• 제목/요약/키워드: creativities

검색결과 40건 처리시간 0.019초

Research on Value Creativity of Taiwan's Small and Medium-sized Enterprises

  • Tien, Shiaw-Wen;Chung, Yi-Chan;Tsai, Chih-Hung;Hsieh, Chia-Hsiang;Chen, Hung-Hsi
    • International Journal of Quality Innovation
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    • 제8권1호
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    • pp.99-119
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    • 2007
  • This research probes into the execution of small and medium-sized enterprises' value creativities by a difference analysis with different classifications, different capital, different turnover, different employees, and different established years. This study develop a questionnaire about value creativity with five dimensions and thirty-five items according to "Valuation" by McKinsey and Company, Inc. and Copeland et al., such as: "Aspiration and target," "Portfolio management," "Organization design," "Process management," and "Business and individual performance management." The results are as follows: (1) Most small and medium-sized enterprises (SMEs) have executed value creativities; (2) There is a difference in the execution of value creativities between the livelihood industry and the chemical industry; the execution of value creativities by livelihood industry is better than the chemical industry; (3) For value creativities of the execution of different capital and turnover for SMEs, bigger entities are better than smaller ones; (4) For the value creativities of the execution of different numbers of staff in SMEs, those with more staff are better than those with fewer staff; (5) For the value creativities of the execution of different established years for SMEs, those established longer are better than those established shorter.

한국과 일본의 광고비교 연구 (문화접변현상이 대두되는 1992-1998 TV광고표현을 중심으로) (Advertising in Korea and Japan : a Comparative Study ″TV commercial expressions 1998-1992 in international acculturation ″)

  • 이영희
    • 디자인학연구
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    • 제14권2호
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    • pp.127-136
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    • 2001
  • The aim of this study is to examine and compare Koreans and Japanese creativities in advertising. It was to analyze empirically their creativities appreciated in 200 TV commercials broadcasted between 1992 and 1998. The content analysis, was a useful process, provided very important clues for comparative analysis. Many difference were found in the examined TV commercials in Korea and Japan. It showed major difference in ways in which the level of noise, the using of cuts, social space, camera work, etc. except preference of jingle, colors, elements of tradition. The most distinctive difference is that the Japanese TV commercials deal with atmosphere than the Korean commercials. This result may help to explain a common social phenomenon of not losing the original culture in each society, as a result of "international acculturation" and the subsequent "indigenization by adaptive change"

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수학 학문적 창의성 신장을 위한 멘토십 프로그램 모형 개발 (Implementations of Mentorship Program Model for the Academic Creativities of Mathematics)

  • 방승진;최중오
    • 영재교육연구
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    • 제20권1호
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    • pp.205-229
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    • 2010
  • 영재학교 및 과학 고등학교에 재학 중인 수학 영재의 창의적 연구 체험과 학문적 창의성 신장을 교육 목적으로 진행되는 수학분야 R&E 프로그램은 본연의 목적과는 달리 연구주제 선정과정에서의 학생들의 참여 결여, 연구 능력 신장을 위한 진행 과정에서의 개인별 평가 미비, 그리고 수학적 논문 게재 여부의 평가 항목이 배제된 상태에서 보고서 작성 및 발표 평가로 마무리 되는 등 창의적 연구자로서의 경험을 충분히 제공하고 있지 못하고 있다. 본 연구는 이러한 R&E 프로그램의 문제점을 분석하고 그 해결방안을 찾아 본래의 목적인 창의적 수학 연구 체험과 학문적 창의성 신장에 부합하는 평가모형이 결합된 새로운 멘토십 프로그램 모형을 개발하였다.

제품디자인에 있어서 창의성에 관한 연구 (A Study on Creativity for Product Design)

  • 김영호
    • 한국가구학회지
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    • 제27권4호
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    • pp.362-374
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    • 2016
  • The ability of 'creative thinking' is one of the most important fact for designers to complete their design process. It is not only the overall concept of the process but also all details related to each steps of the process such as planning product strategies, research, finding ways to solve problems image development, broadening ideas, etc. It is, however, not easy to creative as designers by natural learning through experiences unless they have geniuses for creative designing. Many experienced designers in the field are even in dilemmas being not be able to differentiate from copying other designs. This study is focused on the researches on the works of famous designers, architects and artists who have shown great creativities throw their works or processes. It is aimed to define their ways of thinking which could be fundamental motives for the creativeness, various behavioral methods to solve problems in creative ways, technical approaches to improve creativities, and overall intuition in the design working processes.

초등 5학년 수학영재 학생이 만든 수학문제에 관한 조사.분석 (A Study on Investigating and Analyzing the Mathematical Problems Posed by the Mathematically Gifted 5th Grade Students in Elementary School)

  • 임문규
    • 대한수학교육학회지:학교수학
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    • 제15권4호
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    • pp.701-721
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    • 2013
  • 이 연구는 초등학교 5학년 수학 영재 학생들에게 이제까지 학습한 수학 지식을 바탕으로, 스스로 수학 문제를 자유롭게 창의적이고 어려운 수학 문제를 많이 만들어 보게 하였다. 연구의 의도는 5학년 수학 영재 학생들은 어느 정도 수준의 수학 문제를 만드는지와 다양하고 확산적인 사고 활동을 하고 있는지를 알아보기 위함이었다. 학생들이 만든 수학 문제를 분석한 결과, 학생들은 다양한 영역에 걸쳐 다수의 수학 문제를 세련되게 만들었고, 적극적으로 문제 만들기에 임하였다. 이 결과, 학생들은 문제를 만드는 중에 다양하고 확산적 사고 활동이 작용되어 창조성 육성에 도움이 되었을 것으로 생각한다. 2009 개정 초등 수학교육과정에서, 수학학습을 통해 창조성을 기르는 것을 큰 목표로 하고 있는바, 다양하고 확산적 사고를 길러주기 위해서는 수학 문제 만들기 학습 지도를 실제 수업에서 항시 실천하는 것이 요망된다.

