• Title/Summary/Keyword: Media creative

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The New Definition of Creative Leadership in the Communication Design Industry - Focused on the 4th Industrial Revolution

  • Kim, Kyung-won
    • International Journal of Contents
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    • v.15 no.2
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    • pp.53-58
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    • 2019
  • The aim of this paper is to discuss how designers lead and direct 'technology-driven society' using their creative communication skill. To this end, it is required for communication designers to take conscious steps to recognize the future direction of their profession. Despite the advancement in technology, there is a human being at the center of all design activities. From a certain point of view, contemporary communication design takes an open-ended exploration of the subject matter, rather than a finished output. The notion of creative leadership may potentially expand more in terms of improving the methodology of today's visual culture. The paper will examine creative leadership that could be proposed by the challenge of discourse upon the upcoming industrial revolution. Today, communication designers are confronted by new leadership opportunities and challenges. Some leading designers seem to focus on brand new media technologies to prepare the 4th industrial revolutions. However, communication design cannot be discussed in the medium but can be understood as a process. Top-down and bottom-up process is always a concerned about the relationship since the focus of leadership has changed. In the top-down process, the leadership has existed between 'designer and client' because designers have played their role as a problem solver. On the other hand, there is a different model of leadership between 'design and technology' based on bottom-up process, which stem from the design authorship. In this regard, the new definition of creative leadership in the $4^{th}$ industrial revolution proposes a designer as a problem-finder based on the relationship between the 'designer and the public'.

A Study on the Use and Related Variables of Instructional Media by Middle and High School Home Economics Teachers (중등학교 가정과 교사들의 교수매체 활용 및 관련 변인)

  • 김용숙;이영숙
    • Journal of Korean Home Economics Education Association
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    • v.11 no.2
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    • pp.77-87
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    • 1999
  • The purpose of this study were to identify the use and related variables of instructional media by middle and high school Home Economics teachers, and to provide the foundations for the use and developments of instructional media by some teachers in Home Economics educational fields. Self administered questionnaires were distributed to middle and high school Home Economics teachers and collected by stamps from Sep. 10 to Sep. 30, 1999, and 138 questionnaires were analysed frequencies, percentages, means, and $\chi$(sup)2-test. The results were as follows:1. Schools in city areas, public schools, and boy’s schools allocated more budget to instructional media for creative Home Economics education. Teachers got instructional media information from colleagues, catalogues from media company, and advertisement or columns of journals or newspapers. 2. More younger teachers with shorter educational experiences and active members in related academic associations owned more instructional media and had the ability to develop various instructional media. 3. Most teachers showed dissatisfaction to the prices, purchasing processes, information, quality, and assortments of instructional media.

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Micromagnetic simulations based on directly observed microstructures

  • Lee, Je-Hyun;Kim, Sang-Koog
    • Proceedings of the Korean Magnestics Society Conference
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    • 2011.12a
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    • pp.9-10
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    • 2011
  • We have prepared FePtCu L10 bit patterned media, of which magnetic properties and microstructural details are obtained by direct measurement and observations. The patterning process on the continuous film induced a drastic changes in the coercivity, SFD, and angular dependencies. The origin of the changes are explained by micromagnetic simulations with the finite element models including the details of the microstructures.

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A Study on Practical Method to Enhancing the Creativity Effectiveness for Media Contents Education by Using Artificial Intelligence and Metaverse

  • Jong Bae, Ahn
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.253-260
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    • 2024
  • We studied to aim for exploring practical approaches to enhance the effectiveness of creativity education by using artificial intelligence and the metaverse in the field of media contents. Recognizing the need for educational innovation to adapt to the accelerating changes driven by the advancements in artificial intelligence and the metaverse, and considering the increasing importance of fostering creativity as a key competitive advantage for future talents, we focused on research implementing creativity education in the media contents domain. To achieve this, we conducted this study during a semester-long media contents course utilizing artificial intelligence and the metaverse in real classroom setting. We involved in this study collecting feedback and opinions from students to investigate and identify effective strategies for enhancing the impact of creativity education. As a result, we proposed the utility of media contents class using artificial intelligence and the metaverse in enhancing students' creativity. By elucidating which teaching methods are most effective, we contributed to derive beneficial outcomes for media contents creative education.

