• Title/Summary/Keyword: creative practices

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Reappraisal of Empowerment through Giddens's Theory of Reflexivity -In Quest of the Integrated Paradigm for Social Welfare Practice- (기든스(Giddens)의 성찰성 이론을 통한 임파워먼트의 재해석 -통합적 사회복지실천 패러다임에 대한 탐색-)

  • Choi, Myungmin;Kim, Giduk
    • Korean Journal of Social Welfare
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    • v.65 no.2
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    • pp.103-130
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    • 2013
  • Although both ecosystem theory and empowerment have become the most prevalent candidate for integrated paradigm for social welfare practices, they could not overcome completely the long-standing and sharp divides between micro and macro practices, that is, between subject and structure as a main explanatory element in social welfare realm. Along with such traditional dualism and tension, a new emerging divide between modernism and postmodernism regarding intrinsic mission and roles of social welfare has urged strongly to develop the overarching theoretical framework for social welfare practice. In this regard, this study aims to recast the ecosystem theory and empowerment through the reflexive modernization theory of critical sociologist Anthony Giddens. With relatively strong emphasis on human capability coined as the reflexivity, Giddens's own creative theory of modernization can be thoroughly expected to provide a solid foundation of integrated paradigm enough to bridge the existing dualisms in social welfare theory and practice. Especially, his unique account of integrated way of how human agency is involved in the construction of social structure and how to transform each other recursively has profound implication for empowerment to be adequate and proper comprehensive framework for social welfare practice.

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From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
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    • s.49
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    • pp.697-712
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    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.

Signifying Practices of Technoculture in the age of Data Capitalism: Cultural and Political Alternative after the Financial Crisis of 2008 (데이터자본주의 시대 테크노컬처의 의미화 실천: 2008년 글로벌 금융위기 이후의 문화정치적 대안)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.143-148
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    • 2022
  • The subject of this paper is the practical examples of technoculture that critically thinks network technology, a strong material foundation in the era of data capitalism in the 21st century, and appropriates its socio-cultural metaphor as an artistic potential. In order to analyze its alternatives and the meaning of cultural politics, this paper examines the properties and influence of data capitalism after the 2008 global financial crisis, and the cultural and artistic context formed by its reaction. The first case considered in this paper, Furtherfield's workshop, provided a useful example of how citizens can participate in social change through learning and education in which art and technology are interrelated. The second case, Greek hackerspace HSGR, developed network technology as a tool to overcome the crisis by proposing a new progressive cultural commons due to Greece's financial crisis caused by the global financial crisis and a decrease in the state's creative support. The third case, Paolo Cirio's project, promoted a critical citizenship towards the state and community systems as dominant types of social governance. These technoculture cases can be evaluated as efforts to combine and rediscover progressive political ideology and its artistic realization tradition in the context of cultural politics, paying attention to the possibility of signifying practices of network technology that dominates the contemporary economic system.

European Experience in Implementing Innovative Educational Technologies in the Field of Culture and the Arts: Current Problems and Vectors of Development

  • Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.39-48
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    • 2022
  • The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.

The Effects of Adversity Quotient and R&D Capabilities on Corporate Performance: The Mediating Role of Organizational Creativity Influencing Factors (역경지수와 연구개발역량이 기업성과에 미치는 영향: 조직창의성 영향요인의 매개역할)

  • Hae-Jin Sue;Jong-Keon Lee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.4
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    • pp.89-102
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    • 2023
  • This study examined the effects of adversity quotient and R&D capabilities on corporate performance and the mediating role of organizational creativity influencing factors in the relationship between these variables. This study established seven hypotheses, divided the adversity quotient into control, reach, and endurance, divided organizational creativity influencing factors into organizational resources and creative management practices, and divided corporate performance into management performance and technical performance. This study distributed 1,000 One hundred and sixteenquestionnaires to CEOs working at small and medium-sized technology start-ups in Gyeonggi-do and collected 122 copies under anonymous names. 116 questionnaires were used for hypothesis testing, excluding 6 cases in which responses were unfaithful or omitted. The results of this study are as follows. First, it was found that reach among the adversity quotient was positively related to organizational resources. Second, among the adversity quotient, control was found to have a positive(+) effect on management performance and technical performance, respectively. Third, organizational management practices were found to have a positive(+) effect on management performance. Fifth, organizational resources were found to partially mediate the relationship between control and technical performance, and to fully mediate the relationship between reach and technical performance. Finally, this study discussed the theoretical and practical implications of the research results.