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수학 영재학생의 개방형 문제 해결 사례 분석 (An Analysis on Open-ended Problem Solving of Gifted Students)

  • 최수아;강홍재
    • East Asian mathematical journal
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    • 제32권4호
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    • pp.545-563
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    • 2016
  • The aim of this study was to observe processes and implication to a given program for the 20 gifted children grade 5 by making the number from 1 to 100 with natural numbers 4,4,9 and 9. Revelation of creativity, mathematical tendency of students and meaningful responses were observed by the qualitative records of this game activity and the analysis of result. The major result of a study is as follows: The mathematical creativities of students were revealed and developed by this activity. And the mathematical attitude were changed and developed, so student could actively participate. And students could experience collaborative and social composition learning by presentations and discussion, competition with a permissive atmosphere and open-game rule. It was meaningful that mathematical ideas (negative number, square root, factorial, [x]: the largest integer not greater than x, absolute value, percent, exponent, logarithm etc.) were suggested and motivated by students themselves.

존 갈리아노(John Galliano)의 디자인 연구(硏究) (A Study on the Designs of John Galliano)

  • 박혜원
    • 패션비즈니스
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    • 제3권2호
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    • pp.19-29
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    • 1999
  • The purpose of this study is for consideration of John Galliano's fashion design works. Galliano, young British designer, became the chief designer of Givenchy in 1995 and of Christian Dior in 1996. Through fashion information from WWD, High Fashion, Mode et Mode, Collezioni, Vogue, Internet sites and video tapes from 1995 to 1999, his works were concerned for this study. The results are as followed; First, we can find dynamics in Galliano's works. The dynamic mood came from his study about historic costume. Second, new beauty from dismantling and reconstruction was expressed on his designs. Third, his experimental creativities were based on fashion business. Therefore Galliano's eccentricity signify the Maximalism against the Minimalism which dominated the end of 20th century. So we can find a clue to new millenium in fashion world in his designs.

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인공생명 예술의 창발적 발전양태 - 나오꼬 토사의 작품을 중심으로 (The Developmental Aspect of Emergence in Naoko Tosa's Artificial Life Art)

  • 김희영;이왕주
    • 디지털콘텐츠학회 논문지
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    • 제9권4호
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    • pp.645-652
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    • 2008
  • 인공생명 연구는 인공생명을 이용한 예술의 발전에도 영향을 주었다. 인공생명예술은 초기의 미시생물에 대한 탐구에서 출발하여 관람자의 선택을 통해 창발성을 일으키는 작업으로 발전해 왔다. 또한 실제 동물에 대한 관심은 사이버 펫과 같은 인공 동물의 제작으로 이어지고, 인간에 대한 관심은 아바타의 창조로 이어진다. 본고는 사이버 펫과 아바타를 활용한 나오꼬 토사 작품의 비가시적 감성에 대한 분석을 중심으로 인공생명 예술의 창발적 변화가 인터랙티브 아트의 발전에 어떠한 영향을 미쳤는지를 입증하고자 한다.

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CNC M/C을 활용한 목제문화상품디자인개발 연구 (A study on design development for wooden cultural products by using CNC M/C)

  • 곽우섭
    • 한국가구학회지
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    • 제12권2호
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    • pp.51-59
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    • 2001
  • Opening 21th Century, all the Countries of the world has been focusing on build up the foundation of cultural infrastructure in a various way, since the awareness of importance for cultural design products has been turnover. On the other hand, our cultural crafts' industry has not escaped from poor working environment and lagging behind conventional product system, and yet there is no complete system for mass production. The study is collaboration with Tourism Industry Innovation Center in Kwangju University for development of cultural products of wooden crafts by using cultural resources in Kwangju area and CNC M/C which is up-to-date digital technology. It aims to make possibility of mass production and discrimination on design for wooden crafts which is based on highly skilled technical manpower and creativities, and expects to develop and merchandise global wooden cultural products.

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산업디자인 기초학문 개발을 위한 생태원리 연구 (A Study of Ecology for Development of Industrial Designer's Basic Course)

  • 고석천
    • 디자인학연구
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    • 제4권1호
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    • pp.7-30
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    • 1991
  • From the past to the future, the great nature has been long standing good text and has never been behind the fashion. All problems of human being had been occured and been solved by 'Lives' and the biological chemistry ststem which are inside the nature. They say that "Ecology is the applications of biological shape in man made system design." We should find out the basic principles of nature and apply to the necessity of study. Biology, Ecology, and the other relational theory of design have abundant sources of idea in which designers can take new policy and creativities. When designers design new products they should consider socialogy and psychological circumstances that are related to them, and should find out various possibilities trying to contact biological systems and ecological systems which are chosen in the nature. The seed of ash samara can be applied to firehydrant for mountain on fire and application of the spider's web can lead to the device for road work. As soon as possible, we should find out the methods introducing the nautre which supplies infinite sources of idea to the basic theory of design.of design.

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