• Title/Summary/Keyword: Design Creativity

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A Study on design management of the design industry and 10 strategic industries in Busan Metropolitan City (부산광역시 10대전략산업과 디자인산업의 디자인경영에 관한 연구)

  • Park, Kwang-Cheol;Cho, Kyoung-Seop
    • Management & Information Systems Review
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    • v.30 no.4
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    • pp.293-314
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    • 2011
  • The current study investigated the position of future strategy analyzed from the perspective of design management in relation to 10 strategic industries implemented through 3 steps based on promising growth and advancement of Busan industries and evidence provided from a study on the development program of design industry in Busan. It elucidated the role of design industry as a key role from the perspective of design management in an age of creative revolution of futures values. It analyzed the associations between composition of future strategy and design industry in 10 strategic industries of Busan, and explained the relationships with the strategic industries. The perspective of design management involves that design as a ground of values is an industry of the future values, which performs a key strategic function and role, and a theoretical investigation examined the relationships between main functions of design management and business management. Chapter 3 organized items proposed in the design development program in Busan and examined goals and systems which become basic formation of establishment of design strategy in Busan and conditions for design industry in the associations with strategic industry. Chapter 4 described priorities of practicability by step through analyzing and grouping top 30 projects in Busan industry including meanings as key strategy, position relations, and policy priorities by analyzing elements of design management of strategic industry and describing and analyzing the concept of promoting Busan design. The theme of the present study is to change perception of design management as a key value and a condition to decide creativity industry into future industry and to evaluate vision of Busan design industry and meanings proposed as proceeding strategy. The early 21st century is an age when agrarian society has changed into industrial society is dominated by knowledge economy of the information revolution and one should prepare for the growth phase of creative innovation based on creative revolution of the 4th wave of creative society by design management which has become a center in 2000s on the whole. With the advent of creative paradigm and based on the function and role of the current creative economy age new innovation DNA of design management will be created. Design process has changed through information and knowledge-oriented trends of digital through convergence between industries from industrial design to convergence of industries, and it is expected that integrated design of value creation using information and technology will play a key role in Busan design industry development and top 10 strategic industries.

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A Study on Needs of 'Strolling (Yu)' at the Fine Arts Education - Focused on Oriental Painting - (미술교육에 있어서 '노닐음(遊)'에 대한 필요성 연구 - 동양화를 중심으로 -)

  • Jeong, Gyeong-Cheol
    • Journal of Science of Art and Design
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    • v.12
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    • pp.97-124
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    • 2007
  • The paper examined whether the fine arts education needed concept of 'Yu' that was suggested by, 'Soyoyu' of Jangja, a representative philosopher of Doka. At first, the paper defined concept of 'Yu' of Jangja as well as background and needs of the fine arts education, and investigated values of 'Yu' of the Oriental painting in aesthetic way to examine whether today's Yu concept can be applied to modern Oriental fine arts education to express. Chapter 2 examined concept and thought of 'strolling (Yu)', and Chapter 3 did background and needs of the fine arts education. Chapter 4 examined an access to practical technique education of the Oriental painting through 'strolling (Yu)': At first, the chapter investigated 'Heosil' of space concept that was researched at Chapter 2, 'Pilmuk' of expression technique, and 'Saeui' of state of spiritual canvas of painters. The findings were as follow: Firstly, when relation between Yu and Oriental paintings was investigated based on formative idea, 'Heo' reminded appreciators of association of ideas, hint and imagination, etc by, 'Sil' that other objects disclosed intrinsic attributes so that it indicated border of positive forgetfulness expressed by artists to have same border between 'Heo' and 'Yu'. Therefore, both 'Heo' and 'Sil' could build up expression as well as appreciation ability by experiencing formative idea to develop creativity and to build emotion and to cognize needs of the fine arts education. Secondly, the artistic state of 'Shin', 'Ki (Simjae)', 'Jeonshin' and, Saeui', etc could be expressed with strength and weakness of both Yin and Yang of Pilmuk. Therefore, the Pilmuk were linked even with creation of both Hyeongsa and artistic form of Saeui. Therefore, freedom at border of spiritual 'strolling' could produce creative power being expressed by thinking, natural appreciation ability, and education that could judge values of aesthetic culture. Therefore, cultivation of aesthetic eye, development of creativity, build up of formative ability and education of human nature, etc could keep identity of the Oriental fine arts education at various modern fine arts.

