• Title/Summary/Keyword: Social Creativity

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Development and Validation of Korean MHBT for Identification of Giftedness (한국형 MHBT 영재판별 검사의 개발 및 타당화)

  • Lim, Kyung-Hee;Son, Seung-Nam
    • Journal of Gifted/Talented Education
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    • v.18 no.3
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    • pp.371-400
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    • 2008
  • The purposes of this study were to develop and validate Korean MHBT for identification of giftedness. MHBT in this study consists of KFT-HB and MHBT-5. MHBT-S was composed of 1) space presentation and thinking ability, space perception,. physics/technic tasks 2) affective domain; creativity, achievement motivation, desire of knowledge, social competence questionnaire 3) performance attitude questionnaire 4) interest questionnaire. The subject were 489 middle school students (1 or 2grade) in the education centers for gifted youth and general classes. Except a few subscales, internal consistent reliability was considered good. Korean MHBT discriminated well gifted students from general students in KFT-HB and some subtests of MHBT-5. As results, Korean MHBT in this study was expected to be a reliable and valid instrument for identification of korean gifted students.

A Case Study on the 「Influencer」 Art Exhibition (「Influencer」 예술 전시회 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.373-378
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    • 2020
  • With the continuous development of economic activities of influencer(people with social influence). Because of 'Influencers' bring huge economic benefits, all walks of life are creating their own 'influencers'. In the art exhibition industry, the 'influencer' art exhibition pays more attention to experiencing the audience. Although it reduces the professionalism of art exhibitions, it also lets more non-professional visitors to see and experience art exhibitions. In this paper, the write takes the 'influencer' art exhibition as the research object and divides into 'emotional immersion' and 'technological immersion', and analyzes the development status of 'influencer' art exhibition. It is a commercial marketing method to call art exhibition 'influencer'. But with the increasing demand of the public for art and culture consumption. the 'influencer' art exhibition, which can bring immersive cultural experience to the audience. It just meets the cultural consumption demand of the public. So that it has become one of the main forms of art exhibition. In the future, immersive 'influencer' art exhibition will become the main form of art exhibition. With continuous innovation and creativity, art professionalism and commercial marketing, the 'influencer' art exhibition will continue to develop.

The Study on the Architectural Characteristics of the Wealthy Farmhouses in Ham-Ra (함라마을 부농주거의 건축특성 연구)

  • Yu, Eun-Mi;Hong, Seung-Jae
    • Journal of the Korean housing association
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    • v.17 no.6
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    • pp.99-108
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    • 2006
  • Ham-ra is a village that belongs to Ham-yuel Ri, Ik-san city and also known as the village where 4 millionaire modem age rich farmer households are residing in the center of the village. Originally, central point of the village was Gaeksa and Hyanggyo that is in Suodong, but early 1900s, rich farmers found new Places beside Suodong and built large-scale houses and around it, houses of tenant and commercial places were formed and became the new center of the village. Therefore, Ham-ra village shows well about the changes of the traditional village in the end of Chosun Dynasty aspect that of existent village space according to rich farmer's growth. Especially, the large scaled Korean traditional houses which were built newly in the year between 1917 to 1939 shows main road and Natural stream surrounding the village which are not found in any other village. 3 rich farmers (Lee Bae-won, Jo Hae-young, Kim An-gyun house) and Lee Jib-cheon's houses built a large scaled Sarang-chae and An-chae to compete and to show off there wealth. This residing imitated High-classe house yet accommodated social changes and through a voluntary experiment, is expressing modernity of Han-ok very well. Similarity and creativity in residing form appears well in buildings similar time and village. This research analyzed space composition change of the village and characteristic of Architecture who appear at modern process of typical farmer houses which make a strong resolution to Ham-ra hereupon.

A Study on the New Types of Business Administrations for Innovation under the Smart Work Environment (스마트워크 환경에서의 혁신을 위한 새로운 유형의 경영추진 방안)

  • Kim, Sun-Bae
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.201-211
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    • 2011
  • As the spacetime restriction free business becomes possible in compliance with the wide spread of social media through rapid propagation of smart phones and remote working etc., the positive activity for successful smart work implementation by major countries and many enterprises are being deployed. Korea which falled behind other advanced countries for adoption of smartwork needs to make double efforts in the forthcoming smartwork business area to be a continuous leading country as it used to be in the past IT area. Compare with traditional smartwork 1.0, future smartwork 2.0 is more creative, innovative and human/nature friendly. Smartwork 2.0 is the way of working to maximize the creativity by involving outside cooperators' capability and conforming to human sensitivity and emotion. This study suggests the management models proper to the future smartwork environment. This study will review the existing enterprises, government operation and rethink about the efficient management models in the rapidly changing smart work environment.

A Comparative Analysis on University Accreditation Standards of Korea and USA in the View Point of Information Literacy (정보활용능력의 관점에서 본 한국과 미국의 대학평가인증기준 비교.분석)

  • Lee, Byeong-Ki;Kim, Kioh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.3
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    • pp.135-156
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    • 2013
  • In recent years, universities as higher education institutions have counted upon social accountability that assure their educational performance and quality. University assessment accreditation are being used internationally as a means to ensure the accountability. Current trends in American accreditation standards emphasize student learning outcomes such as problem solving, critical analysis, creativity instead of inputs such as physical and human resources. Also, American accreditation standards underscore the importance of information literacy as a learning outcomes. The purpose of this study is to compare and to analysis accreditation standards of Korea and American in the view point of library and information literacy. This study suggest basic directions how to apply these information literacy in accreditation standards of Korea. The accreditation standards of Korea need to reflect information literacy in terms of to enhance learning outcomes. In particular, this accreditation standards has to include collaboration between librarian and faculty within standard for accreditation.

