• Title/Summary/Keyword: Integrated Thinking

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The Modern Characteristics and Meanings of F. L. Wright's Winslow House (프랭크 로이드 라이트의 윈슬로 주택의 근대적 특성과 의미)

  • Park, Hyung-Jin;Woo, Chang-Ok
    • Korean Institute of Interior Design Journal
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    • v.27 no.1
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    • pp.109-116
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    • 2018
  • Prairie style houses in first stages of Frank Lloyd Wright's architecture activity pay a leading role in the process of house modernization as reflecting social and economic circumstances of the time based on traditional house style of the States. Wright's first work after retiring from L. Sullivan's office, Winslow house in 1983 is pioneering work predicting prairie house. This is because this house has only one modern architecture language of Wright and follow no style prevailing of the time. So, a researcher analyse Winslow house within the framework of functional thinking and new formative value creation in the modernization process of western house. Through this, The goal of this study is to find out modern characteristics and the meaning of Winslow house in modernization process prior to the 1900s. Firstly, the followings are modern characteristics of Winslow house. First, Winslow house has original planning breaking from custom based on modern functional and reasonable thoughts, and has practical space reflecting resident's inner demand. Second, Winslow house has modern new plastic value through original exterior breaking from custom and integrated shape of inner-outer space and structure. Secondly, the followings are the meaning of Winslow house in modernization process prior to the 1900s. First, Wright intend to suggest directions of residence modernization through Winslow house before designing Prairie style houses in earnest. Second, mixing of modern vocabulary and eclecticism show a sign of residence modernization process on the time. Third, inner-outer flowing space, opening space concept of Winslow house has innovative meanings predicting spacial characteristics of modern architecture.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A Study on Non-substantiation of Light Displayed in Media Expression Space (미디어 표현공간에서 나타나는 빛의 비실체성 연구)

  • Kim, Min-Young;Yin, Rui-Xue;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.125-133
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    • 2014
  • While shifting from modern society to post-industrial society, social structure is changing from the period which pursues material affluence to that which pursues psychological abundance. Formation of various values along with pursuit of psychological abundance has made the illusion of standardization, massification, and popularization meaningless. Different from functionality oriented approach in the past, today's design requires diversified, multiple and integrated thinking and way in fast-changing social phenomena and stream, and lets human loose from the restriction of time and space thanks to technological development. It appears as new and various attempts along with paradigm shift of the wholle society, however the existing physical and actual things gradually transit to non-physical and non-actual things. Tendency of dematerialization has spread as far as esthetic and environmental genre on the basis of social and philosophical base along with change of consumption culture, and has displayed complex and de-genre aspect. Paradigm shift has expanded the range of communication by changing to user's independent awareness and sensitive concept, among them, light displays various changes of space by taking the role of new medium. Particularly, the light as the media expression beyond the phenomenon of light of traditional concept acts as an essential element to stimulate sensitivity and for experience as an immaterial element which shows this change of space most dramatically. This research aimed at recognizing space in complex dimension, exploring the relation between the light and space through media expression displayed in the realization of immateriality, expanding the meaning of light, and recognizing it as the possibility of creative and future-oriented light space creation which responds to technological development and social change.

A Study on information resource management based ITA in a organization (ITA 기반에서의 조직 정보화 자원관리 방안 연구)

  • Cho, sung-nam;Kim, ji-young;Chung, taik-yeong;Park, chan-jin
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.410-413
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    • 2007
  • Information Technology(IT) was introduced to the business as a means of improving operational efficiency. Nowadays, IT has become an essential component of an organization's survival. Almost no operations of an organization can be performed without IT. The benefits of using IT in organizations can not be underestimated. Some organizations have flourished because of the competitive advantages derived from the IT systems they have developed. Most IT systems, however, have been extended, changed and integrated with ad-hoc and makeshift solutions without thinking long-range view. It results in high maintenance cost and uncontrolled system for managing information resources. Especially, public institutions under the Project-Based System (PBS) have some problems in keeping a good management systems for information resource, because they are usually operated for a set period. Therefore, we propose the framework how to efficiently manage the IT assets and resources based on the Information Technology Architecture (ITA) that is introduced for the overall optimization of IT investment, change management and inter-operability.

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An Effect of Storytelling-based Robot Programming Class (스토리텔링을 활용한 로봇 프로그래밍 수업의 효과)

  • Park, Jung-Ho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.211-222
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    • 2012
  • 21C future learners are required to have creative thinking and problem-solving capability to address an issue wisely by integrating and applying knowledge and functions. The robot education that has recently been studied in primary and secondary schools was reported to be effective in satisfying the requirements. The robot education varies ranging from the existing after-school education to an integrated approach used for regular curriculums, and has actively been studied. Nevertheless, aside from positive study results, any studies on the environment where primary school students can learn robot and programming knowledge more friendly is still insufficient. Therefore, this study was intended to give students a robot class with the use of storytelling friendly to students in order for primary school students to learn robot and programming knowledge with ease. The study result showed that acquirement of programming knowledge was improved, and that the students had a positive learning attitude. In addition, it was found that the storytelling of the robot class helped provide the entire learning context and continuous learning motivation for the students.

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Development and Application of STEAM Education Model using Scratch Programming and Sensor Board in Class of Elementary School Students (초등학생들이 수업시간에 스크래치 프로그래밍과 센서 보드를 활용한 STEAM교육 모형 개발과 적용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.213-224
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    • 2014
  • STEAM learning, which combined software with hardware, can greatly increase algorithm improvement, problem-solving skills, integrated thinking ability etc. and can ultimately improve learning attitude and academic achievement. In this study, we developed STEAM learning model so that 6th graders who can fully understand the basic concept of programming can learn subject contents of national textbooks (5 kinds) with programming that combined six sensors attached Sensor_board with Scratch and applied it to 6th grade class and analyzed the results. As a result, the STEAM learning tool that combined Scratch with Sensor_board was analyzed to be suitable for most elementary school students to be evaluated. In the achievement evaluation of learning, 39.5% of students obtained more than 7 points out of perfect 10 in the average achievement level of 5 subjects so most students evaluated were analyzed to obtain satisfactory achievement. Therefore, STEAM learning using Scratch and Sensor_board, hardware is considered to be more effective than existing software-centered ${\times}$learning using only software.

