Search results for: creative competition
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 388

Search results for: creative competition

358 Intellectual Property Implications in the Context of Space Exploration with a Focus on European Space Agency Rules and Regulations

Authors: Linda Ana Maria Ungureanu

Abstract:

This article details the manner in which European law establishes the protection and ownership rights over works created in off-world environments or in relation to space exploration. In this sense, the analysis is focused on identifying the legal treatment applicable to creative works based on the provisions regulated under the International Space Treaties, on one side, and the International Intellectual Property (IP) Treaties and subsequent EU legislation, on the other side, with a special interest on European Space Agency (ESA) Rules and Regulations. Furthermore, the article analyses the manner in which ESA regulates the ownership regime applicable for creative works, taking into account the relationship existing between the inventor/creator and ESA and the environment in which the creative work was developed. Moreover, the article sets a series of de lege ferenda proposals for the regulation of IP matters in the context of space exploration, the main purpose being to identify legal measures and steps that need to be taken in order to ensure that creative activities are fostered and understood as a significant catalyst for encouraging space exploration.

Keywords: ESA guidelines, EU legislation, intellectual property law, international IP treaties.

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357 Creativity: A Motivational Tool for Interest and Conceptual Understanding in Science Education

Authors: Thienhuong Hoang

Abstract:

This qualitative, quantitative mixed-method study explores how students- motivation and interest in creative hands-on activities affected their conceptual understanding of science. The objectives of this research include developing a greater understanding about how creative activities, incorporated into the classroom as instructional strategies, increase student motivation and their learning or mastery of science concepts. The creative activities are viewed as a motivational tool, a specific type of task, which have an impact on student goals. Pre-and-post tests, pre-and-post interviews, and student responses measure motivational-goal theory variables, interest in the activity, and conceptual change. Implications for education and future research will be discussed.

Keywords: Science education, motivation, conceptual understanding, instructional strategies.

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356 Application of Design Thinking for Technology Transfer of Remotely Piloted Aircraft Systems for the Creative Industry

Authors: V. Santamarina Campos, M. de Miguel Molina, B. de Miguel Molina, M. Á. Carabal Montagud

Abstract:

With this contribution, we want to show a successful example of the application of the Design Thinking methodology, in the European project 'Technology transfer of Remotely Piloted Aircraft Systems (RPAS) for the creative industry'. The use of this methodology has allowed us to design and build a drone, based on the real needs of prospective users. It has demonstrated that this is a powerful tool for generating innovative ideas in the field of robotics, by focusing its effectiveness on understanding and solving real user needs. In this way, with the support of an interdisciplinary team, comprised of creatives, engineers and economists, together with the collaboration of prospective users from three European countries, a non-linear work dynamic has been created. This teamwork has generated a sense of appreciation towards the creative industries, through continuously adaptive, inventive, and playful collaboration and communication, which has facilitated the development of prototypes. These have been designed to enable filming and photography in interior spaces, within 13 sectors of European creative industries: Advertising, Architecture, Fashion, Film, Antiques and Museums, Music, Photography, Televison, Performing Arts, Publishing, Arts and Crafts, Design and Software. Furthermore, it has married the real needs of the creative industries, with what is technologically and commercially viable. As a result, a product of great value has been obtained, which offers new business opportunities for small companies across this sector.

Keywords: Design thinking, design for effectiveness, methodology, active toolkit, storyboards, storytelling, PAR, focus group, innovation, RPAS, indoor drone, robotics, TRL, aerial film, creative industries, end-users.

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355 Design and Analysis of a New Mini-Bike Prototype Using Fabrication Techniques

Authors: S. A Puviyarasu, V. S. Ukkeshwar

Abstract:

Elicitation of creative conceptual designing and fabrication of mini bikes is the primary aim of this study. Miniature bikes or pit bikes or simply mini bikes are found to be the recently prevalent trendsetters amongst the younger population around the globe, be it for commuting and sports. This study also focuses on the steps to be put forth in building a self-designed mini bike concept and showcases similar instances.

Keywords: Miniature bikes, design methods, creative styling.

