• Title/Summary/Keyword: Design creativity

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'Russianness' in the Transfiguration of Christ icons of Russia in the 15th-16th centuries (15~16세기 러시아의 '그리스도의 변모' 이콘에 나타난 러시아성)

  • Sun Young Choi;Haeng Gyu Choi
    • The Research Journal of the Costume Culture
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    • v.32 no.3
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    • pp.398-418
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    • 2024
  • This study aims to examine how the body and clothing of Jesus Christ are represented in the Russian Transfiguration of Christ icons of the 15th and 16th centuries and why it is considered to have established a distinct Russian iconography free from Byzantine influence. The study analyzes the Russian icons comparing them with their Byzantine prototypes to identify the distinctive 'Russianness' of the representation. The research methods comprise a qualitative analysis of the literature on Russian Orthodoxy, Russian icons, Christian theology, and Christ's clothing and an empirical analysis of the icons. The scope of the study is limited to Russian icons from the 15th and 16th centuries and Byzantine icons from the 9th century onwards. The study found that, compared to Byzantine icons, the Russian icons exhibit a more elongated body, darker facial features, and lighter clothing. A statistical analysis using the Mann-Whitney U test further revealed that the Russian icons feature a stiffer, simpler form, more opaque material, and more defined clothing boundaries. These stylistic differences suggest that the 'Russianness' in the expression of Christ's body and clothing in the Transfiguration of Christ icons derives from creativity, abstractness, and tradition. Rather than a simple recreation of the historical Christ or adherence to the Byzantine tradition, the Russian iconographic representation emphasizes Christ's transfiguration into a luminous form, as described in the Bible, accentuating his divine nature over his human aspects.

A study an actual proof analysis for design management strategy of minor enterprise (중소기업의 디자인 경영 전략을 위한 실증 분석연구)

  • 홍성수;박재연
    • Science of Emotion and Sensibility
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    • v.7 no.1
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    • pp.65-81
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    • 2004
  • With the arrival of the 21th century, the management environments such as the knowledge system, information system, and technology system surrounding small and medium enterprises are being rapidly changed. These rapidly changing the environment of enterprises like the above can be thought rather profitable for the elastic and resiling medium enterprises than large enterprises. Additionally, these environments are recognized as the management circumstances which provide with the change by which medium enterprises equipped with the trustworthy creativity in the 21th century are able to become the main player of the industrial development. The position and role of medium enterprises in the national economical system are very important. The execution of the local autonomy system and the policy to activate the local economy will generally enlarge the power of medium enterprises which are based on the concerned local society more ant more. But, by the standpoint of designer, it is pointed out that there is the problem that the effective application means or the availability of the industrial design was not sufficiently recognized or understood by the manager in enterprises. Notwithstanding the above problem, a lot of domestic small and medium enterprises became to apply the industrial design as the means for improving the competitiveness of their own products in the relatively short time powered by the governmental policy, and moreover both of the concerned partners(the manager and industrial designer) had the opportunity to newly recognize the industrial design and evaluate the availability or problem of the industrial design in the actual aspect. This event means very important change. With the understanding on the above situation, the purpose of this study is to recognize whether the design is strategically applied in the management level of domestic small and medium enterprises, whether the strategical establishment of the design management is performed without any problem, whether the field designer and CEO are well recognizing the design management and what their recognition level is in order to seek the new solution for plenty of problems. Therefore, the actual proof analysis was performed for the field designer and management CEO of small and medium enterprises with the questionnaire survey and direct interview method to understand the actuality of small and medium enterprises.

