• Title/Summary/Keyword: Perceived Creativity

Search Result 96, Processing Time 0.028 seconds

Relationships among Self-Leadership, Engineering Design Self-Efficacy, and Perceived Team Creativity in Engineering Desing Class (공학설계강좌에서 셀프리더십 역량 및 공학설계 자기효능감과 팀 창의성 지각의 관계)

  • Lim, Jeeyoung
    • Journal of Engineering Education Research
    • /
    • v.17 no.1
    • /
    • pp.20-25
    • /
    • 2014
  • This study investigated the mediating effect of engineering design self-efficacy on the relationship between self-leadership and perceived team creativity. Participants were 110 engineering college students pursuing team projects. Engineering design self-efficacy showed complete mediation effects on the relationships between perceived team creativity and self-reward and evaluating beliefs and assumptions. Partial mediation effect of engineering design self-efficacy was found on the relationship between perceived team creativity and natural reward. Finally, limitations of this study and suggestions for future studies were discussed.

Perception of Fashion Designer's Capability and Product Quality -Human vs. Human+AI vs. AI- (패션 디자인 주체에 따른 패션디자이너 역량 및 제품 품질 지각 -Human vs. Human+AI vs. AI-)

  • Ju-ri Jung;Seyoon Jang;Yuri Lee
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.47 no.4
    • /
    • pp.743-759
    • /
    • 2023
  • Collaboration between AI and fashion designers is becoming essential. Thus, this study explored (1) 321 consumer responses to fashion designers, comparing their capabilities and product quality across different designer types, (2) the relationship between designer capabilities and perceived product quality, and (3) the moderating role of AI knowledge in the effect of capabilities on perceived product quality. Data were analyzed using EFA, ANOVA, regression, and moderation analysis. The results indicated that subjects perceived human designers as having higher capabilities and perceived product quality than AI designers. All subjects' perceived creativity and empathy significantly impacted the perceived functionality, aesthetics, and symbolism-sociality of clothing. Additionally, the perceived creativity of AI and human+AI designers, and the perceived empathy of human and human+AI designers, significantly influenced the perceived functionality and symbolism-sociality, but the perceived creativity of human designers and empathy of AI designers did not directly impact perceived functionality and symbolism-sociality. Moreover, perceptions of the designers' capabilities significantly aesthetics in all subjects. Furthermore, low levels of perceived consumer AI knowledge enhanced the positive impact of perceived human+AI designers' creativity and empathy on perceived functionality and aesthetics. The study suggests that fashion companies should refrain from revealing AI designers at this time.

An Exploratory Study of the Relationship Between Creativity Management Factors and Perceived R&D Performance in Korean Government-Supported Research Institutes (창의성경영과 지각된 R&D성과의 관계에 관한 탐색적 연구 - 과학기술분야 정부출연연구기관을 중심으로 -)

  • Son, Tae-Won;Shin, You-Jung;Yu, Sung-Jae
    • Knowledge Management Research
    • /
    • v.4 no.1
    • /
    • pp.1-19
    • /
    • 2003
  • The purpose of this study is to explore the effect of creativity management factors on perceived R&D performance. To do this, the data (885cases) were collected from 19 Korean Government-supported Research Institutes, and 3 hypotheses derived from the model of creativity management(after here CM) were tested. Major findings are as follows: 1) CM constructs are grouped into diversity, autonomy, connectivity, redundancy and flexibility factors; 2) The major factors that can explain R&D performance perceived by scientists and engineers are connectivity, autonomy, diversity and flexibility; 3) All CM factors have significant relationship with satisfaction of the employees; 4) Flexibility and connectivity factors give effects on turnover intention of the members. This study has some limitations in model building and empirical testing. This study, however, provides theoretical and managerial implications about CM and R&D management, particularly Government-supported Research Institutes in Korea.

