• 제목/요약/키워드: Practical and Creative

검색결과 486건 처리시간 0.024초

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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    • 제16권1호
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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.

Exploration on the Development and Characteristics of Composites Painting in the Contemporary Art Ecology

  • Wang Jing Jing
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.232-240
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    • 2023
  • The ecological expression of art in modern society takes the harmonious developmental relationship between man and nature as an element and combines it with the various manifestations of painting as an expression of ecological artistic development. The necessary relationship for the harmonious development of nature is accurately articulated, and the ecological changes in people are expressed in integrated materials that inspire human reflection. In the pursuit of material pleasures, mankind is neglectful and indifferent to the environment. The development of composite painting in art and ecology is a process that more reveres the harmony between man and nature as well as satisfying the creative value of the work. After systematic evaluation and research, people have engaged in various structural forms of composite art painting development in the long history of art development, focusing on the integration of environmental and ecological culture. In the process of nature education going through development, the comprehensive practical development of nature education is enhanced and efforts are made to feel new ecological art ideas and new ways of valuing environmental protection. In this paper, an observational study of eco-art will be carried out, starting from the theory of hierarchical division and analyzing the contradictory relationship between man and nature. Recognize nature, understand it and feel it through eco-art painting. The analysis of the contradictory relationship between man and nature is combined with the identification of various types of information that give value to the environmental protection public, and the combination of ecological painting and nature art to achieve an upgrade of the environmental protection idea of the value of painting. In the development of artistic ecological comprehensive painting, it is necessary to put forward technical requirements and standards that meet the development of modern industry according to the characteristics and methods of ecological painting. The author of this paper discusses the necessity and social value of artistic ecological painting creation from the artist's point of view, expounds the practical achievements of ecological painting from the perspective of the history and present situation of the development of ecological aesthetics at home and abroad, and gives the concept and creative method of contemporary art comprehensive material painting in combination with his own actual situation.

한국적 이미지의 경기용 수영복 디자인 개발에 관한 연구 (II) - 오방색과 태극문을 중심으로 - (A Study for Developing the Competitive Swimming Suit Design with Korean Traditional Image (II) - focused on the 5 traditional colors and Taeguk motive -)

  • 최경희;엄준희;김민자
    • 복식
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    • 제53권4호
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    • pp.49-69
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    • 2003
  • The purpose of the study is to develop the competitive swimming suit design with Korean traditional images. which excels in dimension of functionality, aesthetics, and symbolism. To accomplish this study, first. a theoretical examination about Korean image was added, on the basis of the practical research about professional swimmers' preferences as well as the theoretical research about the history of swimming suits and the qualifications of competitive swimming suits in the prior study. Next, practical designing was performed to achieve the creative designs according to Lamb & Kallal's design process. and the superiority of the newly designed swimming suits was evaluated by using Grant's alpha-beta model. The results of this study can be summarized as follows : First. in the problem apprehension stage. the need for swimming suit designs with Korean traditional images for professional swimmers was acknowledged, and three major criteria. which are functionality, aesthetics. and symbolism has been verified. Second. in the preliminary brainstorming stage, considerable amounts of data for the design concept considering the criteria above have been gathered. The athletic one-piece for women and the brief for men in style and nylon/lycra in fabric were used in the aspect of functionality. And the S Korean traditional colors in color and Tae-guk motive and others in pattern were selected to apply Korean traditional images in the aspects of aesthetics and symbolism. Finally, the 13 series of creative designs with 4 themes( l17pieces in total) have been suggested. Third, in the design improvement stage. after the preference to each design was surveyed, reformation of the designs was arranged on the basis of the results. Fourth, in the prototyping stage. the 17 actual prototypes, including 13 pieces for women and 4 pieces for men were produced. Fifth. in the evaluation stage. the evaluation procedure using Grant's alpha-beta model was performed. As a result, the newly designed swimming suits were rated above other existing ones in all three aspects of functionality, aesthetics, and symbolism.

캡스톤디자인 교육과정을 통한 텍스타일 상품개발 제안 및 수업만족도 고찰 (Study on Textile Product Development and Song HaYoung Class Satisfaction through Capstone Design Curriculum)

  • 송하영
    • 패션비즈니스
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    • 제23권5호
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    • pp.124-136
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    • 2019
  • Capstone design is a creative and comprehensive educational program requiring practical adaptation skills for the industry. The purpose of this study was to analyze the results of design development, lectures and curriculum satisfaction for textile fashion products based on four years of capstone design curriculum from 2015 to 2018. The curriculum consists of 26 groups of 72 students and a total of 26 final results were obtained via industry-university cooperation. The materials for product design development included differentiated clothing, leisure goods, bags, dog goods, smart goods, interior goods and recycled products based on textiles. The degree of satisfaction with lectures involving the capstone design class was very high, with 4.2 out of 5.0 when the number of students was less than 10. However, when the number of students was 20 or higher and the number of students was large, the level of satisfaction was below 3.88. Therefore, the capstone design class comprising less than 10 students was better at individual teaching and teamwork. In terms of satisfaction with capstone design curriculum, the respondents indicated that the teaching method addressing the needs of industry and academia facilitated practical learning. It was very helpful in improving competency related to the design and development majors and future employment. The capstone design curriculum was effective in the training for practical design development and planning.

