• Title/Summary/Keyword: Imagination

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Mythological Imagination in Animation - Focusing on Animation (애니메이션에 나타난 신화적 상상력 - 애니메이션 <오늘이>를 중심으로)

  • Cho, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.237-245
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    • 2007
  • When reviewing animation based on a mythical motive, the mythical imaginary power has been dependent only on audio visual senses thereby resorting to a fantasy nature regardless of reality, or there has been too much emphasis on an educational message and animation has been utilized as a conflicting composition between good and evil. Therefore, this thesis reviewed 1) whether the author's consciousness was reflected in animation according to the contemporary interpretation of mythical imaginary power and 2) whether the author included an internal meaning of a universal subject by having a short animation that was produced by actively utilizing a mythical motive as a text. Also, based on the analysis, the study deduced the conclusion that the most important thing in animation based on a mythical motive is the author's consciousness that reinterprets the theme of 'universality' from a contemporary perspective before expressing the mythical objects through the senses such as by a brilliant image and sound. The products of such an analysis are supposed to solve the problem over how mythical factors need to be applied and utilized in creating animation.

A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

The Effect of STEAM-based Unplugged Play Activities Using Robots on the Improvement of Children's Creative and Social Personalities (STEAM교육 접근에 의한 언플러그드 로봇 놀이프로그램이 유아의 창의적 및 사회적 인성 함양에 미치는 효과)

  • Chun, Hui Young;Park, Soyeon
    • Korean Journal of Childcare and Education
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    • v.16 no.5
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    • pp.1-26
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    • 2020
  • Objective: This study investigated 5-year-old children's developmental levels for creative and social personalities according to gender, and whether participation in STEAM-based unplugged robotic activities can improve their creative and social personalities. Methods: Participants were 5-year-old children (N=125) from 11 child care centers. The experimental group included 29 boys and 24 girls enrolled in classrooms that implemented an unplugged activities curriculum over five weeks. The control group consisted of 38 boys and 34 girls. Data were analyzed using a t-test and analysis of covariance, and Hedges' g was used to measure effect size. Results: First, the participating children's mean scores on creative and social personalities were 3.20 and 3.53 on a 5-point Likert scale, respectively. Girls scored higher than boys in sensitivity-various interests and imagination-playfulness domains of creative personality and all three domains of social personality. Second, children in the experimental group showed improvement in all domains of social personality and the effect size was large. They also improved in three domains (openness-humor, imagination-playfulness, independency-immersion) of creative personality, although the effect size was small. Conclusion/Implications: The results imply that implementing a robotics curriculum with unplugged play activities in early childhood classrooms contributes to 5-year-old children's development of creative and social personalities.

High School of Arts students' Understanding of the Nature of Science and Nature of Art (과학과 예술의 본성에 대한 예술고 학생들의 인식)

  • Kim, Hee-Jung;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.586-603
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    • 2012
  • This study is a survey conducted to explore what art high school students specifically see as nature of science. Third-year students of a high school of arts in Gyeonggi-do participated in the survey. The questionnaire was classified into three categories - the formative arts in the fine arts, the sound arts in music, the performing arts in dance, and drama and play. The study analyzed what they think of as similar aspects of science and art respectively according to their majors, with focus on the extracts. As a result, they mentioned 'creative imagination', 'correlation with technology', 'social and cultural relation', 'subjectivity', 'variability', and 'inquiring attitude' as similarities between science and art. The results are almost the same as the elements of the nature of science as agreed on by scientists. From the result, we can assume that students majoring in art, indeed, need an education on the nature of science. Also, while the fine arts students have more tendency to perceive inquiring attitude than others, music students are more likely to perceive variability than others. Therefore, teaching strategy in experimental inquiring context for the former is more helpful in understanding the nature of science, and teaching strategy in the context of scientific history for the latter.