An Investigation of a Way of Career Education: How is the Dream of the Best Field Experts Achieved? (진로 교육 방안 모색: 분야 최고 전문가의 꿈은 어떻게 이루어지는가?)

  • Song, Kwang-Han
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.405-418
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    • 2018
  • This paper was carried out to provide basic data for career search of the free school system. Putting the goal of career education into cultivating expertise, the review was made on the results of the previous studies on the requirements of professional practice. However, As the controversy over the requirements of professional practice has not been solved, so the core elements related to expert performance were examined as a whole through a fundamental cognitive mechanism from which diverse human cognitive characteristics appear. The results show that expert domains consists of content and representation that can exist in an integrated to a great variety of combinations between the two or independent manner, and each domain or field expert performance require different levels of the elements such as intelligence, internal thinking, curiosity (motivation), and obsession (task commitment); and the birth of 1% experts in a domain or field is determined by the obsession. Based on the results, this paper discusses issues related to professionalism and provides a concrete approach to career search during the free semester.

Development of a Convergent Teaching-Learning Materials based on Logic Gates using Water-flow for the Secondary Informatics Gifted Students (물의 흐름을 이용한 논리 게이트 기반 융합형 중등 정보과학 영재 교수·학습 자료 개발)

  • Lee, Hyung-Bong;Kwon, Ki-Hyeon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.369-384
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    • 2014
  • Since the start of gifted education in 2002, educational support system has now been established, and sufficient growth in quantitative aspects has been achieved in Korea. On the other hand, they report that there are insufficient points in terms of education quality. In other words, most of the gifted education simply expands knowledge by prior-learning. In order to improve the quality of gifted education, they should enhance critical-thinking and creativity able to apply interdisciplinary principles or phenomena for solving problems. In this study, we designed and developed a convergent teaching-learning materials based on the concept of integrated education, which explore the process that basic logic operations such as AND, OR, XOR do the role of computer cells. A survey result showed that student satisfaction(usefulness, understanding, interest) of the materials is significantly higher than that of other traditional learning topics, and the design intent was met.

A Didactic Analysis of Sample Standard Deviation (표본표준편차의 교수학적 분석)

  • Lee, Kyung-Hwa;Shin, Bo-Mi
    • Journal of Educational Research in Mathematics
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    • v.15 no.4
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    • pp.445-459
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    • 2005
  • Statistics education is considered within the mathematics curriculum and, thus, can be integrated into other areas of mathematics. However, statistical concepts and thinking skills have to be considered as very different from those of other areas. It is possible to make statistics more meaningful for the learner by making definitions or explanations of concepts in textbooks more clear and consistent. In 'Math I' and 'Probability & Statistics' of the 7th curriculum, the definitions of sample standard deviation are different, which might confuse students. In this study, firstly, some issues relevant to sample standard deviation concept are discussed through the analysis in terms of didactical situation and curriculum. Secondly, the characteristics of sample standard deviation concept as a scholarly knowledge are examined. Finally, the characteristics of didactic transposition of sample standard deviation concept in Japanese, American, and British textbooks are investigated and some suggestions are elicited.

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A Study on Intertextuality with Other Domains in the 21C Contemporary Fashion - Focused on Animation, Music, Performing Arts and Technology - (21세기 현대 패션에 나타난 타영역과의 상호텍스트성에 관한 연구 - 애니메이션, 음악, 무대예술, 테크놀로지를 중심으로 -)

  • 김혜정
    • Journal of the Korean Society of Costume
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    • v.54 no.2
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    • pp.105-119
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    • 2004
  • Cultural hybridization and global cross-fertilization, begun since the 1990s, mean the hybrid mixture of the low-class popular arts and the high-class fine arts and have found expression in intertextuality by means of the thinking system of de-constructuralist post-modernism. This study was intended to investigate the artistic intertextuality between fashion and art frontiere, especially between such fields as 'animation', 'music', and 'performing arts' and 'fashion', which shows the greatest characteristic of the phenomenon that the non-mainstream culture flows into the mainstream culture. It also aimed to investigate the intertextuality between 'technology' and 'fashion' as the delivery room of the youth culture and copycat culture due to the benefit of technologies since the 20th-century digital revolution. Animation as the neo-pop art with the popular code coming to the forefront in the 21th century integrated high-class fashion and low-class fashion into one through the combination of fashion and humor, and the musical element referring to the social difference of the cultural field and the social strata is becoming the 21th-century fashion icon through its fusion with the pictorial tendency along with the leisure-time life of the non-mainstream strata. In terms of intertextuality in performing arts, fashion style performs an important role in the presentation of performing arts and since the de-construction of the fin-de-ciecle form and its fusion with media have taken place, fashion works become and element of the origin that has an influence on a series of film, dance, dramatic elements and the like. The paradigm of technology made it socially and culturally possible to achieve the architecture of clothing system necessary for fashionable technical clothing by allowing the possibility of imitation, the function of technology to form popular culture. The intertextual tendency in the 21th-century fashion began from the de-constructive phenomenon of existing norms and now takes the multicultural character of surpassing a certain domain or concept. And it positions itself as the total art of spearheading the low-class culture and the non-mainstream culture as the hybrid domain of mainstream and non-mainstream cultures or high-class and low-class cultures.