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354 Creativity and Innovation in a Military Unit of South America: Decision Making Process, Socio-Emotional Climate, Shared Flow and Leadership

Authors: S. da Costa, D. Páez, E. Martínez, A. Torres, M. Beramendi, D. Hermosilla, M. Muratori

Abstract:

This study examined the association between creative performance, organizational climate and leadership, affectivity, shared flow, and group decision making. The sample consisted of 315 cadets of a military academic unit of South America. Satisfaction with the decision-making process during a creative task was associated with the usefulness and effectiveness of the ideas generated by the teams with a weighted average correlation of r = .18. Organizational emotional climate, positive and innovation leadership were associated with this group decision-making process r = .25, with shared flow, r = .29 and with positive affect felt during the performance of the creative task, r = .12. In a sequential mediational analysis positive organizational leadership styles were significantly associated with decision-making process and trough cohesion with utility and efficacy of the solution of a creative task. Satisfactory decision-making was related to shared flow during the creative task at collective or group level, and positive affect with flow at individual level.This study examined the association between creative performance, organizational climate and leadership, affectivity, shared flow, and group decision making. The sample consisted of 315 cadets of a military academic unit of South America. Satisfaction with the decision-making process during a creative task was associated with the usefulness and effectiveness of the ideas generated by the teams with a weighted average correlation of r = .18. Organizational emotional climate, positive and innovation leadership were associated with this group decision-making process r = .25, with shared flow, r = .29 and with positive affect felt during the performance of the creative task, r = .12. In a sequential mediational analysis positive organizational leadership styles were significantly associated with decision-making process and trough cohesion with utility and efficacy of the solution of a creative task. Satisfactory decision-making was related to shared flow during the creative task at collective or group level, and positive affect with flow at individual level.

Keywords: Creativity, innovation, military, organization, teams.

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353 A Study of Learning to Enhance Career Skills Consistent with Disruptive Innovation in the Creative Strategies for Advertising Course

Authors: Kornchanok Chidchaisuwan

Abstract:

This project is a study of learning activities of creating experience from actual work performance to enhance career skills and technological usage abilities for uses in advertising career work performance for undergraduate students who enroll in the Creative Strategies for Advertising Course. The instructional model consisted of two learning approaches: (1) simulation-based learning, which is the learning with the use of simulations of working in various sections of creative advertisement work with their own work process and steps as well as the virtual technology learning in advertising companies; and (2) project-based learning, which is the learning that the learners engage in actual work performance based on the process of creating and producing creative advertisement works to be present on new media channels. The results of learning management showed that the effects on the students in various aspects were as follows: (1) the students had experience in the advertising process at the higher level; and (2) the students had work performance skills from the actual work performance that enabled them to possess the abilities to create and present their own work; also, they had created more efficient work outcomes and disseminated them on new media channels at a better level.

Keywords: Technical literacy, career skill, experience, simulation-based learning.

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352 Assessment of Drama Courses from the Preschoolers' Point of View

Authors: Ayse Okvuran

Abstract:

Creative drama which interconnects with the concepts of play, theatre, animation and role playing is a field which can only be learnt and expressed through experiencing. This study about assessment of the drama teaching in preschools by children was conducted in 3 preschools in Ankara with participation of 12 children of 6 ages who had taken drama learning courses. Qualitative research approach and semi-structured interviewing technique were employed. The results of the study indicated that all of 12 children defined drama as a game and entertainment.

Keywords: Creative drama, preschoolers, drama courses

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351 The Highest Art Tasks of the World and Humans Transforming

Authors: K. Khalykov, G. Begalinova

Abstract:

In the given article the creative arts is being investigated in the modern era and from the aspect of the artistic interrelationship, having created by the character of his personality and as the viewer. A study in the identity formation terms, the definition of its being unique, unity and similarity as a global issue of the XXI century has been conducted by the analyzing the definitions which characterize the human nature in the arts. Spiritual universality and human existence have been considered in the art system as a human who is a creator, as the man hero and as the character who is the recipient as well as the analyses which have been conducted along with the worldwide cultural and historical processes.

Keywords: author, being, creative function of art, recipient and cultural contexts.

