In the teaching of graphic design, students' learning state and learning effect are poor due to the lack of attractiveness of teaching materials. In order to fully display the graphic design knowledge contained in totem patterns, a model based on the pattern elements of totem patterns was constructed. Through Marvelous Designer software, the display of totem visual effects under different pattern element configurations was realized, providing a basis for the comparative explanation of graphic design teaching. When designing the teaching content, based on the totem art culture, it has constructed three parts of teaching methods of plane composition, teaching contents of plane composition and teaching concepts of plane composition, which correspond to the material selection, composition and freehand brushwork skills of totem patterns in modeling creativity and expression techniques, and the range of material selection, composition form and connotation of plane design teaching, the specific application is realized through knowledge transfer.
The promulgation of the Curriculum Standards for ordinary high School (2017 edition, 2020 revision) has effectively promoted the reform of high school mathematics classroom. In order to cope with the change of textbook content in the new curriculum reform, it has become one of the important tasks for high school mathematics teachers to implement teaching activities better and sort out and analyze the differences between the old and new textbooks. This paper analyzes the differences between old and new textbooks from the three dimensions of system structure, course content and example exercises, and gives some reasonable teaching suggestions. Among them, the new textbook uses 2019 "Ordinary High School Textbook" person-taught A version of Compulsory Mathematics 1, and the old textbook uses 2004 "Ordinary High School Mathematics Curriculum Standard Experimental Textbook" person-taught A version of compulsory Mathematics 4. In general, the adjustment of the new teaching materials is more in line with the cognitive characteristics of students, pay attention to the penetration of mathematical culture and pay attention to the development of students' mathematical core literacy.
This research investigates the relationship between Generative Artificial Intelligence (GAI), media content, and copyright laws. As GAI technologies continue to evolve and permeate various aspects of the media landscape, questions regarding the creation and protection of intellectual property have become paramount. The study aims to highlight the impact of GAI generated content, and the challenge it poses to the traditional copyright framework. Furthermore, the research addresses the evolving role of copyright laws in adapting to the dynamic landscape shaped by artificial intelligence. It investigates whether existing legal frameworks are equipped to handle the complexities introduced by GAI, or if there is a need for legislative and policy reforms. Ultimately, this research contributes to the ongoing discourse on the intersection of GAI, media, and copyrights, providing insights that can guide policymakers, legal practitioners, and industry stakeholders in navigating the evolving landscape of intellectual property in the age of artificial intelligence.
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