• Title/Summary/Keyword: 문화창의산업

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Entrepreneurship and Market Leadership in Culture Industry (문화산업에서 기업가정신의 발현과 마켓리더십)

  • Han, Yoo-Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.417-426
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    • 2020
  • The culture industry has been considered very important as firms utilize human creativity as the main source for providing high-value-added services. In this industry, the inspirations and ideas of individual creators have been stressed rather than the roles of entrepreneurs so far. However, in recent years, due to the influence of "Hallyu" or the Korean Wave, entrepreneurial firms have actively participated in producing a variety of products embracing cultural value. In this vein, the entrepreneurship-related elements such as the degree of leaders' innovativeness, risk-taking environment, first mover advantage, employee compensation, and tolerance to failure were selected to investigate their effects on market leadership. As a result, it was observed that risk-taking environment, first mover advantage, employee compensation, and tolerance to failure had a positive effect whereas leaders' innovativeness was not statistically meaningful. These findings show that the creation of an atmosphere where employees' creativity can be fully appreciated is more important than the leader' insight-driven innovativeness. The results of this study indicate that when companies formulate strategies and the government initiate policies in the culture industry, entrepreneurship should be incorporated as a crucial element.

Design of Educational Training System for Contents Specialist for development of cultural contents in Asia (아시아 문화콘텐츠 시장개척을 위한 교육지원시스템 설계 및 구현)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.47-55
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    • 2010
  • Cultural Content Industry, a core industry based on knowledge, is becoming an economic model making new benefits by adding human creativity, imagination, sensitivity and style in to information technology. Cultural Contents Industry representing cultures of each countries is facing major changes towards a new competitive industry of each nation. Cultural content of a country is upbringing new contents power developing into a new industry by flattening the barriers within nations. But cooperations face difficulties in launching the industry because of limited information about the current market and lack of understanding in cultural differences. In order to solve this problem, this paper aims to create global network leading to increase of export and creation of new market with cultural contents and train local specialists. In order to search for the ways to maintain Korean contents in other nations and expand exportation. cooperations invite leading cultural contents groups to South Korea, let the groups experience Korea's contents. Cooperations initiated invite training, dispatch training by Korean companies and international students training. The purpose of this paper is to support education system, ETS-CS(Educational Training System for Contents Specialist) and analyse practices applied in the field to develop a better cultural contents industry.

Analysis on Effects of AI Thinking Skills Coding Program on Software Development Tendency to Primary Students in Rural Areas (AI 사고력 코딩 프로그램이 농어촌 초등학생의 SW성향에 미치는 영향 분석)

  • Lee, Jaeho;Lee, Seonghoon;Jeong, Hongwon
    • Journal of Creative Information Culture
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    • v.7 no.1
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    • pp.1-9
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    • 2021
  • Subjects for the study are educationally alienated class living in poor educational environment. Those students often live outside the reach of software education which is one of key capabilities of Fourth Industrial Revolution. The gap between student in rural and urban areas is becoming more distinct and schoolchildren in rural areas are further limited to access software development education under COVID-19 where face-to-face classes are more rarely conducted. To overcome the issue, AI based thinking skills coding educational program was developed and tested on children in 6 primary schools in south and north of Gyunggi-do, South Korea. Questionnaire were conducted before and after classes to research on students'awareness on AI thinking skills coding. At the end of the study, subjects showed statistically significant increase in confidence, interest, and attitude, and showed positive overall feedback on software development tendency after the program is conducted.

An Activated Analysis of the Development of Animation in Taiwan (대만애니메이션의 발전과 그 동향 분석)

  • Jo, Jeong-Rae
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.40-47
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    • 2014
  • Animation in Taiwan has been profoundly influenced by the production of labor intensity for American and Japanese in the early days of its development. This phenomenon of the labor intensity reached peak in the 1980s. Information Bureau of Taiwan began to establish a system of supportive funding for its animation industry in the 1990s. During this period, the animation industry in Taiwan gave special emphasis to the theme of the local culture and to the creative works of the animation. By the 2010s, the elements of Chinese culture were introduced in the animation production in Taiwan. Through cross-national cooperation in production with other advanced countries, the Taiwan-made animation was successfully expended to the international market. However, the animation industry in Taiwan is facing the following problematical challenges: Firstly, the Taiwan government gives special attention to the financial support of animation industry rather than training university students to become professional experts in animation production. Secondly, there is no professional higher institution established to train specialized professional animation film-makers. Thirdly, Due to the lack of the cultural inspiration and the original mind, the form of its creative animated production is primarily imitated from other advanced countries. And fourthly, despite the fact that there is a cooperation and exchange programs between Taiwan and other foreign animation industries.

Current status and development trend of Chinese animation industry (중국 애니메이션 산업 현황 및 발전 추세)

  • Yang, Desheng
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.149-154
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    • 2022
  • In recent years, the development of China's animation industry has gradually increased its share of gross national product. Looking at the current status of the animation industry in China, there are still many shortcomings compared to the Korean animation industry. This paper focuses on the current status of the Chinese animation industry and future development trends, and the text first discusses the current development of the Chinese animation industry, and second, verifies the problems facing the current Chinese animation industry. Finally, it is of key significance in designing policy directions so that the creative animation industry can be fostered by building the right animation industry chain and training talent in related directions in the future development direction. These three directions are believed to promote the development of the Chinese animation industry in the future.

