• Title/Summary/Keyword: Enhancement of Creativity

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A Study on Promotion Policy of Korean Design (I) (한국 디자인 진흥정책에 관한 연구(1))

  • 윤태호
    • Archives of design research
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    • v.6 no.1
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    • pp.11-22
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    • 1993
  • The purpose of this study was to provide basic information for establishment of a desirable design promotion policy drive by research and analysis of recognition to design by consumers (including students) and designers and their level, merchandise evaluation evaluation and obstructing factors in revitalization of designs. To implement such purpose as referred to hereinabove, research was made by introduction of questionaires which were distributed to 500 persons of consumers group and 350 individuals of registered designers in Seoul, and for analysis of the data, density and percentage (%) were obtained by use of SAS Package and the dispersed analysis and correlationship were added for necessary parts. The result of study is summarized as follows; (l)The consumers remind the design as costume (21%) and molding (20%), and the designers remind it as creativity (27%) & molding (14%) respectively and the reminding of design by the two groups was indicated very simi lar. (p < 0.001) (2)As per the recogni tion of roles by the designers the research has highly indicated as contribution to improving living standards or development of economy & industry, and also indicated that it creates excessive consumption with sti$$\mu$ative manner. (3)The design reacts as an important parameter in selecting cri teria of merchandises and deciding factors for purchasing and also, in enhancement of competitive power of merchandise impact of design (2.36) was regarded very high. (4)The Korean-made home appliances in image is assessed as vulnerable than that of Japanese products, and the product designing level is also shown difference from advanced countries (1.36), but has indicated as somewhat better than those competitive nations (0.51) (5)The satisfaction to design policy of the Gov't is very low (1.69) and they recommended for new establishment of Policy undertaking department within the Gov't and indicated reasearch & development of design as the major issue. In regard to the above I'd like to emphasize the design industry $$\mu$t be dealt with the national level as a whole in order to promote thereof.

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A Photomontage Expression and an Effect in Fashion Illustration (패션일러스트레이션에서의 포토몽타주 표현방법과 효과)

  • Kwon Ji-Young;Yoo Young-Sun
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.49-58
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    • 2004
  • The purpose of this study is to develop a photomontage expression in order to express a characteristic personality and creativity of artists of effectively in fashion illustration. The results of this study were as follows : 1) Because of a fashion and a human body were the major subjects in fashion illustration, human body transformation and composition between a human body and heterogeneous objects by photomontage appeared with a lot of works. 2) Photomontage appeared with a parody in a truth recurrence differ from a visual art, a parody seemed to be a humor with recurrence image of the original and it appeared with the general public image and it is effective in message delivery. 3) It was a stopped screen. but photomontage was expressed through overlapping and reiteration was characteristic, and it appeared with movement. a direction, a speed and rhythm effectively. 4) One screen of general chapter was only to express limited meaning, but after screen of a lot of chapter, it was able to express that was borrowed and reconstructive with a lot of contents or different contents are more than before. 5) It is changed, and composited images have a multiple point of time, and it extend a space-time limit, visual limit and an expression enabled a multidimensional space-time. Moreover, photomontage neglects unique sincerity and fact of a photo by development and utilization of computer graphic. and it can get a screen effect to spread in the virtual world as abstraction and hyper-reality. Therefore, if various photomontage expression apply to fashion illustration works, it can overcome a limit of a visual expression. and it is able to become an important way for expanding a filed of expression and enhancement of a practical function gradually in fashion illustration

Analysis of the Relationship of Computer Science Literacy to Giftedness in Gifted Elementary School Students (초등 영재의 정보과학교과 수행능력과 영재성 간의 관계분석)

  • Shim, Jae-Kwoun;Kim, Ja-Mee;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.365-373
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    • 2011
  • A basic ability test is conducted in recent days to screen gifted students who could make a contribution to the enhancement of national competitiveness in knowledge-based information society. A basic ability is here defined as an ability related to creativity and thinking faculty, and CS literacy is ruled out, though it seems that everybody needs CS literacy in knowledge-based information society. The purpose of this study was to examine the relationship between CS literacy and giftedness. The subjects in this study were 61 gifted students. The selected students participated in an CS program during a six-week period of time in order to find out the effect of the program. And it's found that there were gaps among the students in CS literacy according to the level of giftedness, and information science literacy has a statistically significant correlation to giftedness. Therefore a screening test of gifted students should cover CS literacy, as CS literacy seems to be mandatory for every field of information society.

