Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.
The Journal of the Convergence on Culture Technology
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v.8
no.4
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pp.397-405
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2022
NFT art is a new art formed based on NFT technology. This is attracting great attention in the existing art world and art market. Therefore, it is required to analyze whether NFT art can establish itself as a new area of art. Therefore, the formation and development process of NFT art is analyzed from the perspective of Actor-Network Theory of Science and Technology and Studies, and the case of NFT artist 'beeple' is a representative example. It also discusses the artistic value of NFT art and its relationship with traditional art networks based on the aesthetics of science and technology researcher Graham Harman. In particular, it analyzes the future and genre sustainability of NFT art through the case of NFT project "Cryptopunks" and "PUNKISM" advocating a new art genre. By analyzing NFT art with ANT, I would like to raise a technical, aesthetic, and philosophical questions and propose a positive prospect as a new art genre.
Kim, Sun-Hee;Um, Myung-Yong;Lee, Eui-Bhin;Cho, Jun-Dong
Journal of the Korea Convergence Society
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v.10
no.8
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pp.265-276
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2019
The purpose of this study was to explore the possibility of creating barrier-free exhibition-appreciation environment based on the visually impaired person's perspectives. Participants were selected by the purposeful sampling method. Researchers conducted a couple of in-depth interviews with four visually impaired persons. Yin's case study method was employed to analyze qualitative information. The analysis revealed nine sub-themes in two sections: three from 'accessibility within the exhibition room'; and six from 'demand for immersive exhibition environment.' Based on the results, following suggestions were presented: First, we need to provide quality information appropriate for artworks-appreciation; secondly, to ensure the visually impaired people to appreciate the culture and arts without any barrier, we need to extend certification of barrier-free living environment to exhibition-appreciation area. Finally, to facilitate these two tasks we need to encourage the convergence research among science and technology, humanities and society, and culture and arts.
Journal of the Korea Institute of Information and Communication Engineering
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v.19
no.6
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pp.1353-1358
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2015
The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.
As the transition to the digital age in the late 20th century, the intrinsic value of the craft, the emotional values of human, has been noticed as an alternative to overcome the adverse effects of the modernism of the industrial age. To introduce experimental tries which convergence of contemporary technologies and elements of traditional craft, and to inspire artists and present the new possibility of creation to them who want to take advantage of craft emotion as the elements of creation is the purpose of this study in the current digital technology age. First, the meaning and value of craft in modern times and digital media and hybrid creation environments are theoretically investigated based on previous studies and literature. Second, design cases produced by combining digital technology as a tool and craft elements are classified for substantial understanding of the design. Thirdly, identify the design characteristics presented through case studies and suggest the new possibility of creation. The results of the study are as follows. Reject typical types highlight the functional role and try free express conversion, e.g. form, material, texture, making process etc. Extracts the various elements that can be applied and search combining ways, because the convergence of digital technology and the craft is sufficient to activate the human emotion. Interaction between the craft and the digital medium is made actively. Craft accepts digital form, the craft appeared again as the contents of the digital. the traditional and digital method appropriately fused and utilized depending on the situation in process.
The purposes of this study were to investigate the value, necessity and legitimacy of STEAM Education and to propose practical approaching methods for STEAM Education to be applicable in Korea through a variety of literature review, case studies and collecting suggestions from domestic and international educational experts. The research questions are as follows: (1) To investigate the perception, understanding and recognitions of domestic and foreign professionals in STEAM education. (2) To analyze policy implications for an improvement in STEAM. The following aspects of STEAM were found to be challenges in our current STEAM policy after analyzing multiple questionnaires with the professionals and case studies including their experiences, understanding, supports and directions of the policy from the governments. The results indicate that (1) there was a lack of precise and conceptual understanding of STEAM in respect to experience. Training sessions for teachers in this field to help transform their perception is necessary. Development of practical programs with an easy access is also required. It is important to get the aims of related educational activities recognized by the professionals and established standards for an evaluation. The experts perceived that a theme-based learning is the most preferred and effective approaching method and the programs that develop creative thinking and learning applicable to practice are required to promote. (2) The results indicate that there was a lack of programs and inducements for supporting outstanding STEAM educators. It is shown that making an appropriate environment for STEAM education takes the first priority before training numbers of teachers unilaterally, thus securing enough budget seems critical. The professionals also emphasize on developing specialized teaching materials that include diverse inter-related subjects such as science technology, engineering, arts and humanities and social science with diverse viewpoints and advanced technology. This work requires a STEAM network for teachers to link up and share their materials, documents and experiences. It is necessary to get corporations, universities, and research centers participated in the network. (3) With respect to direction, it is necessary to propose policy that makes STEAM education ordinary and more practical in the present education system. The professionals have recommended training sessions that help develop creative thinking and amalgamative problem-solving techniques. They require reducing the workload of teachers and changing teachers' perspectives towards STEAM. They further urge a tight cooperation between departments of the government related with STEAM.