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A Study about the Aesthetics of Oriental in Modern Fashion design (현대패션디자인에 나타난 동양의 미의식 연구)

  • 임영자
    • Journal of the Korean Society of Costume
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    • v.30
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    • pp.261-274
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    • 1996
  • In the present age dominate by both cer-taingty of 1% and uncertainty of 99% 'Fuzzy thinking' of Bart Kosko that is the way to solve the problems by the scientific way through a worldview of Buddhism or Taoism greatly prevails around the world over 'Lateral greatly prevails around the world over 'Lateral thinking' and the authenticity or the right and-wrong of the uncertainty which is the thinking way to find the answer of the problems of illogical way of Edward de Beno against the western vertical thinking were Concurrently fashion designers over the world also adopt the oriental elements. But there exist differences of thoughts between the orient and the occident. And they have dif-ferent thinking way of aestheticism and references of the value on the beauty. Not only beauty but the view through the mind as intuitional thought in which not only the rec-ognition of sense but also the rationalism and the naturalness play key role. The aesthetic sense in the orient contains both the truth and virtue. 2) The beauty of the mean It's from the thought of neutralization of Confucius. The mean or moderation state which in harmony with ethical virtue and aes-thetic beauty is the ideal and is the ultimate. Therefore the thought of Confucian is the creativity in which the balance and the har-mony is most important. Fashion design is also one of the representation of the mean because the spirit of the designer is harmonized for-mlessly with the object of the model of the fashion design. 2) The beauty of skillfulness It indicates the Taoism of Lao-tzu and Chuangtzu. It takes a super-artistic declar-ation that human can feel and recognize the color of colorlessness the sound of sound-lessness and the taste of tastelessness. The thought of arts affected by Taoism is 'ad-vanced age' called the beauty of skillfulness. The view of arts of lao-tzu takes the beauty of cosmos and the nature as a standard. Es-pecially the beauty of inactivity is recognized by the linkage between the beauty and the ugliness. And these things appear in fashion design as a design element such as humor or exaggeration. 3) The beauty of non-dualism It is thought of Buddhism that all evil passions of worry occur form the opposition in dualism. Finally this thought leads to that everything is consistent and truth is only one from the point of view that virtue and vice has on linkage that is 'no virtues no vices' and 'one with two, two, with one, one is not two' A big tendency like this became the root forma-tion of the thought of the oriental arts. 3. Characteristics of the oriental aesthetic sense on the present fashion design 1) The formation of the fashion design on the oriental elements In the picture-incantation which was a representation of an era when the thought of 'cosmic dual forces' dominated the basic polygons of 'a circle square triangle' means both 'one two three' and 'the negative positive mean' of cosmic elements. From this point of view the was of planner cutting in the Orient is dif-ferent from that of the Occidental which is in three-dimensional. The planner polygon type of the cut-pieces comes to have the meaning of the three-dimension when they consist of a suit that has the combination of each cut-piece. This shows the consistency with the principle of cosmos creation of Taoism that one is two two is three and three is every-thing. 2) The coloring and the symbolic represen-tation of the fashion design on the orien-tal elements The sense on the colors in the Orient from the thought of 'the cosmic dual forces and the five elements' is not the experi-enced from the knowledge but contains the consideration of philosophy Five-primary-color representing compass directions Blue(East) Red(South) Yellow(Center) White (West) and Black (North) is called ' the posi-tive' for this five-primary-color secondary-color which comes from the compound of the primary colors is called 'the negative' The thought of 'the cosmic dual forces and the five elements' is also an theory containing the natural order of the cos-mos and this shows the perceptional differ-ence that they are not conceptual but to be recognized and fell directly. A thought of Buddhism which is 'Colors are colorlessness and Clolorlessness are color's proves that. 3) The pattern and symbolic representation of the fashion design on the oriental elements The pattern as a visual style is a figure of symbolic representation which adopt the mental and physical world of human and are the compo-sition of artistic revelation of the human nature and the religous thought of incantation. Es-pecially the symbolic representation of the oriental thought of Confusion. Buddhism and Taoism There are patterns such as plants aminals the oriental four gods and geometry. From the above it's the time toward the 21'th century when the world is constructing one global area and one historical zone. And the exotic mood of the Orient represented in the fashion which doesn't make the common feeling in general does not cease to develop only to express the visual modeling but also adopts the thought religion and the art which are the root of the Orientail and contains inherent willing of modeling.