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Heterogeneous Fusion Design and Perceptive Action in Contemporary Fashion - Focusing on the perspective of Henri Bergson - (현대패션에 나타난 이질적 융합 디자인과 지각(知覺)작용 - Henri Bergson의 시각을 중심으로 -)

  • Kim, Yon-Son;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.10
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    • pp.78-94
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    • 2008
  • Contemporary fashion is experiencing a rise in design that combines heterogeneous things, or goes beyond the roles, boundaries, and meanings of existing things. This can be described as a 'heterogeneous fusion' that is different in character from the mixed use of heterogeneous materials, borrowed designs, and exaggeration of the silhouette that have been practices in fashion design, or the non-structure, deconstruction, and recombination that have existed since the age when post-structuralism was a central philosophy. This 'fusion' causes a 'confusion' of the generally accepted mental principle of 'one sense reacting to one stimulus', and breaks the boundary between the various senses, causing confusion in the senses of the individual, and leading him or her to experience unfamiliar feelings. In this process, all information received from external sources is not perceived as it is seen, but rather is perceived through a fusion of the individual's motivations, the environment in which it is perceived, the resulting change in emotion, and the individual's past memories. The combination of these heterogeneous elements visually accepted, or such a non-territorial combination acts as a 'fusion of senses' in the individual's perception, which causes confusion in the homeostasis of perception, and a change in emotion, and serves as a factor that causes the information to be stored in the memory for a long time. In parallel with deconstruction or non-structure, the 'heterogeneous fusion' found in modern fashion is taking root as a representative creative trend, and is represented in various forms such as the mixed use of subjects and materials, non-territorial borrowing, fusion with animal forms, fusion with non-physical geometry, and fusion with heterogeneous hair decoration.

Spirituality: Concept Analysis (영성(Spirituality) 개념 분석)

  • O, Bok-Ja;Gang, Gyeong-A
    • Journal of Korean Academy of Nursing
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    • v.30 no.5
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    • pp.1145-1155
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    • 2000
  • The purpose of this study is to explore the concept spirituality and to gain understanding of nursing intervention that may improve spiritual well-being. The concept analysis framework developed by Walker and Avant (1995) was used to clarify the concept. In the study, 'Harmonious interconnectedness', 'Transcendence', 'Integrative Energy' and 'Purpose and Meaning in Life' emerged as the critical attributes of spirituality. The first attribute, 'harmonious Inter- connectedness', has three categories including intrapersonal, (self), interpersonal (others/ nature) and transpersonal (the Supreme Being). The second attribute, 'Transcendence', is defined as the ability to extend one's own self beyond the limits of usual experiences and to achieve new perspectives. This attribute is demonstrated by 'coping with situations', to 'self-healing', and 'transformation'. The third attribute of spirituality is 'Integrative Energy', which integrates all dimensions and acts as a creative and dynamic force that keeps a person growing and changing. 'Integrative Energy is also defined as an inner resource that gives a sense of empowerment. Therefore the highly spiritual person demonstrate 'inner peace', 'growing', 'inner strength,' and 'well-being'. The fourth attribute 'Purpose and Meaning in Life' represents a sense of connectedness with one's inner values and with a greater purpose in life. It is demonstrated by 'hope' and 'a powerful life'. In this study, the antecedents of the spirituality represented as 'spirit' and its potential enablers were 'Introspection/reflection', 'Interconnectedness with all living things', and an 'Awareness of a Higher-Power'. The consequences of this concept may be described as 'physical, psychosocial, and spiritual well-being'. Empirical referents of this are 'purposeful life' 'self-worth' 'hope' 'love' 'service' 'forgiveness' 'trust/belief' 'inner peace' 'self-actualization' 'religious practices' 'transformation' 'inner strength' and 'coping'. In conclusion, spirituality can be defined based on these critical attributes. Spirituality is a dynamic, integrative energy based on a feeling of harmonious interconnection with self, others and a higher power. Through it, one is enabled to transcend and to live with meaning and purpose in life.

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Development of Rubric for Assessing Computational Thinking Concepts and Programming Ability (컴퓨팅 사고 개념 학습과 프로그래밍 역량 평가를 위한 루브릭 개발)

  • Kim, Jae-Kyung
    • The Journal of Korean Association of Computer Education
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    • v.20 no.6
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    • pp.27-36
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    • 2017
  • Today, a computational thinking course is being introduced in elementary, secondary and higher education curriculums. It is important to encourage a creative talent built on convergence of computational thinking and various major fields. However, proper analysis and evaluation of computational thinking assessment tools in higher education are currently not sufficient. In this study, we developed a rubric to evaluate computational thinking skills in university class from two perspectives: conceptual learning and practical programming training. Moreover, learning achievement and relevance between theory and practice were assessed. The proposed rubric is based on Computational Thinking Practices for assessing the higher education curriculum, and it is defined as a two-level structure which consists of four categories and eight items. The proposed rubric has been applied to a liberal art class in university, and the results were discussed to make future improvements.

Interactive Distance Education System based on the Web for Effective Instruction & Learning (효율적 교육학습을 위한 웹기반 대화형 원격교육시스템)

  • Kim, Won-Young;Kim, Chi-Su;Kim, Jin-Su
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.127-133
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    • 2002
  • In this paper a web-based real-time education system, which is able to support education through multimedia, is suggested for the expansion of learner's creative ability in the school. This system is designed so that it can support three things: 1) a real time interaction between instructors and learners, 2) individual learning through such an interaction, and 3) a coercive distribution of display by instructions for preventing the deviation of learners from learning. Also, this system, which UML is applied to, makes efficient interaction possible through the module for the real-time exchange and management of messages even in the multi-user environment. Through this system, not only the simulation by learners can be made for experiments and practices, but also Questions and respondence can be supported on the procedure of experiments and the analysis of their results. This system is built on constructivism, and aimed at helping the learning progress and knowledge formation of learners.

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Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.549-558
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    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.