  • PDF

An Analysis of Teachers' Expectation and Need for Creativity and Character Education (창의·인성교육에 대한 교사들의 기대와 요구 분석)

  • Oh, Jung-Sook;Kang, Beodeul;Park, So-Young;Im, Sung-Min;Park, Jong-Un;Won, Hyo-Heon;Kim, Hak-Bum
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.26 no.6
    • /
    • pp.1342-1351
    • /
    • 2014
  • The purpose of this study was to analyze qualitatively perception on creativity and character education of teachers who participated in winter training and workshop which the Southeast Regional Center for Creativity and Character Education arranged. The results are as follows. Firstly, it was shown that teachers perceived close corelation between creativity and character and competency necessary for students who will make a living for future society. Secondary, Teachers perceived that creativity and character education will benefit students in their cognitive, emotive, and affective aspects. Lastly, teachers thought that an administrative assistant and financial help such as securing classroom had to be supported so that they were able to freely conduct creativity and character education and teaching materials provided by the Regional Center for Creativity and Character Center were helpful in establishing a whole foundation when they started to conduct creativity and character education.

The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.59-67
    • /
    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

An Investigation of the Creativity as Perceived by Undergraduate Students (대학생들의 창의성에 대한 인식 - 창의성에 대한 암묵적 접근을 중심으로 -)

  • Chung, Ock-Boon;Lim, Jung-Ha;Chung, Soon-Hwa;Kim, Kyoung-Eun;Park, Youn-Jung
    • Korean Journal of Human Ecology
    • /
    • v.20 no.1
    • /
    • pp.39-55
    • /
    • 2011
  • The purpose of this study was to investigate the implicit knowledge of creativity and education practice of creativity perceived by undergraduate students. Participants were 425 undergraduate students from around the greater metropolitan area of Seoul. The results of this study were as follows: (1) Most undergraduate students considered creativity as creative thinking or creative product rather than creative personality and creative environment. Undergraduate students placed originality as the most important subfactor of creativity. Scientists were ranked as the most creative people, followed by executives, and then artists. Interestingly contemporary Korean undergraduate students recognized and evaluated creativity as positive. (2) Most undergraduate students recognized the needs and importance of creativity-fostered education. These aspects of education have meaningful differences according to gender, as female students viewed creativity-fostered education more important. (3) Undergraduate students considered creative persons to be imaginative, independent, and confident. The most important part of developing undergraduate students' creativity was to make more creative environments. It has been suggested that the benefit of creative environments should be taken into consideration when developing creativity-enhancing programs and education for undergraduate students more generally.

Effects of Leaders' Creativity on Employees' Job Satisfaction and Innovation Behavior: Focusing on the Mediating Effect of Positive Psychological Capital and Creative Self-efficacy and the Moderated Mediating Effect of Team Cohesiveness (리더의 창의성이 종업원의 직무만족과 혁신행동에 미치는 영향: 긍정심리자본과 창의적 자기효능감의 매개효과와 팀응집성의 조절된 매개효과를 중심으로)

  • Kim, Ji Woong;Kang, Min Jung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.17 no.3
    • /
    • pp.165-182
    • /
    • 2022
  • This study focused on whether employees' perceived leader's creativity has a significant effect on employees' job satisfaction and innovative behavior. In addition, this study analyzed the mediating effect of positive psychological capital and creative self-efficacy in the relationship between perceived leader creativity and employee satisfaction with the job or innovation behavior, and analyzed the moderated mediating effect of team cohesion. This study conducted confirmatory factor analysis and path analysis for each factor using the measurement tool verification method using the SmartPLS 3.0 structural equation model, and empirically analyzed the research model. As a result, it was found that the creativity of employees' perceived leaders did not directly significantly affect employees' job satisfaction and innovation behavior. However, it was found that positive psychological capital significantly mediated the relationship between perceived leader creativity and job satisfaction or innovative behavior. In addition, positive psychological capital and creative self-efficacy have a complete double-mediation relationship between the employees' perceived leader's creativity and employees' innovative behavior. However, positive psychological capital and creative self-efficacy don't have a double-mediation relationship between the employee's perceived leader's creativity and employees' job satisfaction. Finally, Team cohesion was found to moderate the relationship between perceived leader creativity, positive psychological capital (or creative self-efficacy). However, the research model that the moderated mediating effect of team cohesion on the relationship between leader's creativity, the mediating variables(positive psychological capital and creative self-efficacy), and job satisfaction (or innovative behavior) was significant only for groups with high team cohesiveness. This study examined the needs of the times for the importance of creativity of perceived leaders and analyzed the relationship between factors influencing job satisfaction and innovation behavior of organizational members. The study is meaningful in that it suggested a plan to establish a specific organizational strategy to enhance positive psychological capital and creative self-efficacy.