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A Study of the Designing and Producing of Efficient Stage Costume Using Rented Costume - Focusing on the Western Clothes used in the Performance "Lee Jin" - (대여의상을 이용한 효율적인 무대의상 디자인 및 제작에 관한 연구 - 공연<리진>에 사용된 서양복을 중심으로 -)

  • Kim, Young-Sam;Woo, Bo-Kyung;Han, Na-Ra;Yin, Xiang-Lan
    • Journal of the Korean Society of Costume
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    • v.59 no.3
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    • pp.157-165
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    • 2009
  • This study intends to discuss the efficient stage costume design that uses costume-rentals and production method as a realistic alternative for production of stage costume of low budget performance. Directly participating in the costume design and production of the performance , this researcher applied the methodology of corroborative study on the basis of production process and results by referring to the papers and literature published by academic society for the theory necessary for study. Centering around the western costume in the stage costumes of , the scope of study was the costume of Paris, France prevalent at the end of the 19th century which is epochal background of performance. In spite of its merit of reducing production charge and production in the low budget performance, costume-rentals is subject to the lack of considering unitγ with other visual factors and limit in reflecting the creativity of costume designer. The following actions shall be taken to solve such problem. First, it is essential to set production direction and plan that meets budget and work concept. Second, it is required to highlight the characteristic factor of the age which is the background of work so as to grant the sense of age and to produce the visual unity of costume by supplementing the costume composition. Third, it is necessary to make large effect with low lost by using costume articles that can express the characteristics of the age. Fourth, it is required to efficiently reflect the transformation of design by minimizing the damage of costume through research on the sewing method and materials as well as creative idea. In this way, the efficient stage costume could be realized in the performance with low budget by approaching costume-rentals in the viewpoint of costume design, transforming it in accordance with work concept and adding the visual factors.

A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.171-179
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    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

The Design of Integrated Science Curriculum Framework Based on Big Ideas (Big idea를 중심으로 한 통합형 과학 교육과정 틀 설계)

  • Bang, Dami;Park, Eunmi;Yoon, Heojeong;Kim, Ji;Lee, Yoonha;Park, Jieun;Song, Joo-Yeon;Dong, Hyokwan;Shim, Byeong Ju;Lim, Hee-Jun;Lee, Hyun-Suk
    • Journal of The Korean Association For Science Education
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    • v.33 no.5
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    • pp.1041-1054
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    • 2013
  • Big ideas are overarching principles that help students to build a holistic understanding of domain-specific knowledge and assimilate individual facts and theories. This study aims to design a standard-based integrated science curriculum framework based on Big Ideas. The core contents were extracted by analysing the 2009 National Science Standards curriculum of primary and middle schools. Four Big Ideas, 'diversity,' 'structure,' 'interaction,' and 'change,' were generated after the process of examination and categorization of core contents. The scientific facts, disciplinary concepts, and interdisciplinary concepts of every scientific domains included in each Big Idea are represented as a knowledge pyramid. Essential questions guiding the direction of curriculum design were proposed on each Big idea. Based on the framework, teaching modules for 'structure' were developed for grades 5~6.

A study on the Effectiveness of Youth Entrepreneurship Education Program: Focusing on the Youth Entrepreneurs Education Program based on Design Thinking (청소년기업가정신교육 효과성 검증에 관한 탐색적 연구: 디자인씽킹(Design Thinking)을 활용한 청소년기업가정신교육을 중심으로)

  • Kim, Jongsung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.3
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    • pp.129-140
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    • 2019
  • The purpose of our study is to confirm the usefulness of our new youth entrepreneurship program. In this study, I suggest design thinking as a new Youth entrepreneurship program which is consist of 9 dimensions: opportunity discovery, opportunity utilization, creativity capacity, career preparation behavior, entrepreneurship, entrepreneurial intention, self-preservation, social problem solving, and educational program objectives. To verify this new program, I conduct a pilot test in middle school and high school; the sample target is randomly selected one class in each school. My main finding is two. First, our new program successfully improves Youth entrepreneurship. Particularly, the improvement of opportunity utilization and entrepreneurial intention are prominent. As reasons, studies about food industry entrepreneurship is an unfamiliar subject for adolescent. Considering that entrepreneurial intention rapidly changes after the experience of entrepreneurial education, researchers need to focus on this variable. Second, I confirm the effects of gender, motivation, prior experience, interest oneself and other's recommendation about the entrepreneurship program. As a result, gender and prior experience do not have an important influence. On the other hand, voluntary interest and other's recommendation are influential. The most important factor is the influence of a teacher. Therefore, researchers need to examine the more specific mechanism of each dimension in the future.