Proposal about Convergence Education for Creative Manpower Training - Focused on Foreign Language Department's students (창의적 인력 양성을 위한 융합적 교육 방안 - 외국어 계열 학생을 중심으로)

  • Lee, Jungwon;Moon, Sang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.8
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    • pp.1987-1994
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    • 2014
  • The purpose of this paper is to propose convergence education for creative manpower training between foreign language and Information technology department's students. Academia and industry, and government have attempted a number of changes and efforts for the employment of university graduated students and they have also promoted various projects and plans to suggest a better way. But the graduates employment rate is still left as serious social problem. To solve this problem, we seek to propose convergence education plan to enhance the employment rate of foreign language department that is relatively low unlike other departments. This proposal will make a new paradigm in education - Creativity, Difference, Locality, and Convergence. Based on these paradigms, it is expected to overcome the limitation of labor market.

Development of Baking Technology and Analysis of Domestic and International Bakery Market and Trends (제과제빵 기술의 발전과 베이커리 시장의 분석)

  • Lee, Kwang-Suck
    • Food Science and Industry
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    • v.45 no.4
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    • pp.16-20
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    • 2012
  • Although the technology of breadmaking simply goes through the process of mixing, fermentation, and baking, it is very hard to make a same product every day. The reason is that baking science begins with the very first process of breadmaking which is mixing, and every steps and working environments are so closely connected. The baking science has developed in short time since the theory of fermentation has released. If you check the development of baking technology synthetically, it is consisted of the discovery of nutritional and functional ingredients, the optimization process of new machines, and the maintenance of the quality as fulfilling social demands. Because the baking business is making and selling the product, baking itself is a business, and it has the form that manufacturing and service business coexist. In today's current domestic bakery market, the supply exceeds the demand. Moreover, the concept of bakery itself has been changing from the fixed image of bakery which is selling the bread to the differentiated bakery with others. As we look at the general bakery's trends, it is focused on going back to the basic or traditions, going to the functional, and working with automations. To conclude, the baking has a long history, but it actually has the short history in the technological development. Baking business can be viewed as the simple business, but many factors are related to the business. It has a few basic kinds of products in baking, but it has diverse kinds of products with the base of infinite creativity. Even though it is physically a hard working business, it is also a business that can face with fun. For managing a bakery, finally, the differentiated strategy with other bakery that maximizes the customers' value is needed.

A Study on the Activation Plan for K-Beauty Beauty Industry (K-Beauty 미용산업 활성화 방안에 관한 연구)

  • Pyo, Young-Hee
    • Journal of Convergence for Information Technology
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    • v.11 no.12
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    • pp.229-235
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    • 2021
  • The K-Beauty beauty industry is emerging as a future-oriented growth industry that creates high added value. Therefore, this study analyzed the trends of the K-Beauty beauty industry, the latest cosmetics industry trends, and previous studies and reports related to global competitiveness with the purpose of suggesting a direction to develop into a promising industry with future value needs and competitiveness of consumers. First, it is necessary to induce the demonstration of social and economic value as an export-beneficial industry by enabling division of roles between industries and governments by sector based on innovation and creativity. Second, it is expected to succeed only when beauty and IT are fused to form and expand an innovation network. Finally, if legal and institutional improvements are preceded to solve the task of creating new jobs and fostering professionals that meet the goals of industrial development, it will be possible to strategize the revitalization of the future-oriented K-Beauty beauty industry.

Core Competence Evaluation Model of Play Worker Based on Delphi Technique (델파이 조사를 통한 놀이 전문가 핵심역량 분석)

  • Park, Hye-Jin;Kim, Yong-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.100-107
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    • 2019
  • The purpose of this study is to develop an evaluation model to measure the core competences of actual play workers by exploring what competences are necessary for them to provide quality play. Based on literature review, we selected five core competences : knowledge of play, program development, understanding play culture, creativity, and information sharing & applying. In order to achieve the research purpose end, a two-round Delphi survey was conducted on 10 play and education experts. The findings drew scholarly consensus on the competences of play workers to have and proposed basic data by developing competences evaluation model to measure them. Each of the key competences has three sub-conpetences, each of which included two behavior elements. Furthermore, this study presented future research directions so that play can be voluntarily planned and supported in a social and cultural context.

Model Development of Capstone Design for Technological and Humanities Convergence by Using Idea Box (아이디어박스를 활용한 기술인문융합형 캡스톤디자인 모형개발)

  • Kyung, Jong-soo;Choi, Chang-ha
    • Journal of Engineering Education Research
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    • v.21 no.6
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    • pp.35-43
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    • 2018
  • In many universities, the Capstone Design course aims to educate creativity, teamwork and leadership, and ultimately aims to cultivate practitioners with practical ability required in the industry. Since the introduction of capstone design as a regular course, it has spread not only to engineering but also to the humanities and social sciences. A typical capstone design is usually carried out within a limited range of schedules and budgets within the scope of a major and a subject. In the case of a special-purpose capstone design, it is necessary to find out excellent items aiming at start-up and commercialization at an early stage, It contributes to the achievement of international convention participation, start-up and commercialization. The teaching styles of capstone design such as multidisciplinary capstone design, fusion capstone design, and global capstone design are developed and operated in various ways. Depending on each type, objectives, curriculum, scope of participation, operation method, performance and so on. In the case of capstone design, it is contributing to increase the achievements such as participation in international conventions, establishment of business and commercialization by early detection of excellent items aiming at start-up and commercialization, development and establishment of support process. Technological and Humanities Convergence Capstone Design Moel is named as the process of designing a four-level idea called "Idea Factory-based Technology-Humannities Fusion Capstone Design Process", and it is used to generate ideas, elaborate ideas, advanced ideas, and commercialization.