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Earth System Science (ESS) Course for Urban Planning and Engineering Undergraduate Students

  • Nam, Younkyeong;Yun, Sung-Hyo
    • Journal of the Korean earth science society
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    • v.38 no.5
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    • pp.357-366
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    • 2017
  • Urban planning and engineering undergraduate students need to understand the earth physical systems and that how human beings interact with the earth systems to planning and engineering urban area. The eco-friendly or geo-friendly design and planning of an urban area is a critical issue not only for economic benefits but more importantly for the sustainable future of urban life. However, little study has been done dealing with the urban engineering students' understanding of the earth as a system and what pedagogical approach is appropriate to improve their understanding of the earth as a system. This study is to investigate the impact of a purposely designed ESS course on urban engineering students' understanding of the earth as a system and their perceptions about the instructional approaches of the course on their learning competency. This study utilized a mixed-methodology with three main data sources: concept maps, student's perception survey about their learning competency, and course contents. Both the survey and concept maps were analyzed quantitatively as well as qualitatively. The result of this study showed that the urban engineering students' experience of team-based research about the topic they chose based on their own interest had a positive impact on their understanding of the earth as a system and their learning competency. The results of this study suggest that structuring and presenting the earth system contents in the context of engineering students' understanding and their future career be effective not only for the improvement of students' content knowledge but also for the enhancement of their learning competency such as creativity and problem-solving skills in everyday life situation.

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

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.501-508
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    • 2019
  • Today, home gardening is in the spotlight. Therefore, the necessity of developing a new type of gardening product was raised according to the consumer's desires. This study, the contents were developed using sparrows, a helper who helped the bean rat's grain-cracking task among the characters of 'kongjwi patjwi'. The cultural contents convergence product is a lid production that is used at the end of the plant support. The fabrication method was designed using UG NX program after design research, and after printing by 3D polyjet method, mold was made and cast into silicon and resin. Through product manufacturing, we could confirm the public's interest in the possibility of new products and creativity. In the future, it is expected that the development of products incorporating cultural contents through various cultural archetypes will be activated, contributing to the enhancement of economic added value and national brand value.

Enhancement of Information Power and Remodeling of Classroom Teaching : for Use of Information Processing Model Focusing on Organization of Information (정보이용능력교육과 학교수업방법에 관한 연구 : 정보조직력 향상을 위한 정보처리 학습모형의 사용을 중심으로)

  • Yoo, So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.38 no.1
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    • pp.247-261
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    • 2004
  • According to several researches and news reports on the lottery system for a school entrance, the private education fee, lower quality of education and classroom crisis at our real education settings are serious. The author analyses that those problems are not because of the lottery system for a school entrance itself, because of not changing the lecturing to all the students in a class into proper teaching and learning method for school condition regards to the lottery system changed 30 years ago. The lottery system makes that the different levels of students are in one class. The author recommends changing the general lecturing into the teaching and learning method by using the information processing models which are made for individual study. She also interprets the synthesis level of a information processing model for the use of teachers and librarians. The synthesis level is most ambiguous process for students when they organize the information gathered into a report.