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350 Promoting University Community's Creative Citizenry

Authors: Kamaruzaman Jusoff, Siti Akmar Abu Samah, Posiah Mohd Isa

Abstract:

Being creative in an educational environment, such as in the university, has many times been downplayed by bureaucracy, human inadequacy and physical hindrance. These factors control, stifle and subsequently condemn this natural phenomenon which is normally exuded by the tertiary community. If taken in a positive light, creativity has always led to many new discoveries and inventions. These creations are then gradually developed for the university reputation and achievements, in all fields of studies from the sciences to the humanities. This paper attempts to explore, through more than twenty years of observation, issues that stifle the university citizenry – academicians and students- – creativity. It also scrutinizes how enhancement of such creativity can be further supported by bureaucracy simplicity, encouraging and developing human potential and constructing uncompromising physical infrastructure and administrative support. These ideals – all of which can help to promote creativity, increases the productivity of the university community in aspects of teaching, research, publication, innovation and commercialization; be it at national as well as at international arena for the good of human and societal growth and development. This discursive presentation hopes to address another issue on promoting university community creativity through several deliverables which require cooperation from every quarter of the institution so that being creative continues to be promoted for sustainable human capital growth and development of the country, if not, the global community.

Keywords: Bureaucracy, creative, productivity, sustainable human capital.

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349 Positive Periodic Solutions for a Neutral Impulsive Delay Competition System

Authors: Daiming Wang

Abstract:

In this paper, a neutral impulsive competition system with distributed delays is studied by using Mawhin-s coincidence degree theory and the mean value theorem of differential calculus. Sufficient conditions on the existence of positive periodic solution of the system are obtained.

Keywords: Neutral impulsive delay system, competitive system, coincidence degree, periodic solution, existence.

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348 The Strategies for Teaching Digital Art in the Classroom as a Way of Enhancing Pupils’ Artistic Creativity

Authors: Aber Salem Aboalgasm, Rupert Ward

Abstract:

Teaching art by digital means is a big challenge for the majority of teachers of art and design in primary schools, yet it allows relationships between art, technology and creativity to be clearly identified. The aim of this article is to present a modern way of teaching art, using digital tools in the art classroom to improve creative ability in pupils aged between nine and eleven years. It also presents a conceptual model for creativity based on digital art. The model could be useful for pupils interested in learning to draw by using an e-drawing package, and for teachers who are interested in teaching modern digital art in order to improve children’s creativity. By illustrating the strategy of teaching art through technology, this model may also help education providers to make suitable choices about which technological approaches are most effective in enhancing students’ creative ability, and which digital art tools can benefit children by developing their technical skills. It is also expected that use of this model will help to develop skills of social interaction, which may in turn improve intellectual ability.

Keywords: Digital tools, motivation, creative activity.

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347 Creativity and Economic Development

Authors: A. Bobirca, A. Draghici

Abstract:

The objective of this paper is to construct a creativity composite index designed to capture the growing role of creativity in driving economic and social development for the 27 European Union countries. The paper proposes a new approach for the measurement of EU-27 creative potential and for determining its capacity to attract and develop creative human capital. We apply a modified version of the 3T model developed by Richard Florida and Irene Tinagli for constructing a Euro-Creativity Index. The resulting indexes establish a quantitative base for policy makers, supporting their efforts to determine the contribution of creativity to economic development.

Keywords: European Creativity Index, talent, technology, tolerance

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346 Video Mining for Creative Rendering

Authors: Mei Chen

Abstract:

More and more home videos are being generated with the ever growing popularity of digital cameras and camcorders. For many home videos, a photo rendering, whether capturing a moment or a scene within the video, provides a complementary representation to the video. In this paper, a video motion mining framework for creative rendering is presented. The user-s capture intent is derived by analyzing video motions, and respective metadata is generated for each capture type. The metadata can be used in a number of applications, such as creating video thumbnail, generating panorama posters, and producing slideshows of video.

Keywords: Motion mining, semantic abstraction, video mining, video representation.

