별 보충 과정을 위한 지능형 교육 시스템의 설계 및 구현 - 분수의 연산을 중심으로 -)

  • Kim, Jung-Tae;Han, Kyu-Jung
    • Journal of The Korean Association of Information Education
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    • v.7 no.2
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    • pp.227-237
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    • 2003
  • Conventional studies of Computer Assisted Instruction(CAI) and Intelligent Tutoring System(ITS) have been general patterns to solve problems, so to solve specialized problems, the learner which has the attitude of passiveness should to solve problems including unnecessary processing to the need of the system. Consequently, those are not support the process of creativity and individual problems for the learner to solve the fractional number operations as this study. This study is the design and implementation of ITS on the fractional number addition and subtraction for the supplementary student. Our system can diagnosis mistakes of learning and guide the student to know their errors of learning process automatically And our system assist the learners to study with self-initiative learning, replacement their lacking of learning and control the process of fractional addition and subtraction operation with creativity according to their level. We showed that this system had improved problems of lacking care to supplementary student result in are not enough teachers involved their school and that the learner had achieved the higher learning effect according to the improved self-initiative learning causing this system.

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A Study on the Application and Effects of Smart Support System for Creativity in Engineering Education (공학교육에서 창의성 향상을 위한 스마트 지원 시스템 적용과 효과에 관한 연구)

  • Lim, Cheolil;Kim, Jongwon;Hong, Miyoung;Seo, Seungil;Lee, Chanmi;Yoo, Sungkeun;Kim, Youngsoo;Bak, Jeongae
    • Journal of Engineering Education Research
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    • v.19 no.2
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    • pp.34-44
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    • 2016
  • This study was conducted to explore the applicability and effects of Smart Support System for Creative Problem Solving(S3CPS) in engineering education. S3CPS is an online system developed to support learners' creative problem solving activities based on the CPS model proposed by Treffinger et al.(2000). In this study, it was applied in an engineering course in which students work in teams to design and produce creative robots with the purpose of verifying its effects on creative problem solving and team projects. To address the purpose, interviews and surveys were carried out to examine the effects of S3CPS. The qualitative data were analyzed through a generic coding process. Three ways to apply S3CPS in an engineering course based on team project were derived and effects of the system were also analyzed. It implies that specific design guidelines are required for the optimal use of the system for existing engineering courses.

Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.19
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

Exploratory Research on Creative Director's Core Competence in an Ad Agency (광고회사 크리에이티브 디렉터의 핵심역량에 관한 탐색적 연구)

  • Oh, Chang-Il;Lee, Hyun-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.5-16
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    • 2006
  • The purpose of this research is to bring to the center of focus, the ad creativity, which in turn can generate the highest advertising effects. The study excludes external factors such as personal relationships, academic network and lobbying powers which were prevalent in the Korean situation. A transformational leader can influence charisma, inspiration, intellectual stimulation, individual consideration and performance goal. As the result of this study shows, the core competence that a C.D. may always want to possess at present as well as in the future is to "motivate inspiration". Charisma may be an ability currently in need but this may not necessarily be so in the future. It may be predicted that a softer quality, which is knowledge-based, that provides intellectual stimulation may be a more valued characteristic. It has been suggested that in the increasingly diversifying society of the future, charisma may be a barrier to enhancing creativity. In times of uncertainty and ambiguity, innovative ideas bring economic rewards (Cockayne, 2004). There may be conflicts of views and opinions between individuals and organizations. Turning these into positive outcome to produce innovative ideas, may be an area of further study. However, there must have been studies where informal networking has produced innovative ideas. Therefore, a transformational leader of an organization needs to investigate the dynamics of informal networking within his team.

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A Study on Space Education Environment Changes due to the Fusion of Creative Education (창의적 융합교육에 의한 교육환경 공간 변화에 관한 연구 - 창의성 촉발의 탈중심적 및 사건적 공간을 중심으로 -)

  • Lee, Yong-Hwan
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.14 no.2
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    • pp.12-25
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    • 2015
  • This study is currently presenting a creative education policy through the new 2015 revised curriculum and the Free semester system of Middle School as part of the education policy reform in the government-led, high freedom grade in each regional school board first, emotional schools, friendly school, campus type schools, etc. with creative thinking and improve students' autonomous judgment with the psychological and political reasons meant to provide amusement and certainty of their career choice. This creates space for creative education through the theoretical understanding of the educational philosophical thinking on creativity was to identify the appropriate means of educational space. The purpose of this study was to extract the linkage to produce creative educational environment that is generated through the philosophical thinking of the historical and psychological analysis of creativity with a human being. Future school construction has a future-oriented task should create a creative learning space in the center of the member schools. This creates space for creative education through the theoretical understanding of the educational philosophical thinking on creativity was to identify the appropriate means of educational space. Therefore Philosophical Thinking Creative School of members through the grounds centric collaboration focused on convergence enemy curriculum and school creative autonomy of operation which is central educational environment, that is diversified assistance as an attribute of the environment, space, space, flexible outdoor space, linking enemy center space, different types and sizes of the space case situation, the open space and spatial fusion can be seen the configuration doeeojim with different training space element.

A Study on Play Education and Space Design for Developing Creativity of Children -Focusing on domestic childcare facilities and education program analysis- (유아의 창의성 발달을 위한 놀이교육 프로그램 및 공간 기획 연구 - 국내에서 운영중인 유아 보육시설과 프로그램 분석을 중심으로 -)

  • Choi, Kyung Ran;Kim, Myoung
    • Korea Science and Art Forum
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    • v.19
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    • pp.659-668
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    • 2015
  • The Korean education program and environment do not meet the increasing demand of daycare by facility, manpower, and budget deficits although Korea has also been interested in the convergent human resource with integrated ideas by creative education since the introduction of the Nuri curriculum for 5 year old children in 2011. Thus, the purpose of this study is to establish the preschool education program and design the proper space for developing the creativity of children. The procedure of this study is as follows. First, this study proposes the direction for establishing the daycare programs after examining the existing Korean daycare facilities and programs based on documented references about designs for daycare facilities. Second, this study proposes the program plans based on the framework establishment for developing preschool education programs by combination of 5 types of children's behavior on play and 5 types of formative principles for creative education with play. Third, this study proposes the direction of designs and conditions of daycare facilities for effectively managing the programs previously mentioned. As a result of theprocedure, this study comprehensively delineates the education program models and space plans for developing the creativity of Korean children, and suggests the necessity of development model of continuous education program by establishment of frameworks and the significance of space for effectively managing the model.