The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.
Recently, the importance of creativity and problem-solving skills are being emphasized in engineering education. In particular, research is actively being conducted on learning models considering practicality or applicability in practice and education among many creative problem-solving methods. The objective of the present study is to develop a teaching and learning model and verify its effects in order to promote creative thinking and problem-solving skills using the TRIZ Contradiction Analysis. This study led the participants to obtain basic knowledge of creative engineering design through the creative engineering design course for freshmen at an engineering college, and come up with ideas and solutions using the TRIZ Contradiction Analysis. A survey was conducted and analyzed to verify the effectiveness of education using the proposed teaching and learning model, and as a result, the effectiveness of education has been proven by an average of 89 positive responses. Follow-up research is needed on improved application models so that the proposed learning model can be applied to various subjects.
The purpose of this study was to present the case of class operation by paralleling a general instructor's lecture class and a IC-PBL class in a fashion design major course and comparing the educational effects. The teaching model of this study was designed to improve the ability to use the knowledge gained in accordance with the needs of the industrial field and to develop an independent learning ability. It will provide meaningful data. This study measured and considered the qualitative items of self-efficacy and changes in class perception through interviews and questionnaires completed by the learners after experiencing each general class and IC-PBL class. The results of this study are, first, that in the History of Fashion and Costume class, the general teaching method and the IC-PBL teaching method were applied in parallel to design a class, and a method case was presented. Second, as a result of comparing the educational effects of the two teaching methods through a student questionnaire, IC-PBL was more effective in improving learning attitude, learning achievement and self-efficacy. In addition, after the IC-PBL class on History of Fashion and Costume, the students' negative perception of team activities improved, and the students' cooperative ability and creativity improved.
Journal of the Korean Society of Clothing and Textiles
/
v.46
no.3
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pp.375-389
/
2022
3D printing has been considered a key technology, leading the fourth industrial revolution. However, 3D printed textile still has a lot of limitations to overcome before it can be adopted as a clothing material in terms of design, flexibility and dyeability. This study aims to provide modeling design for imparting the flexibility and post-dyeing process for 3D printed textiles. The modeling types were designed to test the flexibility of 3D printed textiles. The post-dyeing process was evaluated through dye absorption depending on the resin and modeling types, respectively. The results were as follows: two types of modeling (Modeling A and B) were designed with a ring structure to test the flexibility of the 3D printed textiles. The 3D printed textiles with ring-based structure Modeling A had flexibility regardless of the hardness of resin types. In the dyeability test, softening resin (S-Resin) and hardening resin (H-Resin) were found to have good dyeability with acid dye and direct dye, respectively. The condition of S-Resin with acid dye and H-Resin with direct dye was controlled by dye absorption rate.
International Journal of Advanced Culture Technology
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v.12
no.3
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pp.67-72
/
2024
The algorithm is applied on the premise that the image generated by AI can be recognized and used smoothly by the user. Other assets are not exposed to the user or discarded because they are unnecessary or unfamiliar. This study aims to expand the scope of the utility of the image generated by AI, which is used as a high-level tool in the design field. To this end, we first examined human information processing and reflection in AI by the cognitive paradigm by examining previous studies and cases, and discussed the value of expansion by focusing on creativity and bottom-up processing of AI's self-organization. Considering the human recogmition process that instinctively grasps an object, the following AI usability was proposed. It is to utilize AI as a high-level tool applied appropriately to human perception, or to utilize the derivative itself by bottom-up self-organization. In addition, it is to set the algorithm to the minimum intervention so that basic elements such as shape, color, size, texture, and movement are composed of figure-ground according to the human perception process that instinctively grasps an object, and to utilize the results. Limiting the use of AI to a tool suitable for human perception and information processing or production by designers or general users is to operate only a part of the convenience and usability of AI. The image creation through AI's self-organization, as seen from the cognitive paradigm, is a step toward opening a new era of design where technical aesthetics meets devices, just as design has been constantly developing in pursuit of novelty and differentiation due to its nature.
This study intends to provide the data to extract the elements that influence users' preference from "setting-up," a Traditional craft skills, and apply it to design and use it, so as succeed to the traditional values by connecting the Traditional craft skills with design and to establish a design-supporting system that can meet contemporary users' desire. In this light, this study, as a basic research, selects a sense of beauty and functional quality as a standard for applying setting-up to design and conducts an experiment to extract the elements of design that are important in setting-up. An analysis of factors based on the experiment reveals that in terms of a sense of beauty and functional quality, typical quality, creativity, historicalness, productivity, safeness are derived as elements that influence setting-up. And an analysis of meaningfulness tells that each element of Panjac Setting-up and Yeongui Setting-up is the most meaningful. This result shows that it is important to know the relationship with elements extracted as emotional elements, which can be useful as an index for establishing a design-supporting system that can serve as a guideline in designing through applying to design.