농촌지역 생활형 (휴양)관광지 발전모델 연구 - 일본의 사례를 중심으로 - (A Study on the Development Model of Life-Type Tourism Destination - Focusing on the Japanese Practical Case -)

  • 박구원
    • 농촌계획
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    • 제21권4호
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    • pp.139-155
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    • 2015
  • This study was conducted to effectively develop rural tourism in Korea. For the purpose, tourism that can develop with local industries and cultures together was designated as life-type tourism and development models of such tourism were reviewed based on an understanding that province-oriented tourism is necessary. An analysis of three actual cases of Japan led to following results. First, life-type tourist destinations can be developed in connection with making local areas based on their special themes, can be developed in relation to their life cultures based on their peculiar life cultures and can be developed in creative forms using characteristic environment and organizational culture of those areas. In pursuing life-type tourist attractions, it will be possible to make practical development using it with those three basic models. Second, it is important to form a flow covering the entire regions based on their own special themes, to build cyclical structure of regions and tourism and tourism and industries and to create overall conditions that can help local residents get benefits and join together, in order to develop such life-type tourist destinations. Development of life-type resort tourist destinations needs roles of practical organizations that can effectively manage them, but such organizations should be dynamic and should be distant from management of money as much as possible.

가설 제안 활동을 통한 창의적 사고력과 비판적 사고력 신장에 기여하는 모델 개발 및 과학 교수에서 그 활용 (The Development of a Model for the Enhancement of Creative and Critical Thinking Skills through Hypotheses generating Activities and It's Applications on Teaching Science)

  • 강순희
    • 한국과학교육학회지
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    • 제28권5호
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    • pp.482-494
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    • 2008
  • 본 연구에서는 창의적 사고력은 협의의 측면으로 정의하여 제시하였고 그리고 비판적 사고력은 강한 의미의 측면으로 정의하여 제시하였으며, 이를 토대로 하여 현행 탐구 교수 전략을 수정 보완하는데 활용할 수 있는 창의적 사고력과 비판적 사고력 신장 모델을 개발하였다. 이 모델은 교사가 물어보는 인과적 질문에 대하여 학생들로 하여금 발산적 사고력을 활용하면서 조별 토론에 의하여 잠정적 설명들을 적어도 세 가지로 응답들을 하게 한 후에, 이어서 조 별 토론하면서 보다 더 나은 하나의 설명(가설)을 선택하도록 하는 가설을 제안하는 과정이다. 발산적인 사고로 다양한 가설들을 만들어 내기 위해서도 조 별 협동학습 활동이 필수적이며, 또한 학생들로 하여금 강한 의미의 비판적 사고를 형성하게 하기 위해서도 반드시 협동 학습에서 조 별 토론에 의하여 얻어진 사고의 결과들을 만들어 내도록 하여야 한다. 이러한 과정을 경험하면서 학생들은 창의적인 사고와 비판적인 수렴적 사고를 작동하게 되는 것이다. 이 창의적 사고력과 비판적 사고력 신장 모델을 적용한 수업 전략에는 기존 수업 전략에 비하여 아주 조그마한 차이만을 보여주나, 이와 같은 창의적 사고력과 비판적 사고력을 활용한 탐구 교수 전략을 중학교 2학년 학생들과 대학교 1학년 학생들에게 적용한 결과에 의하면 비교반과 비교하였을 때 유의미하게 창의력이 신장되었다. 창의적 사고력과 비판적 사고력 신장 모델을 활용한 다양한 여덟 개의 실례들을 개발하였다. 이 여덟 개의 결과들은 기존의 탐구 교수 전략에 들어 있는 인과적 질문에 대하여 설명들(가설들)을 하고 있는 형태들을 갖추고 있다.

창조경제 확산을 위한 중소기업 임직원의 역량강화방안 : 융합과제발굴을 중심으로 (Capacity Building Measures of SMEs Employee for Spreading the Creative Economy : For focus on Excavation of Convergence Project)