The most important thing in STEAM education is to enhance students' interest and understanding of science and technology. In this paper, we propose basic circuit system design and control method applicable to STEAM fusion education. The circuit system design practice using the breadboard is designated as an essential curriculum in the corresponding department at the high school and college level in the domestic curriculum. However, there is a lack of STEAM convergence implementation examples that can easily understand circuit system design and control methods. Therefore, we proposed and tested a method to implement and control a media art type circuit system.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.8
no.6
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pp.563-570
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2018
The Nobel Prize, which began in 1900, has already produced more than 1,000 winners worldwide. However, South Korea has failed to produce a Nobel Prize winner in the field of science. In order to make the Nobel Prize possible in science, many concerns and improvements are needed in many ways, including scientific administration, bureaucracy, and public education. In the field of science administration, authoritarianism seem to be a major stumbling block. Developing scientific technology by policy means and achievement of scientific technology to make money are not healthy foundation for the Nobel Prize. School education to enhance the value of creativity and challenge in needed. Social awareness is needed to value creativity and challenges. Acceptance of fails is required to succeed. It can make money to study things that don't pay. The Nobel Prize can be approached without the recognition of the Nobel Prize.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.6
no.8
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pp.381-398
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2016
This study explains how Cultural-art organizations contribute to development of cultural diversity at this time of paradigme of cultural diversity. The object in this study 'Garam' which is a cultural art organization is comprised of people from multicultural families. The organization has been continued in unwanted environment. The very fact that this organization, as a group of people of multicultural background, has maintained its influence for a while indicates the possibility for the settlement of cultural diversity as a new paradigm. This research has proven that how various cultures can co-exist with korean culture through couple of methods. One is doing interviews with people who are involved in such field. And the other one is monitoring specific process or steps of how is the organization that deals with cultural and artistic subjects founded, operated and works. Accordingly, based on the operational factors and executive matters of the organization, the role of this multicultural theatre group was confirmed. This study's explication about the possibility of development of cultural diversity focuses on field activities with the recognition of limited effectiveness of institutionalized associations. Also, it analyses how realistically cultural art organization contribute to development of cultural divetsity, and what factors hinder the development.
In the fields of science and engineering, multidisciplinary research is common, and researchers with a diverse range of expertise collaborate to achieve common goals. As the 4th industrial revolution gains currency in society, there is growing demand on talented personnel both with technical knowledge and skills and with communicative skills. That is, future engineers are expected to possess competence in social and artistic skills in addition to specialized knowledge and skills in engineering. In this paper we introduce an emerging field of 3D bioprinting as an exemplary case of interdisciplinary research. We have chosen the case to demonstrate the possibility of cultivating engineers with π-shaped expertise. Building on the concept of T-shaped talent, we define π-shaped expertise as having both technical skills in more than one specialized field and interpersonal/communicative skills. Wtih references to such concepts as trading zones and interactional expertise, we suggest that π-shaped expertise can be cultivated via the creation of multi-level trading zones. Trading zones are referred to as the physical, conceptual, or metaphorical spaces in which experts with different world views trade ideas, objects, and the like. Interactional expertise is cultivated, as interactions between researches are under way, with growing understanding of each other's expertise. Under the support of the university and the government, two researchers with expertise in printing technology and life sciences cooperate to develop a 3D bioprinting system. And the primary investigator of the research laboratory under study has aimed to create multiple dimensions of trading zones where researchers with different educational and cultural backgrounds can exchange ideas and interact with each other. As 3D bioprinting has taken shape, we have found that a new form of expertise, namely π-shaped expertise is formed.
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