• Title/Summary/Keyword: creative spirit

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Art and Fashion Design Based on Charles Baudelaire's Aesthetic Perspective (보들레르의 미적 관점에 의한 예술과 패션디자인)

  • Kim, Yon-Son;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.1
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    • pp.17-32
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    • 2008
  • This study focuses on the analysis of Baudelaire's aesthetic perspective which has established a theoretical basis on research of the critical reviews' salon exhibitions as written by Baudelaire. Charles Pierre Baudelaire(1821-1867) having lived during the latter part of Neo-classicism and the era of Romanticism and Impressionism, Baudelaire displayed opposition to customary realities such as social ideology or religious authority that suppressed human nature. Also he pioneered a new genre known as art criticism and wrote much that provided important insights on the essential elements of artistic work, modernity and trend, as well as art definition and art categories. The aesthetic perspective and creative spirit were formed by Baudelaire, during his age were also reconfirmed in the successive ages of modernism and postmodernism. As such, this study sheds light on how Baudelaire's aesthetic perspective was not only temporarily assertion but it is consistently applied to modern art and fashion area. What is more important that, Baudelaire admired new artificial beauty that is created by the human soul liberated from natural instincts or desires. Especially, informed by strangeness and distinctiveness, Baudelaire's view of fashion ran along the same vein as his view of art, and these views form the basis of that creative spirit which situated western fashion on a center of the world. In conclusion, the research on Baudelaire's aesthetic perspective will reaffirm a firm awareness of the creative spirit essential to globally-oriented creative artists and designers who work within the circumstance of the 21st century, a time when the paving of new aesthetic paths is necessary. The research also offers a clear understanding of the aesthetic values demanded by this age.

Innovation and Challenges of Urban Creative Products in Digital Media Art - Tourist cities in China for example

  • Ma Xiaoyu;Lee Jaewoo
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.175-181
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    • 2024
  • The paper examines the impact of digital media art on urban creative products, analyzing opportunities and challenges in the digital era. It emphasizes the development of urban cultural and creative products, highlighting their significance and future growth potential. The digital media era provides unprecedented innovation opportunities, utilizing advanced tools for efficient design, production, and marketing. Trends like personalization, customization, AI, and big data offer new expressions and market prospects. Cultural products evolve in design, marketing, and sales channels due to digital media, with tools like social media and e-commerce platforms opening new promotion avenues. Case studies illustrate digital media's role in driving innovation and enhancing user experiences. The paper addresses challenges in market competition, copyright, and technological renewal, while recognizing opportunities from AI and big data. The creative industries must adapt and innovate to remain relevant. Looking ahead, urban creative products will evolve under digitalization, relying on digital means to attract consumers and enhance brand value. Cultural products, beyond economic entities, disseminate urban culture and creative spirit. In the digital era, urban creative products demonstrate potential and necessity, prompting a reevaluation of digital technology's role. Through continuous innovation, this field contributes to cultural and economic levels, impacting urban characteristics and heritage. Urban creative products play an increasingly vital role in the global cultural and creative economy.

An Empirical Study on the Business Performance of the Self-Employed Creative Companies - Focused on the Relational Characteristics- (1인 창조기업의 경영성과에 대한 실증연구 - 관계적 특성을 중심으로 -)

  • Yuk, Heon-Young;Seo, Jong-Hyen
    • Journal of the Korea Safety Management & Science
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    • v.17 no.3
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    • pp.297-306
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    • 2015
  • The purpose of this thesis is to contribute in establishing the objectives of government policies through an empirical analysis on the relational characteristics surrounding the self-employed creative enterprises under the current circumstances where the specific empirical studies on the self-employed creative enterprises haven't been performed. According to the result of verification, the social capitals such as reliability, reciprocity and network are necessary due to the characteristics possessed by the self-employed creative enterprises while the reliability between cooperative enterprises is created and the cooperative relationship continues when the enterprises are faithful to their intrinsic activities such as the improvement of productivity rather than the entrepreneur spirit. Such win-win cooperation was eventually shown as having a positive effect on the performance of enterprises.

