• Title/Summary/Keyword: Idea generation

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A study on Hugo $H\"{a}ring's$ Theory of 'Neues Bauen' and its Symbolic Meaning (Hugo $H\"{a}ring$의 '신건축(Neues Bauen)' 사상과 그 이론 발전의 상징론적 측면에 대한 고찰)

  • Kim, Kyoung-Jin;Yim, Seock-Jae
    • Journal of architectural history
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    • v.12 no.2 s.34
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    • pp.41-59
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    • 2003
  • Hugo $H\"{a}ring$(1882-1952) belonged to that special generation of architects born in the 1880s which became responsible for the establishment of Modern Movement in the 1920s as W. Gropius, Mies van der Rohe and Le Corbusier, etc. Although he have been overlooked by many historian, He was a key figure of the Modern architecture and as the main theorist for Organic stream in German architecture. He is well-known for his theory of 'Neues Bauen(New Building)', the organic functionalism that is epitomized as the design process from the inside outwards, starting with the life-processes of dwelling. So he argued that the builder must become aware of the life process his building is to serve, and he should not impose a form but try to find the form. These concepts are expressed well in his key-words, the 'Organwerk(organ-work)' and 'Leistungsform(form as achievement)'s. $H\"{a}ring's$ theory can be found in the short early essay, 'Wege zur Form(approaches to form)' of 1925. But His concept of 'function' is based on the speciality and individual identity that concerned him from the start, not purely pragmatic aspects. After 1940s his theory moved increasingly in this direction. He defined this as the transition from 'Organwerk' to 'Gesetaltwerk', from mere anatomy to essence, being, personality, life. It suggest that Hugo Haring's idea of Gestalt is a dimension of mystical or symbolic meaning. This paper Is about the way in which this theoretical transition can be parallel with contemporary philosophers as E. Cassirer's philosophy of symbolic forms and M. Heldegger's phenomenology. And the key example of this viewpoint is (1921-1926) near Lubuk in Germany, with its 'cowshed' of pear shaped plan devised around the requirements and rituals of farm. This study presents the symbolic conception of Hugo $H\"{a}ring's$ theory can propose the ability of a symbolic intuition as a view that re-integrate technical thinking with knowledge of other kinds beyond the immediate material.

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An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

Generation of a monoclonal antibody against AgI/II, a cellular surface protein of Streptococcus mutans GS5 (Streptococcus mutans GS5의 세포막 단백질 Ag I/II에 대한 단항체의 생산)

  • Cheon, Cheol-Wan;Baik, Byeong-Ju;Yang, Yeon-Mi;Han, Ji-Hye;Kim, Jae-Gon
    • Journal of the korean academy of Pediatric Dentistry
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    • v.33 no.4
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    • pp.587-596
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    • 2006
  • Most of oral streptococci express the Antigen I/II (AgI/II) proteins, cell wall anchored adhesions. AgI/II protein binds to salivary agglutinin glycoprotein, a component of tooth pellicle and to ligands in other bacteria. These associations play important roles in bacterial colonization. Recently, it was reported that diverse host molecules also interact with AgI/II protein and that these interactions induce inflammatory responses from host cells. Among mutans streptococci containing -type hemolytic activity, Streptococcus mutans is a causative agent for dental caries. Compared with many other strains of S. mutans, GS-5 strain is unique in that this bacterium expresses truncated secretory AgI/II protein due to the nonsense mutation in the agI/II gene. This indicates that S. mutans GS-5 has a different clinical role and a recent report supported this idea based on the results from clinically isolated S. mutans strains. Previously, we had cloned agI/II gene from S. mutans GS-5 and generated recombinant N-terminal AgI/II protein. In this study, we further produced a hybridoma line expressing anti-AgI/II monoclonal antibodies named as 1C11A. This antibody showed high sensitivity to AgI/II protein in Western blot and ELISA. This new reagent will provide a basis for investigating the mechanisms of AgI/II-related diseases.