  • 한지원;박기남;임희석
    • 디지털융복합연구
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    • 제12권6호
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    • pp.607-614
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    • 2014
  • 중소기업 간 지식 기술 융합의 필요성이 크게 인식되고 있는 요즘, 이를 실천하고 활성화 시킬 수 있는 구체적인 방안이 부재하고 고품질의 융합 실천 교육 콘텐츠 보강이 필요한 실정이다. 이에 본 연구에서는 중소기업 임직원의 융합과제 발굴역량 강화를 위한 사례중심 교육과정 및 콘텐츠 개발을 위해 3단계로 연구목표를 세분화하여 제시한다. 1차로 중소기업의 국내 외 융합 동향 및 현황파악 및 융합성공사례 분석을 위한 표준분석 방안을 마련하고, 2차로 중소기업 융합 성공사례 발굴 및 자료수집과 융합 성공 사례 분석을 통한 융합 모형을 개발하며, 3차로 중소기업 임직원 융합 역량 강화를 위한 교육과정 분석 및 교육 프로그램을 개발하고자 한다. 이를 통해 융합 교육을 통한 새로운 성장 동력을 발굴하고, 신제품 새로운 서비스 개발 및 신시장 창출, 중소기업 기술과 성장의 한계를 극복하고 재도약할 수 있는 계기를 마련하여 지식 기술 융합을 통한 글로벌 트랜드 부합 및 기업 경쟁력 강화를 이루고자 한다.

Defining Science Core Competency in the 2015 revised Science Curriculum and Exploring its Application into STEAM program

  • Park, Young-Shin;Park, Gu Reum
    • 한국지구과학회지
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    • 제39권4호
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    • pp.361-377
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    • 2018
  • The purpose of the study was to define five science core competencies introduced in the 2015 revised science curriculum with each component and practical indicators into the frame. Science teachers on site could use it in teaching and developing science program to equip students with the competencies to creatively solve problems which is the aim of science education in the $21^{st}$ century. To develop this frame, we contacted 10 experienced science educators and collected the data through a questionnaire. We coded all responses and categorized into the components and practical indicators of each competency which were all compared with those from well-known theories in order to validate. We then contacted other 35 science educators again to construct the validity to fill out the survey of Likert scale. The finalized science core competency included 19 components in total with practical indicators that can be observable and measurable in the classroom. This frame was used to see how it fits into a STEAM program. The finding was that two different topics of the STEAM program displayed the different description of science core competency usage, which could be used as the prescription of the competency as to whether or not it is more promoted in science class.

실습능력 향상을 위한 전자 설계교육에 대한 연구 (A Study on the Improving Practical Education for Electronic Design Ability)

  • 이원석;안태원
    • 전자공학회논문지
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    • 제51권9호
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    • pp.223-228
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    • 2014
  • 본 논문에서는 학과 교과과정의 이론을 바탕으로 하여, 개선된 트레이닝 키트를 기반으로 한 전자 설계 실습능력 향상교육에 대하여 다룬다. 학생들은 개선된 전자 설계 프로젝트 실습교육을 통하여 회로의 이해력 및 분석력을 키우고, 전자부품의 조립 및 측정 등으로 실무와 밀접한 프로세스를 익히게 된다. 본 논문에서 제시하는 실습교육 방안은 회로의 분석력과 이해력 증대 및 회로 제작의 성취감과 자신감을 증대시킬 수 있을 것으로 생각되며, 학생들의 창의적 전자 설계 프로젝트 실습교육에 효과적으로 활용될 수 있을 것으로 기대된다.

기업 홍보물 애뉴얼리포트의 편집디자인 요소 분석 (Editorial Design Element Analysis in Annual Report for Corporate PR)

  • 김성학
    • 한국콘텐츠학회논문지
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    • 제14권1호
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    • pp.119-127
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    • 2014
  • 기업 이미지 향상을 위한 경쟁이 갈수록 치열해지고 있는 지금, 기업의 투자와 직결되는 핵심 기업 정보를 홍보하는 애뉴얼리포트는 단순한 홍보물을 넘어서 기업의 가치를 판단하는 하나의 가늠자이다. 좋은 상업적 디자인은 기능적 요구와 심미적 요구의 충실한 교집합이다. 이런 관점에서 애뉴얼리포트의 매체적 특성과 이에 따른 디자인 결과물들을 객관적 자료로 정리하고자 하였다. 본 연구의 대상은 2013 ARC어워드 내지 디자인 부문 수상 애뉴얼리포트들의 메인 콘셉 메시지와 페이지 정보 구조를 통한 편집 기획 방향의 사례들, 책에 콘셉과 특징을 부여한 피쳐 페이지(Feature Page)의 기본 편집 요소인 이미지와 타이포그래피 활용 현상을 제시해 보고자 한다. 본 연구의 방법은 출판된 결과물의 현상과 결과를 물리적으로 구분하고, 그것을 통해 어떤 요소들이 공통적 유형으로 혹은 불규칙한 유형으로 존재하는지를 관찰해본다. 이렇게 수상작들의 결과물을 정리 구분한 자료들을 바탕으로 실무 현장의 그래픽 디자이너와 홍보 편집 기획자들을 창의적인 콘셉 수립과 표현 개발에 더 많은 시간을 부여할 수 있는 기회를 제공할 수 있다. 또한 이 자료는 클라이언트에게 제시할 수 있는 현황 데이터로 활용되어, 좀 더 향상된 수준의 홍보 제작물을 창작하는데 기여할 것으로 기대한다.