This study explores the perception of Engineering Design of teachers who have long experience in the Integrated STEAM education. The teachers participating in this study were 12 elementary and secondary teachers with more than five years of experience in the Integrated STEAM Education. The study conducted semi-structured interviews. Interview questions focused on experiences of Integrated STEAM Education and recognition of Engineering Design, whether or not to reflect the curriculum of Engineering Design, and actual cases of Integrated STEAM Education with Engineering Design. As a result of this study, the teachers who participated in this study recognized that 'identification and coexistence of concepts for science, technology, and engineering' about Engineering Design, 'Creative design is possible when creativity is added to Engineering Design', 'Engineering Design is to analyze the economic feasibility and utility of the output created through the creative design process', 'Engineering Design is only for students who choose a career in science and engineering'. Based on this research, We need to establish and present correct concepts for science, technology, and engineering, and make an effort to include Engineering Design for solving scientific problems in the curriculum. In addition, we will have to develop and spread the Integrated STEAM Education program including Engineering Design and apply it in the field. Through this, we will have to find concrete action plans to improve the perception of science and engineering Integrated STEAM programs and Engineering Design among novice teachers and preservice teachers.
This study is the process of performing the interdisciplinary fusion study between multiple fields by identifying the status on the previous artistic education considering the brain scientific mechanism of image creativity and brain-based learning principles. In recent years, producing the educational methods of each field as the fusion study activities are emerging as the trend and thanks to such, the results of brain-based educational fusion studies are being presented for each field. It includes artistic fields such as music, art and dance. In other words, the perspective is that by understanding the operating principles of the brain while creativity and learning is taking place, when applying various principles that can develop the corresponding functions as a teaching method, it can effectively increase the artistic performance ability and creativity. Since the animation drawing should be able to intuitively recognize the elements of movement and produce the communication with the target beyond the delineative perspective of simply drawing the objects to look the same, it requires the development of systematic educational method including the methods of communication, elements of higher cognitive senses as well as the cognitive perspective of form implementation. Therefore, this study proposes a literature study results on the artistic education applied with brain-based principles in order to design the educational model considering the professional characteristics of animation drawing. Therefore, the overseas and domestic trends of the cases of brain-based artistic education were extracted and analyzed. In addition, the cases of artistic education studies applied with brain-based principles and study results from cases of drawing related education were analyzed. According to the analyzed results, the brain-based learning related to the drawing has shown a common effect of promoting the creativity and changes of positive emotion related to the observation, concentration and image expression through the training of the right brain. In addition, there was a case of overseas educational application through the brain wave training where the timing ability and artistic expression have shown an enhancement effect through the HRV training, SMR, Beta 1 and neuro feedback training that strengthens the alpha/seta wave and it was proposing that slow brain wave neuro feedback training contributes significantly in overcoming the stress and enhancing the creative artistic performance ability. The meaning of this study result is significant in the fact that it was the case that have shown the successful application of neuro feedback training in the environment of artistic live education beyond the range of laboratory but the use of the machine was shown to have limitations for being applied to the teaching methods so its significance can be found in providing the analytical foundation for applying and designing the brain-based learning principles for future animation drawing teaching methods.
Seo, yong-mo;Cheon, myung-hwan;Cho, seung-ock;Oh, chi-gyu;Song, han-wook;Roh, hwang-woo;chang, soo-deok
Proceedings of the Korea Contents Association Conference
/
2009.05a
/
pp.244-249
/
2009
At the 21th century management environment with the emotion and creativity, as design has recognized the core element of management strategy, the combination of design and management, design management, has been increased the importance worldwidely. In the rapid changing enterprise environment, the small or venture enterprises in flexible management environment than the large enterprise have advantage on management process. The design management has created the various field of knowledge in the integrated solution, the integrated approach methods of management are the effective operative process in the importance of design management. As CEOs in small/venture enterprise take part in the innovation of design management, a specialistes in recognition of specificity and design management are defined and created the design management process through the enterprise resource planning programs. With the understanding on the above situation, the purpose of this study is to suggest the design is strategically applied in the management level of Daejeon region small/venture enterprises and the recognition of design management as a strengthen the competitiveness.
Today when an age of unlimited competition is being ushered in, we are witnessing a Domino phenomenon driving many companies into insolvency due to the control of IMF bailout program and national management crisis. Amid such an extreme vortex, our companies are struggling hared to survive the crisis. As it is, it is very difficult for domestic companies to invest their capitals in the development of new technologies as they did in the past. Particularly, as knowhow or information regarding new technologies or products are databased or computerized enough to allow for its easier sharing or transmission, the conventional competitive edges are being dismissed more and more. Under such circumstances, the industrial design may be the best strategy or means for domestic companies to surmount their management crisis. For an industrial design may help to create a higher added value with a shouter-term investment or effort than other types of research and development efforts. In order to realize such a higher added value of the industrial design with a shorter-term investment, it is required to establish an educational system which can continue to supply the quality design professionals armed with sense of creativity and practical applicability. Only when such an educational system has been established, our companies can afford to advance into the world markets with their unique designs produced by their professional designers. With such a basic conception in mind, this study was aimed at providing for the data useful to establishment of a scientific and systematic industrial design education system or the prerequisite for development of our industrial designs. To this end, the educational system of domestic and foreign college design departments were investigated and analyzed, while researcher's experience at a design department of Yuhan college (hereunder called 'Y' college) were used. Based on the results of investigation and analysis, marketing strategies for design departments are put forwards together with a new pedagogic method of bringing up professional industrial designers through reinforcement of the design department curriculum.
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