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.

New Platform of Orientalism-Based Design Education (동양성 기반의 디자인 교육의 새로운 플랫폼)

  • Choi, Kyung Ran
    • Korea Science and Art Forum
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    • v.20
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    • pp.455-464
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    • 2015
  • As the recognition toward the Korean design education development to nurture creative talents for the future society has been expanded recently, various supports and promoting strategies are being suggested. This study suggests the orientalism-based new design education platform in design education field to nurture creative talents. To have the competitiveness of creative talent nurturing, the system and education programs to rear creative talents are required. The purpose of this study is to suggest the new platform for the change of direction in design education and search for the methods in detail. The research process can be described as following: First, this study stated about the research background and its boundary. Based on the literature review and the condition of the crisis of Korean design education (Korean Industrial Statistic Investigation), it described the current condition and the characteristics. Second, this study stated about the education which will be disappeared in the information society, the change of direction in design education, and the new platform. In the current study, the change toward the strategies that give priority to the growth strategies on the knowledge-based industry was stated. Third, this study stated about that the future design education should be centered on the orientalism-based creativity in the trend changing to the six conditions for the future talents and the beliefs and values toward Asia, and what methods should be sought to achieve this trend. It suggested focusing on the aim for the direction for College education and its program curriculums as the solutions in detail. Fourth, based on the contents stated earlier in this study, it stated synthetically the direction of practice through the network of the design cluster and derived the implications. In conclusion, based on the recent orientalism-based mind, this study suggested the ways to find the identity of Korean design education itself and have the competitiveness in design education programs. The ways to secure them is to come from the integrated system innovation of the network. By actively applying the design clusters, colleges and universities, designers, studios, government policy organizations, design institutes, corporates, media, and fairs, this study suggests the sustainable education system and the practical methods.

A Study on the Product Design Process in I-Business Environment Focusing on Development of the Internet-based Design Process - (e-비지니스환경에서의 제품디자인 프로세스에 관한 기초연구-인터넷기반의 디자인 프로세스 개발을 중심으로-)

  • 이수봉;이돈희
    • Archives of design research
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    • v.16 no.1
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    • pp.181-198
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    • 2003
  • The purpose of this study is to develop a on-line design tool for effectively coping with e-Business environment, or product design process into a Cyber model for traditional manufacturers which attempts new product development under such environment. It was finally developed as a model named $\ulcorner$Design Vortal Site; e-BVDS) that was based on the structure and style of internet web site. Results of the study can be described as follows ; \circled1 e-Business is based on the Internet. All processes in the context of e-Business require models whose structure and method of use are on-line styles. \circled2 In case that a traditional manufacturing business is converted into e-Business, it is better to first consider Hybrid Model that combines resources and advantages of both such traditional and digital businesses. \circled3 The product design process appropriate for e-Business environment has to have a structure and style that ensure utilization of the process as an Internet web site, active participation by product developers and interactive communication between participants in designing and designers. \circled4 $\ulcorner$e-BDVS) makes possible the use of designers around the wend like in-house designers, overcoming lack in creativity, ideas and human resources traditional business organizations face. However, the operation of $\ulcorner$e-BDVS$\lrcorner$ requires time and budget investments in securing related elements and conditions. \circled5 Cyber designers under $\ulcorner$e-BDVS$\lrcorner$ can easily perform all design projects in cyber space. But they have some limits in playing a role as designers and they have difficulty in getting rewards if such projects completed by them are not finally accepted. \circled6 $\ulcorner$e-BDVS) ensures the rapid use of a wide range of design information and data, reception of a variety of solutions and ideas and effective design development, all of which are not possible through traditional processes. However, this process may not be suitable to be used routine process or tool. \circled7 $\ulcorner$e-BDVS$\lrcorner$ makes it possible for out-sourcing or partners businesses to overcome restrictions in time and space and improve productivity and effectiveness. But such they may have to continue off-line works that can not be treated on-line.

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A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.