The Connecting Paradigm between Skills and Free Imagination (기술과 자유로운 상상의 연결 패러다임)

  • Lee, Ho Young
    • Korean Medical Education Review
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    • v.13 no.2
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    • pp.3-7
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    • 2011
  • The status of medical doctors is relatively high in society. However, in spite of this acknowledged status, physicians are not aware of the extent to which they have the ability to care for patients or how much effort they should make to meet people's expectations. Therefore, we should examine what society asks of doctors and how doctors need to be educated to meet the expectations of society. In this article, the author asserts that physicians need four skills. First, doctors should know how to speak and communicate. In the work of a doctor, language is the most important for tasks such as understanding texts, communication with patients, analyzing data, and starting new projects. Second, doctors should have intuition. In a doctor's medical judgment, intuition is very important and it can initiate from an educated guess. In other words, good intuition can be developed based on a good educated guess, which in turn can derive from one's explored knowledge, communication with one's inner dialogues, and good interpretation skill. Third, doctors should have creativity. Doctors should produce an image about patients from intuition, and those intuitions are based on creativity. Usually, students in medical school have creative ability; therefore, the instructor should facilitate their learning to connect this creativity to free imagination ability and medical skills. Fourth, doctors should be humane. Patients want to communicate with doctors about their disease and further about their lives. The reason why a humane doctor is important is that this humane approach itself could cure patients and reduce their pain. When a doctor's humane attitude is realized in the hospital, the patients and doctors could be pleased sincerely.

Non-Euclidean Geometrical Characteristics of Hyperspace in Costume (복식에 표현된 초공간의 비유클리드기하학적 특성)

  • Lee, Yoon-Kyung;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.60 no.5
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    • pp.117-127
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    • 2010
  • In this study, hyperspace is a result of imagination created by means of facts and fiction, represents a transfer to determination and indetermination, and means an extension to an open form. In other words, hyperspace is a high dimensional space expanded to imagination through the combination of the viewpoint on facts in this dimension and fiction. When the 2D plane surface or 3D symmetry is destroyed, or when the frame is twisted or entangled, the non-Euclidean geometry is created eventually. And when the twisting leads to transmutation and the destruction of the form reaches the extreme; this in turn became the twisting like Mbius band. Likewise, the non-Euclidean geometry is co-related to the asymmetry of the Higgs mechanism. When the 'destruction of symmetry' is considered, symmetric theory and asymmetric world can be connected. The asymmetry in turn can maintain balance by arranging the uneven weights at different distances from the shaft. Moreover, at this the concept of the upper, lower, left and right, which was included in the original form, may be crumbled down. The destruction of the symmetry is essential in order to present forecast that coincides with the phenomenon of the real world. Non-Euclidean geometry characteristic is expressed by asymmetry, twists, and deconstruction and its representative characteristic is ambiguity. The boundary between the front, back, upper, lower, inner and outer is unclear, and it is difficult and vague to pinpoint specific location. The design that does not clearly define or determine the direction of wearing costume is indeed the non-oriented design that can be worn without getting restricted by specific direction such as front and back. Non-Euclidean geometry characteristic of hyperspace have been applied to create new shapes through the modification of the substance from traditional clothing of the eastern world to modern fashion. The way of thinking in the 'hyperspace' that used to be expressed in the costumes of the east and the west in the past became the forum for unlimited creation.

A Study on the Mythological Analysis of Animation (애니메이션의 신화적 분석에 관한 연구)

  • Kim Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.178-182
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    • 2005
  • From the result of analysis to animation, it can be detected the close relation between myth and animation. As Plato mention that myth is a story. Though it is common field for many researchers on myth and animation now, but it have been performing many researches only for animation narrative in the aspect of myth. Therefore this study will be examined that the ritual ceremony, the frequency of participation, and imagination of myth can be related with animation directly. The ritual ceremony is a similar activity to go to theater for watching animation. It can be merged into the unconsciousness state while awaken state. A high frequency of ritual ceremony can also be provide the experience of shortening a distance between the present and the ancient time of mythical aura. Last, imagination is an enemy of rational thoughts, however, it is vital source and material which was created by myth and it can also create new animation. It will be formulated a methodology for this paper which are three elements for an analogizing tool with new mythological approaches, it is inclusive method for animation and myth. So it can be applied and analyzed to other visual media with this methodology.