Study on the Development of a Fundamental course for Overcoming Blocks to Creativity in Design Education

  • In, Chi-Ho;Gwon, Eun-Gyeong
    • International Journal of Contents
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    • v.5 no.4
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    • pp.81-87
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    • 2009
  • In the midst of a continued discourse and development concerning design education and its impact on innovation and creativity, I believe that design education still holds the key to enhancing design methodology while increasing creativity by having students take on several creative roles in an interactive and enjoyable studio course. Clearly, there exist impediments that block the creative process in our standard track in design education; however, a course entitled "The Creative Workshop" can overcome such obstacles. Through this course, a student can learn the essential skills of a designer: inventive thinking, a sense of aesthetics, and a spirit of collaboration. In addressing each of the three essential elements, this course has devised role-plays in the way of projects. Simply put, students will be required to demonstrate and, therefore, express their unique creativity that may have otherwise gone muted. Such creative expression can take form in a low stakes, open forum that heralds the invaluable attribute in design such as creative freedom. As a result, the true spirit of creativity is fostered rather than mere aesthetics and styling. Moreover, through role plays, the focus shifts its center from design, allowing each student to explore the uncharted areas of one's own creativity which may come naturally to some extend while disconcerting to others. It may prove particularly uncomfortable for Korean students whose ideas about education have been directly connected to the strict and regimented school system that stresses adherence to standardization such as the national college entrance exam. This course, therefore, is aimed stretch the scope and scale of students' creativity as they learn to collaborate on role plays, utilizing diverse skills from various disciplines.

A Study of Approach to the Religious Faith in Industrial Design - Especially on the Creative Idea of Christianity - (제품디자인과 종교적 사상의 근접성에 관한 연구 - 기독교적 창조사상을 중심으로 -)

  • 박규현
    • Archives of design research
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    • v.12 no.3
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    • pp.29-40
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    • 1999
  • Walter Gropius, famous architect of Bauhaus, once treated of pure mind which was revealed in the system of object and its phenomena through sense of sight while examining material being and illusive being. And Thomas Aquinas said that man can have a creative power only with modest mental state void of prejudice saying that he expected God to come to him after his soul went out of him. The same thing was said by so many great philosophers and thinkers other than him. I think his saying, "God comes after Soul's escape from the body for a new creation", has a real truth for all times and places and beauty itself beyond expression. Why\ulcorner The reason why the saying is so true is because it has a Yin and Yang Idea, that is, the Soul means a dark spirit correspondent to Yin between both oriental ideas and God does a bright spirit correspondent to Yang between them. By reason of this idea, I would like to assert that we should take it granted that we stand in need of the same bright Yang's spirit as God has for the new creation, and let the Yang's bright spirit come to our minds. We can call it divine 'Providence', or call it God's guidance, which we cannot help accepting as a man's fatality. As God was pleased after he made man and all the creatures by dint of his design, so man was pleased after he made everything he needed by the same design that he accepted from God. In spite of pleasure of different dimensions from what God and Man has each other, their way of empathies were all the same. In this paper I compared a worldly lower conception by which man designed his products for his sensuous satisfaction with a higher conception by which God designed his creatures for his mental satisfaction. I intended to infer what destined relation there must be between both God's and man's creations, trying to remind designers that they have to confess to have not so divine a providence as God has for creation because I think the real truth is that they had regarded their works of product design as a routine occurrence for their physical convenience in the industrial plans.ial plans.

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A Demand Survey on the Priority of Agricultural College Students' Core Competencies Required by Agricultural Companies: A case study on G University