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A Study for an Educational Direction in Fashion Design Subjected to Digital Environment I (디지털 환경에 따른 패션분야의 디자인 교육방향 연구 I)

  • 이미량
    • Archives of design research
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    • v.12 no.4
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    • pp.33-44
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    • 1999
  • Fashion is subjected to newness and change by itself. Fashion trend and tendency which could predict next season akeady indicated that digital and cybel11ation environment lliould be factors in fashion. Changes in future life styles and values caused by digital environment must be variables as fashion objects by themselves. Therefore digital environment of a fashion itself and that all encountered in fashion will not only be an existing situation but also an objective and a factor which must be pursued with fashionable sense in future fashion. Advanced technology and social change in relation to digital environment requires that educational method as well as its content will be changed on the scene of education for future. Thus we should seek an educational direction in fashion design for future society in which digital environment requires new paradigm. Subject to these backgrounds this study has an intension to study the change in fashion extensively influenced by expanded digital environment on a limited situational level of fashion design education and to suggest an educational direction for professional in future fashion design who will serve as a core of fashion area in the future. It is essential that education of professional in fashion for future should be achieved by digital-minded level that eagerly understands and accepts future society in which digital environment will be a main axis. It is necessary for this to make them expetience computers, digital media including CAD program. We have to note that education of digital media is more effective and applicable when accomplished in CAI level which can be related and expetienced with fashion education rather than mere functional training in media themselves. Intellectual creativity will be a vety source of producing values and national competence in 21st centtury. Education of design professional in fashion area must positively accept these environmental charactetistics in future society, as well as deeply reflect the education for the future.

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Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

The Development of Performance Evaluation Processing System using ICT in to Society Teaching and Learning Method (사회과 교수-학습 방법에서 ICT를 활용한 수행평가 처리 시스템 개발)

  • Lee, Jin-Kyoung;Ko, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.380-388
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    • 2001
  • In this Information Age, the needs for the performance evaluation is raising to increase the higher-thought ability for creativity and problem-solving, to improve the quality of the teaching-learning process. However, it is very difficult to carry out the authentic performance evaluation in our educational environment. Therefore, we design and implement the Performance Evaluation Processing System as one of the learning-teaching processes. We study the theoretical base of evaluation types and of learning-teaching methods, and inquire appropriate performance evaluation methods. Among the methods, we focus on the Report, a type of performance evaluation using the most widely in the Society. We constitute a basic form and design the evaluation system of the Report. The evaluation system consist of the teacher's module and the learner's module. Teachers make the form of report, provide it for learners and evaluate the report on teacher's module, Learners make out the report, submit it to the teacher and use it for presentation in class, on learner's module, The teacher and learner can apply this system as follows. The teacher can use the report that have been already made, or that make for themselves as a step for evaluation and they can evaluate learners by the submitted report. The learner not only can see their own result of evaluation but also can use ICT at their presentation.

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Analysis of the Demand of Parents and Teachers for Children's Library (어린이도서관에 대한 학부모와 교사들의 수요도 조사분석)

  • Hong, Hyun-Jin;Kang, Mi-Hee;Jung, Mi-Bong;Jeong, Dae-Keun
    • Journal of the Korean Society for information Management
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    • v.26 no.2
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    • pp.149-172
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    • 2009
  • The purpose of this study was to examine the demand of parents and teachers for a children's library and analyze the need in consideration of their age and children's library-using frequency. The subjects in this study were 1,500 parents and teachers in the region of Gwangju, on whom a survey was implemented to find out the necessity of a children's library, what should be considered in terms of design and program development and what forms of materials should be provided. As a result of checking their needs for the functions of a library, the parents and teachers investigated attached importance to culture, welfare and hands-on culture/art programs as what a library should focus on. Second, as for design, they gave top priority to comfortableness(sanitary facilities, ventilation, humidity and temperature) and safety(sofas, cushions and carpets for children). Third, as to program preference, both of the parents and teachers considered activity, performance and educational programs necessary among multiple kinds of ongoing programs. Specifically, performance programs ranked first among the parents and third among the teachers. Activity programs ranked first among the teachers and third among the parents. Fourth, concerning the importance of materials possessed by a library, they placed the most emphasis on the kind of materials that could foster creativity and instill the right personality.