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345 Measuring Creativity in Die Products for Technological Education

Authors: Ching-Yi Lee, Dyi-Cheng Chen, Bo-Yan Lai, Chin-Pin Chen

Abstract:

Creative design requires new approaches to assessment in vocational and technological education. To date, there has been little discussion on instruments used to evaluate dies produced by students in vocational and technological education. Developing a generic instrument has been very difficult due to the diversity of creative domains, the specificity of content, and the subjectivity involved in judgment. This paper presents an instrument for measuring the creativity in the design of products by expanding the Consensual Assessment Technique (CAT). The content-based scale was evaluated for content validity by 5 experts. The scale comprises 5 criteria: originality; practicability; precision; aesthetics; and exchangeability. Nine experts were invited to evaluate the dies produced by 38 college students who enrolled in a Product Design and Development course. To further explore the degree of rater agreement, inter-rater reliability was calculated for each dimension using Kendall's coefficient of concordance test. The inter-judge reliability scores achieved significance, with coefficients ranging from 0.53 to 0.71.

Keywords: Design education, die creative product, vocational and technological education, Consensual Assessment Technique (CAT).

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344 Creative Skills Supported by Multidisciplinary Learning: Case Innovation Course at the Seinäjoki University of Applied Sciences

Authors: Satu Lautamäki

Abstract:

This paper presents findings from a multidisciplinary course (bachelor level) implemented at Seinäjoki University of Applied Sciences, Finland. The course aims to develop innovative thinking of students, by having projects given by companies, using design thinking methods as a tool for creativity and by integrating students into multidisciplinary teams working on the given projects. The course is obligatory for all first year bachelor students across four faculties (business and culture, food and agriculture, health care and social work, and technology). The course involves around 800 students and 30 pedagogical coaches, and it is implemented as an intensive one-week course each year. The paper discusses the pedagogy, structure and coordination of the course. Also, reflections on methods for the development of creative skills are given. Experts in contemporary, global context often work in teams, which consist of people who have different areas of expertise and represent various professional backgrounds. That is why there is a strong need for new training methods where multidisciplinary approach is at the heart of learning. Creative learning takes place when different parties bring information to the discussion and learn from each other. When students in different fields are looking for professional growth for themselves and take responsibility for the professional growth of other learners, they form a mutual learning relationship with each other. Multidisciplinary team members make decisions both individually and collectively, which helps them to understand and appreciate other disciplines. Our results show that creative and multidisciplinary project learning can develop diversity of knowledge and competences, for instance, students’ cultural knowledge, teamwork and innovation competences, time management and presentation skills as well as support a student’s personal development as an expert. It is highly recommended that higher education curricula should include various studies for students from different study fields to work in multidisciplinary teams.

Keywords: Multidisciplinary learning, creative skills, innovative thinking, project-based learning.

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343 Design and Social Innovation: A Systemic Approach

Authors: Marco Ogê Muniz, Luiz Fernando Gonçalves De Figueiredo

Abstract:

Design, as an area of knowledge, is subject to changes that affect it through different approaches, both theoretical and practical; its include matters related with responsibility, environment, social worries, and things alike. Commensurately, such contemporary aspects open room for social initiatives. This scenario begins to be looked at, especially in creative communities. Such proposal for a systemic approach of design is seen as a way to involve the stakeholders in the processes of investigation and of social innovation, which can decisively contribute for the development of traditional local communities. As a theoretical basis for the research, this paper outlines some especial features of design and social innovation, in their particular and in their complementary aspects, as well as in the way they relate with each other.

Keywords: Responsible design, social innovation, creative community, systemic approach, network.

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342 The Role of Strategic Flexibility for Achieving Sustainable Competition Advantage and Its Effect on Business Performance

Authors: K. Eryesil, O. Esmen, A. Beduk

Abstract:

In this study, it has been studied to determine the relationship between business performance and strategic flexibility, which is defined to be the strategic choice that provides the ability of rapidly responding the changes of the dynamic environment of the companies, for having competitive advantages. In this context a field study has been conducted over 56 companies, which are active in informatics and electronics sectors in TEKNOKENT. As a result of the study it has been determined that; strategic flexibility has an effect on business performance and there is a positive and statistically significant relationship between strategic flexibility and business performance.

Keywords: Sustainable Competition Advantage, Strategic Flexibility, Firm Performance, TEKNOKENT.