A Meta-Analytic Review of Effects of Brain-Based Education (뇌기반 교육의 효과에 대한 메타분석)

  • Jang, Hwan Young;Jang, Bong Seok
    • Journal of Practical Engineering Education
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    • v.12 no.1
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    • pp.41-47
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    • 2020
  • This study aims to investigate effects of brain-based learning. 27 primary studies were selected through rigorous search process and analyzed through meta-analytic methods. Research findings are as follows. First, the total effect size was .67. Second, the effect of dependent variables was academic achievement, cognitive domain, and affective domain in order. Third, with respect to types of cognitive domain, the effect was self-regulation, creativity, competence, communication, and research ability in order. Fourth, the effect of affective domains was sociality, learning interest, and subject attitude in order. Fifth, regarding development of cognitive ability, the effect size was combined, brain training, learning environments, and right brain activities in order. Sixth, the effect of learning activities was memory improvement and attention enhancement in order.

A Study on the Research Security System of the Researcher-Centric (연구자 중심의 연구보안 체계 개선방안 연구)

  • Lee, Jeakyun;Na, Onechul;Chang, Hangbae
    • The Journal of Society for e-Business Studies
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    • v.23 no.3
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    • pp.65-84
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    • 2018
  • The government is continuously expanding its national R&D investment to actively respond to the advent of the $4^{th}$ industrial revolution era and to develop the national economy. The R&D structure is likely to be liberalized as the paradigm shifts from the pursuit type R&D to the leading type R&D, and R&D capacity enhancement that focuses on researchers' creativity is emphasized. Such changes in R&D environment will increase the risk of security accidents such as leakage of research information. In addition, security policy for protection of research result should be the Researcher-Centric Security and security policy should be changed. This study explored transforming the research security system into the Researcher-Centric Security system so that researchers can voluntarily implement necessary security measures in the course of conducting research.

The Effect of University Entrepreneurial Education Service Quality on Education Satisfaction, Entrepreneurial Capability, and Entrepreneurial Intention (대학의 창업교육 서비스 품질이 교육만족과 창업역량, 창업의지에 미치는 영향)

  • Kwak, Dong Shin;Jung, Hwa Young;Kim, Myung Seuk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.4
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    • pp.37-48
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    • 2016
  • This study explored how university entrepreneurial education service quality affects education satisfaction, entrepreneurial capability, and entrepreneurial intention. Although the various university entrepreneurial educations have been provided, current state of education support for entrepreneurial achievement is quite insufficient. In order to analyze factors for the entrepreneurial achievement enhancement, this study examines how university entrepreneurial education service quality affects education satisfaction, entrepreneurial capability, and entrepreneurial intention, as follows. First, in order to measure the entrepreneurial education service quality on the basis of theoretical background of the service quality, we set twenty one (21) questions for five (5) factors as follows: materiality, reliability, reactivity, certainty, consensuality. And then, impact of the entrepreneurial education service quality on education satisfaction and entrepreneurial capability was evaluated based on the survey results. Second, on the basis of previous studies of customer satisfaction, we gave the definition of education satisfaction for students in entrepreneurial education, and analyzed the causation that affects some elements of entrepreneurial capability (i.e. fulfillment capability, capacity of creativity, conceptualization capability, and social competence) by the aforementioned definition. Third, we analyzed the causation that affects entrepreneurial intention by education satisfaction and entrepreneurial capability. As a result, unlike the previous studies, there are only four (4) factors were confirmed for the entrepreneurial education service quality because the materiality and the reliability were founded as single element under the analysis. And it was identified that the entrepreneurial education service quality which is comprised of four (4) factors affects the education satisfaction and the entrepreneurial capability. In addition, as a result of the analysis under defining four (4) factors of entrepreneurial capability, the fulfillment capability and the capacity of creativity were founded as single element, and it was confirmed there is only three (3) factors, including the conceptualization capability and the social competence. With this result, it was confirmed that the entrepreneurial education service quality is influenced by the education satisfaction. Therefore, although the entrepreneurial intention is influenced by the entrepreneurial capability, it is not directly affected by the education satisfaction. These results showed that the education satisfaction affects indirectly to the entrepreneurial intention through the entrepreneurial capability that affected by the education satisfaction.

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The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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