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The Analysis of Student-student Verbal Interactions on the Problem-solving Inquiry Which was Developed for Creativity-increment of the Gifted Middle School Students (중학교 과학 영재의 과학 창의성 신장을 위한 문제 해결형 탐구 실험에서의 학생 간 대화 분석)

  • Kim, Ji-Young;Ha, Ji-Hee;Park, Kuk-Tae;Kang, Seong-Joo
    • Journal of Gifted/Talented Education
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    • v.18 no.1
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    • pp.1-21
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    • 2008
  • The purpose of this study was to develop problem-solving inquiries for the science gifted and to analyze the effects of problem-solving inquiries. The problem-solving inquiries were composed of scientific knowledge, scientific inquiry skills and creative thinking. The problem-solving inquiries were applied to the science gifted attending the institute of the gifted education. The test of science-creative problem solving (TSCPS) was used to know effects of improvement of science-creativity and the result of TSCPS showed the improvement of science creativity. The analysis of student-student dialogues during experiments showed that the type of dialogue was different on the type of problem-solving inquiry. The dialogue of convergent thinking was frequently showed up on the problem-solving inquiry needed logical thinking whereas that of divergent thinking on the problem-solving inquiry needed idea generation. The problem-solving inquiries had a positive effects on the improvement of the science-creativity.

Housing Policy for the Elderly and the Meaning of "Aging in Place" in Japan (일본의 고령자 거주문제와 주거정책: Aging in Place를 중심으로)

  • Cho, Ara
    • Journal of the Korean Geographical Society
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    • v.48 no.5
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    • pp.709-727
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    • 2013
  • Recently, "aging in place" has become the principle philosophy of elderly housing policy in many countries. However, since there is ambiguity surrounding the universal definition of it, the meaning of AIP has been defined by political expediency. This study aims to discuss the meaning of AIP by examining the transition of elderly housing issues and policy in Japan. During the last two decades, the Japanese government has tried to launch a new elderly welfare system to shift the responsibility of elderly care from the family to the society and from the society to the region. And the focus of elderly housing policy has shifted from the promotion of three-generation dwellings to supporting the development of private residences. However, since the main goal has been limiting the welfare budgets rather than enhancing the quality of life, elderly housing issues have been reduced to a matter of choosing either elderly care facilities frequently located in suburbs or not. This paper suggest that we should pursue the true AIP idea in housing policy, and argues that to do so we need to consider AIP from diverse aspects such as temporal continuity, the range of space, the dynamics of place experience and the capability of communities.

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Development of the Korean Film Industry and Its Spatial Characteristics: Gangnam Region of Seoul as A New Cluster in A New Renaissance? (한국 영화산업의 발전과 공간적 집적 특성: 새로운 부흥의 중심지로서 서울 강남지역의 등장 ?)

  • Choo Sung-Jae
    • Journal of the Korean Geographical Society
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    • v.41 no.3 s.114
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    • pp.245-266
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    • 2006
  • This study aims to explain the emergence of Gangnam Region of Seoul as a new cluster of the Korean film industry in the context of its history of growth, recent development characteristics, and its production system. Statistical analyses of Korean industries and in-depth interview surveys to film producers were conducted. The results of the analyses show that there has been obvious tendency of film makers' move from Chungmuro, a traditional cluster of the Korean film industry, to Gangnam and many births of new film makers in Gangnam. This new cluster, however, is operating on informal networking between film makers and related personnel, not on formalized production system composed of specialized functions and labor market. Therefore, it can be called as loosely-articulated cluster. This form of cluster has much to do with production milieu of Gangnam, such as advantages of obtaining information and consumer trend, diverse atmosphere which makes it easier to meet diverse people, favorable environment to embed creativity and fresh idea, etc. This trend of the film industry to orient a specific area can be explained in conjunction with the uniqueness of the film industry, such as uncertainty, project-based work, generation gap between film makers, participation of large companies or increasing size of investment.

Proposal of methodology for AI-based new product development: ambidexterity approach (인공지능 기반 신제품 개발 방법론 제안: 양손잡이(Ambidexterity) 접근)

  • Chung, Doohee
    • Journal of Technology Innovation
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    • v.29 no.4
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    • pp.161-196
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    • 2021
  • This study presents a new methodology for developing AI-based products. It identifies the distinctive attributes of AI innovation that are different from existing methods, and presents a product design process and methodology reflecting these attributes. This study emphasizes that AI product development should be oriented toward an ambidexterity approach. This study proposes a design process and specific development method for AI-based products that including steps such as technology push oriented idea generation with morphological approach, market pull oriented consumer requirements analysis, product design refinement, etc. In order to verify the practical applicability of this methodology, an AI-based car infotainment system development strategy is derived as a case study. 13 innovative ideas were generated by the morphological approach and expert review based on technological possibility, and a total of 6 quality requirements were derived as new product development strategies through the analysis of consumer requirements by combining Kano and TOPSIS. The methodology proposed in this research paper can be usefully utilized for companies to pioneer new markets through AI-based products or to expand the market by upgrading existing products or services.