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341 Culture and Creativity as Driving Forces for Urban Regeneration in Serbia

Authors: Milica Stojanovic, Natasa Petkovic, Petar Mitkovic

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This paper develops a critical perspective on using culture and creativity as tools for urban regeneration. Following a brief assessment of the evolution of cultural policy in recent decades and different urban regeneration scheme, the concepts of creativity and creative cities are discussed. This is followed by an attempt to clarify the relationship between the concepts of creativity and culture. A more detailed critique of cultural and creative initiatives in Serbian cities is then undertaken. These attempts show that the potential for development of urban regeneration driven by culture and creativity exist. But, these initiatives failed to produce adequate results because they did not take root as a comprehensive urban regeneration strategy, therefore, recommendations for further development are offered.

Keywords: creativity, culture, Serbia, urban regeneration

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340 How to Modernise the European Competition Network (ECN)

Authors: Dorota Galeza

Abstract:

This paper argues that networks, such as the ECN and the American network, are affected by certain small events which are inherent to path dependence and preclude the full evolution towards efficiency. It is advocated that the American network is superior to the ECN in many respects due to its greater flexibility and longer history. This stems in particular from the creation of the American network, which was based on a small number of cases. Such a structure encourages further changes and modifications which are not necessarily radical. The ECN, by contrast, was established by legislative action, which explains its rigid structure and resistance to change. This paper is an attempt to transpose the superiority of the American network on to the ECN. It looks at concepts such as judicial cooperation, harmonisation of procedure, peer review and regulatory impact assessments (RIAs), and dispute resolution procedures.

Keywords: Antitrust, Competition, Networks, Path Dependence.

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339 Search for New Design Elements in Time-Honoured Shops in Tainan—On Curriculum Practice about Culture Creative Industry

Authors: Ya-Ling Huang, Ming-Chun Tsai, Fan Hsu, Kai-Ru Hsieh

Abstract:

This paper mainly discusses the research and practice process of a laboratory curriculum by leading students to perform field investigation into time-honoured shops that have existed for more than 50 years in the downtown area of Tainan, Taiwan, and then search again for design elements and completing the design. The participants are juniors from the Department of Visual Communication Design, Kun Shan University. The duration of research and practice is two months. Operators of these shops are invited to jointly appraise the final achievements. 9 works out of 27 are chosen for final exhibition and commercialization.

Keywords: Culture creative industry, visual communication design, curriculum experimental.

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338 Strategy Analysis and Creation by Simulation in the General Game

Authors: Gábor Szűcs, Gábor Neszveda, Xin Fang

Abstract:

In this paper the General Game problem is described. In this problem the competition or cooperation dilemma occurs as the two basic types of strategies. The strategy possibilities have been analyzed for finding winning strategy in uncertain situations (no information about the number of players and their strategy types). The winning strategy is missing, but a good solution can be found by simulation by varying the ratio of the two types of strategies. This new method has been used in a real contest with human players, where the created strategies by simulation have reached very good ranks. This construction can be applied in other real social games as well.

Keywords: competition, cooperation, finding good strategy, General Game

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337 Tuning for a Small Engine with a Supercharger

Authors: Shinji Kajiwara, Tadamasa Fukuoka

Abstract:

The formula project of Kinki University has been involved in the student Formula SAE of Japan (JSAE) since the second year the competition was held. The vehicle developed in the project uses a ZX-6R engine, which has been manufactured by Kawasaki Heavy Industries for the JSAE competition for the eighth time. The limited performance of the concept vehicle was improved through the development of a power train. The supercharger loading, engine dry sump, and engine cooling management of the vehicle were also enhanced. The supercharger loading enabled the vehicle to achieve a maximum output of 59.6 kW (80.6 PS)/9000 rpm and a maximum torque of 70.6 Nm (7.2 kgf m)/8000 rpm. We successfully achieved 90% of the engine’s torque band (4000–10000 rpm) with 50% of the revolutions in regular engine use (2000–12000 rpm). Using a dry sump system, we periodically managed hydraulic pressure during engine operation. A system that controls engine stoppage when hydraulic pressure falls was also constructed. Using the dry sump system at 80 mm reduced the required engine load and the vehicle’s center of gravity. Even when engine motion was suspended by the electromotive force exerted by the water pump, the circulation of cooling water was still possible. These findings enabled us to create a cooling system in accordance with the requirements of the competition.