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A Study on Woman Growth-Narrative and Modes of Expression Graphic Novel 『Habibi』 (그래픽 노블 『하비비』의 표현양식과 여성 성장 서사 연구)

  • Lee, Young-Soo
    • Cartoon and Animation Studies
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    • s.43
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    • pp.231-254
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    • 2016
  • The graphic novel is seemed different from comics in two aspects, visual expression and narrative value. However, they are ambiguous standards, so it needs to research each works of graphic novel deeper. Then this paper studied both of visual expression and narrative in Craig Thompson's "Habibi" that has been recognized a fine graphic novel. As the research about how the modes of expression that an American author choose on purpose to represent an arab female are related with narrative, it will get the point of narrative strategy that graphic novel can have potentially. So It studied new modes of expression as focusing on imagination of arab letters and woman growth-narrative by using Gayle Rubin's 'traffic in women' theory, and how it was related with modes of expression in graphic novel. This paper will be helpful for broadening spectrum of expression in graphic novel as comics media having own narrative form and studying graphic narrative potential.

The Application and Development Method of Construction Lines for Conceptions of Clothes Design (의상디자인 발상을 위한 구성선의 응용과 전개방법)

  • Kong, Mi-Ran
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.848-856
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    • 2008
  • In today's world where a preference for prestigious brands prevails, it's essential to have creative design conceptions rather than try simple mimicking or following in order to be recognized for creative and objective design works. In that sense, the development of clothes design using construction lines offers a great approach towards the ideas of reinterpreting and creating new designs since it creates new forms by understanding lines as signs of conception and transforming them. That approach allows a designer to improve his or her imagination, creativity and expression in a freer and richer manner, think of many original ideas through diverse changing processes, and develop the skill to visualize the ideas by incorporating geometric forms of abstract lines into clothes. When approaching the conception of clothes design from the standpoint of construction lines, you need to adopt more specific and systematic design methods instead of vague imagination to introduce simple facts or theories to a new design process. That's one of the ways you can approach clothes design easily and enhance your conception skills. The process of clothes design according to the conception of construction lines is composed of the following stages; the preparation stage involves an understanding of the principles and the entire process of clothes design conception based on construction lines; the idea stage requires a designer to make free alterations of the given basic construction lines by moving and replacing the lines and sides in diverse ways; in the creation and expression stage, the designer uses the newly reconstructed construction lines to create clothes design; and in the evaluation stage, the designer makes a presentation of his or her subjective design works and has his or her works assessed and tested in an objective fashion. In today's modern society that demands new and original globalized design, the results of the study will help to invigorate the development of new fashion design in a more systematic and practical manner by suggesting a feasible and gradual educational program for the development of design based on the technique of construction lines.

The Colors of Logic (논리의 색깔)

  • 소흥렬
    • Lingua Humanitatis
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    • v.1 no.1
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    • pp.13-31
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    • 2001
  • This essay seeks new possibilities in experimental thinking and to find ways in which philosophy can aid humanistic imagination. In emphasizing logical precision, philosophy has so far ignored the role of imagination in philosophical logic and limited itself to deductive logic. Despite the obvious fact that no degree of logical precision can fully account for, nor provide complete expression for, the vast range of human thought, other modes of thinking have suffered in the shadow of deductive logic. But these non-deductive models of thinking can in many cases better explain the emotive, aesthetic logic of the humanities. The kinds of models (deductive and non-deductive) in humanistic thinking include dialectic, abductive, analogic, pragmatic, inductive, and deductive logic. Each mode of logical thinking may be assigned a color that represents its emotive characteristics: red for dialectics (opposition): blue for abduction (transcendence); yellow for analogy (flexibility); green for pragmatics (peace); violet/purple for induction (fantasy); and finally orange for deduction (trust). And each mode can also be keyed to major areas in humanistic thought, making up the following connections: dialectic-red-history; abduction-blue-literature; analogy-yellow-philosophy ; pragmatics-green-religion ; induction-violet/purple-arts; and deduction-orange-science. These connections serve to illustrate the interrelationship between emotion and intelligence, leading us toward considerations of emotional intelligence and intelligent emotion. The former is increasingly gaining attention, as the effect of 'mood space' on intelligence is being scrutinized. That the rate of suicide among mathematicians is very high points to the need for careful study of the reverse relationship between emotion and intelligence, intelligent emotion. The need for the latter is all the more pressing, as the emergence of new technology is allowing, even forcing, us more and more to experience the world intellectually (i.e., sans emotive experience) through a new virtual space called cyberspace.

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