A study on Engineering Professionals' Recognition about Engineering Education in Primary and Secondary School (초.중등교육에서의 공학교육에 대한 공학전문가들의 인식 연구)

  • Kim, Ki-Soo;Kim, Young-Min;Huh, Hye-Yeon;Lee, Chang-Hoon
    • 대한공업교육학회지
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    • v.38 no.2
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    • pp.136-155
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    • 2013
  • The purpose of this study is to analysis the recognition of engineering professionals in Primary and middle school education. For the study, survey was proceeded through experts in engineering. The result of research follows. First, experts in engineering recognized that engineering has a significant impact in the national economic development and competitiveness. Experts in engineering, had a recognition consistent to some extent for engineering. and we have found engineering's own characteristics that emphasize "problem solving and design, innovation and creativity, economy optimization". Second, experts in engineering recognized that engineering education in Primary and middle school rarely take place, and also does not provide enough information for students. Third, experts in engineering recognized that engineering education is very needed in Primary and middle school. Through this, students can understand creative design problem-solving process. In addition, Experts of engineering, have a variety of educational demands for School level to the level of engineering education should start, level educational purposes, how to apply effective and so on.

A Re-analysis of the Effects of Individual Personality and Idea Stimulation on Idea Generation Performance (외향성·내향성 성격 차이가 그룹 아이디어 생산에 미치는 영향에 관한 연구의 재해석)

  • Jung, Joung-Ho
    • The Journal of Information Systems
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    • v.24 no.3
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    • pp.133-154
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    • 2015
  • Purpose This study re-analyzes Jung 2012's data using the time interval based analysis to examine if the process of idea generation is in good currency throughout the ideation sessions. In this way, the relationship between extraversion-introversion personality trait and ideation performance in the context of computer-mediated idea generation can be better understood. Design/methodology/approach A $2{\times}4$ factorial design was used, crossing personality differences (extraversion and introversion) with the degree of stimuli (0, 20, 40, and 80 high-quality ideas). Participants were randomly assigned to one of eight treatment conditions. The group simulator is used to measure individual level performance. The number of unique ideas generated by individuals and the exact time stamp when each idea was submitted were analyzed to compare performances. Findings The results show that introverts' performances significantly drops after about the middle stage of the ideation session, whereas extraverts do not seem to feel time constraints throughout the ideation session, resulting in superior divergent thinking, which is a major key to understand creative productivity in the problem-solving process. Since extraverts tend to yield a larger pool of ideas, another interpretation is that group composition with extraverts compared with introverts may create a logically larger group, which is important to improve the performance of idea generation group.

어린이그림책 일러스트레이션에 표현된 색채의 감정적 효과에 대한 연구

  • 유동관
    • Archives of design research
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    • v.14 no.2
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    • pp.67-76
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    • 2001
  • Children's Picture Book is the literature with which children face for the first time as a form of close harmony between text and picture. The picture book shows what is happening and also what may happen mn the children's surroundings and takes great Influence on their creativity, thinking ability, emotion, and Intellectual ability by delivering affluent story through the pictures. The color expressed in the children's picture book is as much important as other formative elements such as shape and texture, and the expression of color on the basis of color emotion is much more Important In that It appeals to the children's feeling. The color which is expressed through the illustration of children's picture book conveys distinctly the motion and feeling of characters who are expressed un the picture book as well as distinction of theme and background and expresses persuasively the whole process of plot and atmosphere so that it might convey various emotions such as delight, sorrow, pleasure, wonder, and fear to children. This thesis alms at analyzing various effects of color contrast, process of color, hue variation, and use of color according to the atmosphere of each cut and the process of plot by selecting the children's picture books which were published abroad and home on the basis of color concept, emotion, and image association which children feel In order to Investigate and analyze the symbolism of color and emotional effect expressed through the illustration of children's picture book, and presenting a direction of color use to produce high-level children's picture book with illustrators individuality and artistry.

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