Keywords: Engine, combustion, cooling system, dry sump system, numerical simulation, power, torque, mechanical supercharger.

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336 An Ecological Model for Three Species with Crowley–Martin Functional Response

Authors: Randhir Singh Baghel, Govind Shay Sharma

Abstract:

In this paper, we explore an ecosystem that contains a three-species food chain. The first and second species are in competition with one another for resources. However, the third species plays an important role in providing non-linear Crowley-Martin functional support for the first species. Additionally, the third species consumes the second species in a linear fashion, taking advantage of the available resources. This intricate balance ensures the survival of all three species in the ecosystem. A set of non-linear isolated first-order differential equations establish this model. We examine the system's stability at all potential equilibrium locations using the perturbed technique. Furthermore, by spending a lot of time observing the species in their natural habitat, the numerical illustrations at suitable parameter values for the model are shown.

Keywords: Competition, predator, response function, local stability, numerical simulations.

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335 Development of Autonomous Line-Following Soccer Robots

Authors: A. A. Shafie, M. F. Alias, M. H. Ali

Abstract:

The main objective of this project is to build an autonomous microcontroller-based mobile robot for a local robot soccer competition. The black competition field is equipped with white lines to serve as the guidance path for competing robots. Two prototypes of soccer robot embedded with the Basic Stamp II microcontroller have been developed. Two servo motors are used as the drive train for the first prototype whereas the second prototype uses two DC motors as its drive train. To sense the lines, lightdependent resistors (LDRs) supply the analog inputs for the microcontroller. The performances of both prototypes are evaluated. The DC motor-driven robot has produced better trajectory control over the one using servo motors and has brought the team into the final round.

Keywords: Soccer robot, Obstacle detection, Differential drive, Line following.

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334 A Development of Creative Instruction Model through Digital Media

Authors: Kathaleeya Chanda, Panupong Chanplin, Suppara Charoenpoom

Abstract:

This purposes of the development of creative instruction model through digital media are to: 1) enable learners to learn from instruction media application; 2) help learners implementing instruction media correctly and appropriately; and 3) facilitate learners to apply technology for searching information and practicing skills to implement technology creatively. The sample group consists of 130 cases of secondary students studying in Bo Kluea School, Bo Kluea Nuea Sub-district, Bo Kluea District, Nan Province. The probability sampling was selected through the simple random sampling and the statistics used in this research are percentage, mean, standard deviation and one group pretest – posttest design. The findings are summarized as follows: The congruence index of instruction media for occupation and technology subjects is appropriate. By comparing between learning achievements before implementing the instruction media and learning achievements after implementing the instruction media, it is found that the posttest achievements are higher than the pretest achievements with statistical significance at the level of .05. For the learning achievements from instruction media implementation, pretest mean is 16.24 while posttest mean is 26.28. Besides, pretest and posttest results are compared and differences of mean are tested, the test results show that the posttest achievements are higher than the pretest achievements with statistical significance at the level of .05. This can be interpreted that the learners achieve better learning progress.

Keywords: Teaching learning model, digital media, creative instruction model, facilitate learners.

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333 Business Penetration through Print Media: A Review of Select Enablers

Authors: Prateek Maheshwari, Nitin Seth

Abstract:

It’s an era of high competition, dynamism and complexities which have forced organizations to change dramatically due to rising customer expectations. Marketers are under constant pressure to deliver finest to their customers. With the advent of technology, marketers have identified latest advertising media options to reach out to target audience. But the conventional ways of print advertisements still holds a deeper penetration and coverage. Various researchers and practitioners have studied the area of print media advertising and have tried to identify and implement advertisement effectiveness enablers. The purpose of this paper is to suggest select enablers for print media in Indian context using an integrated approach of review of literature and investigative interviews with academicians and experts from the area of advertising.

Keywords: Advertising, Advertisement Effectiveness, Competition, Print Media.