Media-Aesthetical approach to the Computer-based Layer (컴퓨터 기반의 레이어(layer)에 대한 매체미학적 분석)

  • 이병주
    • Archives of design research
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    • v.17 no.2
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    • pp.471-478
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    • 2004
  • The recent aesthetical argument has been focusing on the interrelation between art and media. Now media is a kind of creative activity and dynamic factor which comprises aesthetic perception in itself compared to that of the past linear thingking era that was just a means of proving presence. Norbert Bolz, a leading media-aesthetician, puts the emphasis on the transformation of image, not the its dupe. He urges that this artistic form does not deliver the image of object, but means the objectless image itself. Therefore creativity is caused by an effect of a optional technic in the stage of technological environment where is under the control of the non-linear thingking system. In this context, this essay investigates to confirm the above mentioned aestheical views by analyzing the computer based layer as an detailed example, and to illuminate the designers creative activity where is deemed to be under its radical influence. Therefore it can be dedicated to the extension of the theoretical background in design, bridging between two practices accor ding to the Bolz's notion that the new aesthetical concept should be accompanied by ' the Design Science ', that is centered on the new media.

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Exploratory Experimental Analysis for 2D to 3D Generation (2D to 3D 창의적 생성을 위한 탐색적 실험 분석)

  • Hyeongrae Cho;Ilsik Chang;Hyunseok Kang;Youngchan Go;Gooman Park
    • Journal of Broadcast Engineering
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    • v.28 no.1
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    • pp.109-123
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    • 2023
  • Deep learning has made rapid progress in recent years and is affecting various fields and industries. The art field cannot be an exception, and in this paper, we would like to explore and experiment and analyze research fields that creatively generate 2D images in 3D from a visual arts and engineering perspective. To this end, the original image of the domestic artist is learned through GAN or Diffusion Models, and then converted into 3D using 3D conversion software and deep learning. And we compare the results with prior algorithms. After that, we will analyze the problems and improvements of 2D to 3D creative generation.

A Study on the Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.

Stylings Comparison of Combat Uniforms in Two Historic Soap Operas (퓨전사극드라마 "주몽"과 "태왕사신기"에 나타난 전투복 스타일링 비교)

  • Choi, Won-Kyong;Kim, Hye-Ree;Cho, Yoon-Gyung
    • Journal of the Korean Society of Costume
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    • v.59 no.5
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    • pp.101-114
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    • 2009
  • In recent times Fusion Historic Soap Operas have been produced and highly rated in Showtime. They have encouraged more creative costume designs for historic soap operas, as it is difficult to re-create costumes of the era in which the soap opera is set, knowledge of which is scant or even non-existent. These more creative and innovative costumes appeal to young modern audience in a way which the more classical setting did not. This study aims to study styling of combat uniforms in two Fusion Historic Soap Operas- "Zumong" and "Taewangsasingi" and to introduce new styling for future use. Those combat uniforms in two fusion historic soap operas were reproduced by modern imaginations and fantasies, rather than historical researches. Also the new design has applied unique styling for each character and enhances characters in those soap operas. This study focuses on combat uniforms of main male characters, but it can be suggestible that following researches will study in a variety of costume design stylings and characters in future historical soap operas.

Study on Social Media Business Model Design through Visual Thinking (시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구)

  • Park, Sang Hyeok;Sung, Haeng Nam;Cho, Hyun Dal
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.289-297
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    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.

Aesthetic Review on the Apparatus Characteristics of the Hyperrealistic Digital Animation (극사실주의 디지털애니메이션의 장치 특성에 대한 미학적 고찰)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.94-100
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    • 2008
  • These days, there are a lot of digital images, which are using to communicate with each other people, can make a liberal and creative media. In this environment, the studies on the digital animation would play a leading role of the aesthetic and technology developments for creative digital images. Digital animation images have their own aesthetics, and characteristics. They should be considered as a part of technology expansions. In particular, hyperrealistic digital animation should be more concentrated in the mutual relation between technology and aesthetic, because hyperrealistic digital animation has not only an appartus feature as a side of aesthetics, but a technology feature as a post modernistic media. Therefore the technology of digital animation as a the possibility of future growth for media should adhere strictly the peculiarity of digital aesthetics.