An Study on Creative Problem Solving Experiences in Engineering Production Design Class Using Design Thinking (디자인씽킹을 활용한 공학제품 설계수업에서의 창의적 문제해결 경험 연구)

  • Ryoo, Eunjin;Kim, Minjeong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.223-233
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    • 2021
  • This study is was conducted for 37 first-year students (including 27 males and 10 females) enrolled in the engineering product design class opened as a regular class in the second semester of 2018 at 'A' University in Seoul to examine creative problem solving experiences in class using design_thinking. In this study, creative problem-solving ability was divided into creative personality and problem-solving ability and in the results of examining the difference in pre- and post-creative problem solving abilities through Hotelling's T-square test and t-test, among the creative personality, the tolerance & passion, humor, curiosity, and progressive attitude were found to significantly increase after class. Next, in the results of examining the process of creative problem solving through the reflection journal, in the empathy and prototyping and testing stages of design thinking, more activities for problem solving appeared, and at the stage of problem definition and idea generation, it can be seen that more activities expressing creative personality appear. The results of this study show that creative problem-solving abilities can be improved through design thinking, suggesting that instructional support for effective design thinking should be designed.

Effect of Teaching Program for Model Ignorance on the Perception and Teaching Practice of Pre-service Chemistry Teachers (모델 이그노런스 교수프로그램이 예비화학교사의 인식 및 교수 실행에 미치는 효과)

  • Jeon, Eunsun;Paik, Seoung-Hey
    • Journal of the Korean Chemical Society
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    • v.66 no.3
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    • pp.228-242
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    • 2022
  • In this study, the educational effect was investigated by providing a teaching program so that pre-service chemistry teachers could apply model ignorance education to teacher training practice. The teaching program was constructed in consideration of the sensemaking concept proposed in the study of Odden & Russ and the process of teacher sensemaking proposed by Asli et al. The subjects of this study were 23 pre-service teachers in the 4th year of chemistry education department at a teacher training university in the central region of Korea. In order to form a sensemaking for the model's ignorance education, the teaching program consisted of four stages; the initial idea generation stage, cognition of model's ignorance stage in a inconsistent situation, the lesson strategy construction stage for model ignorance education, and lesson plan & practice stage during teacher training practice. In the first stage of this program, pre-service teachers' initial ideas about the Arrhenius model and Bronsted-Lowry model of acid-base reaction, and the electron transfer model of the oxidation-reduction reaction were investigated. In the second stage, inconsistant situation that cannot be explained by the knowledge of model was presented to recognize the ignorance of the model. The third stage was to develop the teaching ability of model's ignorance through textbook analysis and lesson strategy composition activities. As a final stage, during the teacher training practice, the pre-service teachers were asked to plan and practice the implementation of the model's ignorance education. Through the teaching program to form a sensemaking for ignorance education of the models, pre-service teachers had come to recognize the ignorance of the model, acquired ability to organize and execute lesson strategies reflecting model ignorance, and acquired recognition of the educational value and necessity of teaching the ignorance of models.

A Study of AI Education Program Based on Big Data: Case Study of the General Education High School (빅데이터 기반 인공지능 교육프로그램 연구: 일반계 고등학교 사례를 중심으로)

  • Ye-Hee, Jeong;Hyoungbum, Kim;Ki Rak, Park;Sang-Mi, Yoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.83-92
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    • 2023
  • The purpose of this research is to develop a creative education program that utilizes AI education program based on big data for general education high schools, and to investigate its effectiveness. In order to achieve the purpose of the research, we developed a creative education program using artificial intelligence based on big data for first-year general high school students, and carried out on-site classes at schools and a validation process by experts. In order to measure the creative problem-solving ability and class satisfaction of high school students, a creative problem-solving ability test was conducted before and after the program application, and a class satisfaction test was conducted after the program. The results of this study are as follows. First, AI education program based on big data were statistically effective to improve the creative problem solving ability according to independent sample t test about 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' except 'execution', 'the difference between pre- and post-scores of male student and female student' on first year high school students. Secondly, in satisfaction conducted after classes of AI education program based on big data, the average of 'Satisfaction', 'Interest', 'Participation', 'Persistence' were 3.56 to 3.92, and the overall average was 3.78. Therefore, it was investigated that there was a lesson effect of the AI education program based on big data developed in this research.