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332 A Study on Creation of Human-Based Co-Design Service Platform

Authors: Chiung-Hui Chen

Abstract:

With the approaching of digital era, various interactive service platforms and systems support human beings- needs in lives by different contents and measures. Design strategies have gradually turned from function-based to user-oriented, and are often customized. In other words, how designers include users- value reaction in creation becomes the goal. Creative design service of interior design requires positive interaction and communication to allow users to obtain full design information, recognize the style and process of personal needs, develop creative service design, lower communication time and cost and satisfy users- sense of achievement. Thus, by constructing a co-design method, based on the communication between interior designers and users, this study recognizes users- real needs and provides the measure of co-design for designers and users.

Keywords: Co-Design, Customized, Design Service, Interactive Genetic Algorithm, Interior Design.

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331 A Study of Filmmakers Interaction through Social Exchange Theory

Authors: Perumal, V., Hassan, H., Bolong, J., Osman, M. N.

Abstract:

Film, as an art form playing a vital role and is a powerful tool in documenting, influencing and shaping the society. Films are the collective creation of a large number of separate individuals, each contributing with creative input, unique talents, and technical expertise to the project. Recently, the Malaysian Independent (or “Indie") filmmakers have made their presence felt by winning awards at various international film festivals. Working in the digital video (DV) format, a number of independent filmmakers really hit their stride with a range of remarkably strong titles and international recognition has been quick in coming and their works are now regularly in exhibition or in competition, winning many top prizes at prestigious festivals around the world. The interaction factors among crewmembers are emphasized as imperative for group success. An in-depth interview is conducted to analyze the social interactions and exchanges between filmmakers through Social Exchanges Theory (SET). Certainly the new millennium that was marked as the digital technology revolution has changed the face of filmmaking in Malaysia. There is a clear need to study the Malaysian independent cinema especially from the perspective of understanding what causes the independent filmmakers to work so well given all of the difficulties and constraints.

Keywords: Digital filmmaking, technology, interaction, crewmembers, cinema, independent filmmaker.

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330 Towards a Systematic Planning of Standardization Projects in Plant Engineering

Authors: M. Amberg, M. Gepp, S. Horn

Abstract:

In today-s economy plant engineering faces many challenges. For instance the intensifying competition in this business is leading to cost competition and needs for a shorter time-to-market. To remain competitive companies need to make their businesses more profitable by implementing improvement programs such as standardization projects. But they have difficulties to tap their full economic potential for various reasons. One of them is non-holistic planning and implementation of standardization projects. This paper describes a new conceptual framework - the layer-model. The model combines and expands existing proven approaches in order to improve design, implementation and management of standardization projects. Based on a holistic approach it helps to systematically analyze the effects of standardization projects on different business layers and enables companies to better seize the opportunities offered by standardization.

Keywords: layer model, plant engineering, standardization.

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329 Analysis of Entrepreneurship in Industrial Cluster

Authors: Wen-Hsiang Lai

Abstract:

Except for the internal aspects of entrepreneurship (i.e.motivation, opportunity perspective and alertness), there are external aspects that affecting entrepreneurship (i.e. the industrial cluster). By comparing the machinery companies located inside and outside the industrial district, this study aims to explore the cluster effects on the entrepreneurship of companies in Taiwan machinery clusters (TMC). In this study, three factors affecting the entrepreneurship in TMC are conducted as “competition”, “embedded-ness” and “specialized knowledge”. The “competition” in the industrial cluster is defined as the competitive advantages that companies gain in form of demand effects and diversified strategies; the “embedded-ness” refers to the quality of company relations (relational embedded-ness) and ranges (structural embedded-ness) with the industry components (universities, customers and complementary) that affecting knowledge transfer and knowledge generations; the “specialized knowledge” shares theinternal knowledge within industrial clusters. This study finds that when comparing to the companieswhich are outside the cluster, the industrial cluster has positive influence on the entrepreneurship. Additionally, the factor of “relational embedded-ness” has significant impact on the entrepreneurship and affects the adaptation ability of companies in TMC. Finally, the factor of “competition” reveals partial influence on the entrepreneurship.

Keywords: Entrepreneurship, Industrial Cluster, Industrial District, Economies of Agglomerations, Taiwan Machinery Cluster (TMC).

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