집중안전포커스 - 안전, 품질, 환경 세 마리 토끼 잡는다 -발전소 안전문화를 선도하는 한국남부발전 영남화력발전소

  • Kim, Seong-Dae
    • The Safety technology
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    • no.164
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    • pp.15-17
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    • 2011
  • 한국남부발전(주) 영남화력발전소는 울산 경남지역 최초의 화력발전소로 1970~80년대 산업발전 중흥기부터 지금까지 산업분야에 안정적인 전력을 공급하기 위해 만전을 기해오고 있다. 또한 발전소건설 이후 체계적인 안전관리 활동을 통해 무재해 사업장으로서의 면모를 다져나가고 있는 것은 물론 안전선진문화를 선도하는 사업장으로서의 입지도 착실히 구축해 오고 있다. 영남화력발전소의 슬로건은 "창의와 역동적인 사업소 구현"이다. 그리고 다음과 같은 분야별 기본방침을 설정하여 모든 업무의 최우선에 적용하고 있다. 첫째, 안전분야로서 '인간존중, 인명중시, 3무(무재해, 무사고, 무상해) 달성', 둘째, 품질분야로서 '설비안전성 및 수익성 제고, 국제표준에 부합하는 물질 경영체제 구축', 셋째 환경분야로서 '환경경영 선진화로 녹색성장 추구 선도적 환경관리로 기업이미지 제고' 등이 그것이다. 인간존중의 이념을 최우선으로 내세우고 있다는 것을 볼 때 이곳이 안전경영을 얼마나 중시하고 있는지 쉽게 짐작해볼 수 있다. 화력발전소로서 규모가 크지는 않지만 구성원 모두가 가족적인 분위기 속에서 신명나는 직장분위기를 조성하려 노력한다는 한국남부발전(주) 영남화력발전소를 찾아가 봤다.

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The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.299-304
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    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

A Policy Community Model for 'Creative Cultural Contents Tourism' Infrastructure : A Case Study on Seongnam City ('창의적 문화콘텐츠관광' 기반조성을 위한 정책공동체 모형 -성남시 사례를 중심으로-)

  • Kim, Hyeong-Soo
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.177-190
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    • 2013
  • Recently, our society is seeing cultural value in a new light, perceiving it as an element that creates new values added. Reflecting this trend, the local governments in various levels focus on reviving the regional economies by enhancing cultural competencies and developing the culture and tourism industries. This research is conducted to perform the policy project 'administrative support plans to make Seongnam a hub of international culture and tourism,' which was proposed as part of the urban renewal strategy of the city. This study proposes the establishment of 'policy communities' to build the infrastructure for 'creative cultural content tourism' as a plan to accomplish the policy goal pursued by Seongnam. The focuses include what the policy communities are, how they work, and what the local government has to do with them for a successful implementation of proposed policies, by theoretically examining the composition variables of policy communities. In particular, the study concentrates on how to reconstruct the infrastructure for the culture content technology (CT) in the IT-based city and to transform itself into a city of "creative cultural content tourism". If the policy communities are formed under the proposed model in this paper, it is expected that they will become the viable alternatives in the field.

A Study on the Curriculum for Improving the Core Capacity of Future Talents (미래인재의 핵심 역량 향상을 위한 교육과정 연구)

  • Lee, Jaeho;Baek, Seunguk
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.95-104
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    • 2019
  • The changes triggered by the fourth industrial revolution will change society in ways we have never seen before. Accordingly, our education should be able to prepare for a new future in the era of the fourth industrial revolution. For the students' futures, this study presented a curriculum to improve core competencies of future talents based on analyse of current education content and related education fields. To achieve this goal, this study was carried out in the following steps. First, core competencies of future talents and the current curriculum were analyzed. Second, the educational curriculum's goals, contents, and systems were developed to enhance future talent capabilities. Third, the developed curriculum was applied in the field to verify its effectiveness. This study may be used as a reference for future education and the development of future human resources.

The Influence of Robot Education Using Magnetic Force on the Computational Thinking (자력을 활용한 로봇 교육이 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, Hakmin
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.275-283
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    • 2019
  • The fourth industrial revolution is emerging as the talk of the times. The industrial structure is changing greatly from the past, as well as the social scene, changing our daily lives. Especially, the importance of the software sector is growing. For students who have to live in this future society, computational thinking is a key capability. In order to achieve this goal, this study was carried out in the following steps. First, we organized a SW education convergence program based on life-oriented aspects. Second, the configured program was applied to the site to verify the effectiveness of computational thinking. The results of this study show that the experimental group has 32 points better than the pre-test, and the comparative group has about 2 points better. The statistical significance probability was a significant difference of .028. The results of this study may be used as a reference for the training of SW convergence education and future talent in the future.