College of Engineering Students' Perception on Creativity Education (공과대학 학생들의 창의성교육에 관한 인식)

  • Lim, Cheol-Il;Kim, Young-Jon;Kim, Dong-Ho
    • Journal of Engineering Education Research
    • /
    • v.15 no.2
    • /
    • pp.30-37
    • /
    • 2012
  • There have been various educational approaches to foster students' creativity in engineering colleges, but little has been conducted based on empirical study results of students' perception on creativity education. This study aims to explore the students' perception on creativity in engineering such as characteristics of creative engineers, the level of individual or group creativity and creative education in engineering colleges. According to the survey results of 538 respondents, engineering students considered three factors such as 'innovative driven', 'eager for high intellectuality', 'activity expression' as characteristics of creative engineer. They evaluated both of individual or group creativity levels as subnormal. They perceived the importance of creativity education, but were not satisfied with current creativity educational experiences. They pointed out 'limited supports of nation or organization', 'credit system decided by the paper-based exam', 'non-systematized creativity classes' as impending factors for creativity in engineering education. Students suggested 'securing the budget for practice and field participation', 'changing of perception on creativity education itself', 'developing the creativity classes combined with engineering subjects' as fostering factors in creativity education. This studdy suggests several implications of educational approaches to creativity education in engineering colleges.

Influence of The Multimedia Function on Continue Using Intention of Smartphone Based SEM (구조방정식 기반 스마트폰의 멀티미디어 기능이 지속사용의도에 미치는 영향)

  • Nam, Soo-Tai;Lee, Hyun-Chang;Jin, Chan-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.19 no.6
    • /
    • pp.1347-1352
    • /
    • 2015
  • Smartphone users, opinion experts more than 99 percent of the economically active population is using, it has reached the saturation past the early stages of formation. In this research, we aim to analyze factors influencing of the multimedia function on continue using intention of Smartphone. Predictor factors were selected perceived usefulness, perceived ease of use and perceived enjoyment suggested on extended the technology acceptance model. Participants of this study were 106 Smartphone users in Busan city and Jeonbuk province in accordance with convenience sampling. IBM SPSS Statistics 19 were employed for descriptive statistics, Smart PLS(partial least squares) was employed for confirmatory factor analysis and path analysis of casual relationship among variables and effect. Analytical results show that all paths from perceived value to continue using intention are significant. This study suggests practical and theoretical implications based on the results.

Implicit Knowledge on Children's Leadership and Creative Leaders' Styles by Teachers and Children (아동 리더십에 관한 교사와 아동의 암묵적 지식과 양측이 리더로 지각한 아동들의 창의적 리더 유형 차이)

  • Pyo, Jung-Min;Choe, In-Soo
    • Korean Journal of Child Studies
    • /
    • v.30 no.6
    • /
    • pp.443-458
    • /
    • 2009
  • This study examined differences between teachers' and children's implicit knowledge, perception and characteristics of leaders, and creative leadership styles of perceived leaders. The 207 elementary 6th grade student and 13 elementary teacher participants completed open questionnaires. Results showed that (1) 30% of implicit knowledge of children's leadership between teachers and children were different; teachers included more charismatic features; children focused on responsibilities of leaders. (2) The list of perceived leaders' traits were similar to the implicit traits in both groups. (3) Scores of perceived leaders by teachers and children were higher in creativity and leadership than those of ordinary children. Over 75 percent of perceived leaders were also classified as creative leaders.

  • PDF