  • Park, Yumin;Shin, Yong-Wook
    • Journal of People, Plants, and Environment
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    • v.24 no.4
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    • pp.341-353
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    • 2021
  • Background and objective: As the agricultural industry becomes a more convergent industry, it is believed that the demand for human resources by companies will change. Therefore, a survey was conducted to investigate the human resources required by agriculture companies. Methods: In the survey on 77 agriculture companies, 98.7% of respondents answered that new employees with a college degree needed additional training to adapt to practical affairs. Results: The first priority of education was "community spirit" (22.1%) and the second priority was "convergence capability" (15.6%). The most important educational goal desired by agricultural companies was "cultivating human resources with community spirit and ethical judgment", followed by "cultivating human resources with serious communication and problem-solving skills", and "cultivating human resources with scientific thinking and unique creative imagination." Sub-competencies that companies want agricultural colleges to strengthen were "community spirit" 4.32(SD=0.96), "desirable values" 4.30 (SD = 1.05), "sympathy" 4.28 (SD = 0.95), "convergence capability" 4.16 (SD = 0.88), "creativity" 4.11 (SD = 0.83), "civic spirit" 4.10 (SD = 0.91), and "rational/critical thinking" 3.94 (SD = 1.04). There was a significant difference in sub-competencies that require reinforcement depending on the number of full-time employees. "Creativity" was most necessary in companies with less than 3 employees (4.39), and 4~7 employees (4.33), and "aesthetics"" in companies with less than 3 employees (3.94), and 4-7 employees (3.61) "Civic spirit" was most necessary in companies with 31 employees or more (4.33). Conclusion: The most important educational goal desired by companies was "cultivating human resources with community spirit and ethical judgment".

The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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On the Costume Culture in South Korean Movies and Television Series and Its Creative Industries

  • Shi, Vajuan;Guo, Pingjian
    • The International Journal of Costume Culture
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    • v.13 no.1
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    • pp.5-8
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    • 2010
  • The goal of this study is to analyze the influence of the costume culture of South Korean movies and television series on the development of fashion industry. South Korean movies and television series make full use of the influence of costume culture to advocate Korea's national spirit and character as well as the confidence and vigor of the young generation. They contribute to establishing South Korea as a country with a graceful, modern appearance and great cultural heritage. The presentation and promotion of its costume culture in movie and television series stimulates its cultural competence and advances its cultural creative industry. The spread of Korean costume culture has become the pioneer and foreshadowing of clothing industries and greatly underpins its advancement overseas. In concert, the development of clothing industry helps the spread of Korean costume culture.

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A Study of Creative to Improve the Learning Ability of the Environment for an Elementary School Classroom Design Improvements (초등학교 교실의 창의적 학습능력 향상을 위한 환경디자인 개선을 위한 연구)

  • Jo, Nam Ju;Lee, Hyun Jung
    • Journal of the Korea Furniture Society
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    • v.23 no.4
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    • pp.388-394
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    • 2012
  • Korean elementary school facilities are a lot of changes since the mid-1990s. Creative learning ability to become more important. Interior space environment and the hardware changes needed improvement. In this study, depending on the teaching methods and curriculum characteristics to suggest design guidelines for a more effective lesson plan by changing the terran out. Open education free to enhance the development and creativity of the human spirit, the human, and realize the value of education is to increase the relevance of education for self-realization and social. Space for open educational practices through advanced layout is proposed. There is a need for the development of new school furniture for a variety of lay-out. It is important to develop a spatial variability in new school furniture.

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"The Critical Entangled in the Creative": Modernist Credos and Female Egoism in Susan Glaspell's The Verge

  • Noh, Aegyung
    • Journal of English Language & Literature
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    • v.60 no.2
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    • pp.269-293
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    • 2014
  • Written as her last collaboration with the Provincetown Players, Susan Glaspell's The Verge is an exceptional play in that its formal experiment and modernist theme are clear of her general modernist ambivalence which combines a uniquely American and feminist expression of the modernist spirit with rather conventional forms. Following critics' brief and generalizing comments on the play's protagonist embodying modernist formalism and alienation, this paper offers a full and concrete survey detailing the tenets and the slogans of Modernism inlaid in the play. Its main argument is that Glaspell strategically deployed the metaphysics of egoism, anarchic hostility to the collectiveness of bourgeois society, and formalist preoccupation in Modernism in representing a female egoist's longing for a new order of society, illustrating an intersection between Modernism and feminism. It concludes that The Verge is an extremely rare case of modernist literature where a play, allegedly the least modernist genre of all according to Christopher Innes, exemplifies the "eloquent critical acts entangled in the creative work" which Michael Levenson lists as a distinct feature of modernist texts.