• Title/Summary/Keyword: 창의적 아이디어

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Grundfos Pumps Korea Inc.: Localization and Differentiation (한국그런포스펌프 (주): 마케팅활동의 현지화 및 차별화)

  • Park, Seong-Yeon;Rhee, Hong Jai;Joo, Young-Hyuck
    • Asia Marketing Journal
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    • v.8 no.3
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    • pp.101-121
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    • 2006
  • This case study explores various marketing strategies of Grundfos Pumps Korea Inc. that has become a front-runner in the industrial pump market of Korea as the enterprise that got into the business later. Grundfos Group, a multinational company with its head office in Denmark, has acknowledged diversity of each country and has granted its subsidiary companies with discretionary power so that they can establish marketing strategies suitable for the market they were competing in. Grundfos Pumps Korea has been very successful in its localization and differentiation of marketing strategies. First, Grundfos Pumps Korea achieved the trust of their customers by its high quality and consistent pricing strategies and has expanded its market very successfully with continuous product innovation and new product ideas. Second, it increased its brand awareness and recognition by brand differentiation along with the product differentiation strategy, which is exceptional in industrial market. It has conducted creative marketing activities and strategies to build brand equity and successful customer relationship management.

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A Study on Developing Sensibility Model for Visual Display (시각 디스플레이에서의 감성 모형 개발 -움직임과 색을 중심으로-)

  • 임은영;조경자;한광희
    • Korean Journal of Cognitive Science
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    • v.15 no.2
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    • pp.1-15
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    • 2004
  • The structure of sensibility from motion was developed for the purpose of understanding relationship between sensibilities and physical factors to apply it to dynamic visual display. Seventy adjectives were collected by assessing adequacy to express sensibilities from motion and reporting sensibilities recalled from dynamic displays with achromatic color. Various motion displays with a moving single dot were rated according to the degree of sensibility corresponding to each adjective, on the basis of the Semantic Differential (SD) method. The results of assessment were analyzed by means of the factor analysis to reduce 70 words into 19 fundamental sensibilities from motion. The Multidimensional Scaling (MDS) technique constructed the sensibility space in motion, in which 19 sensibilities were scattered with two dimensions, active-passive and bright-dark Motion types systemically varied in kinematic factors were placed on the two-dimensional space of motion sensibility, in order to analyze important variables affecting sensibility from motion. Patterns of placement indicate that speed and both of cycle and amplitude in trajectories tend to partially determine sensibility. Although color and motion affected sensibility according to the in dimensions, it seemed that combination of motion and color made each have dominant effect individually in a certain sensibility dimension, motion to active-passive and color to bright-dark.

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An Exploratory Study on Component of Invention Education Program to Building an Entrepreneur in Digital Age (디지털시대의 창업가 육성을 위한 발명교육 프로그램 방향에 관한 탐색적 연구 - 창업아이디어 개발중심으로 -)

  • Kim, Yeon-Jeong;Park, Ki-Ho
    • Journal of Digital Convergence
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    • v.8 no.2
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    • pp.55-68
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    • 2010
  • This study identifies perceived importance and relative education necessity of entrepreneurship education program of university students. This research examine the major 5 factors of invention education program and identified the improvement of relative invention education program relation to entrepreneurship process. The sample survey of this research are 125 university student respondents and 5 invention entrepreneurs are participated. Research methods used means, percentile, frequency and factor analysis. Major findings are as follows; the selected course category of factor analysis categorized the understanding of invention concept, invention and management, invention and creativity, invention and patent and invention exercise. The mean value of perceived importance that invention and management, invention exercise, invention and creativity, invention concept and invention and patent are in order. But the perception of invention entrepreneurs to patent, management, creativity, invention exercise and invention concepts are in order. And the sub invention program's necessity degree relation to 'management and exercise' are higher than others. This study suggested that invention education program reinforcing the invention management and student takes interesting patent contents which accepted exercise program with easy.

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A Exploratory Study on the Efficient Strategies for Cross-Cultural in the Hospitality Industry (환대산업의 다문화주의 교류에 따른 효율적인 경영전략에 관한 탐색적 연구)

  • Lee Sang-Mi
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.151-157
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    • 2005
  • There are successful multinationals like McDonald's, and International hotel chain. The reason is efficiency managing diversity workforces. Therefore, purpose of this study suggests practical guidelines to handling global workforce for creative ideas, diversity for network, and pool for superiority workforces. 1. The company or university we provided by training program for cross-culture seminar, and education program for global culture & manner. 2 The employees express their perceptions and feelings in their own language, the discussions were videotaped, and used for decreasing misfactors such as misperceptions, misevaluations, and mistrust. 3. It builds up various program for understanding cultural difference like seminar, world business manner, and costume & food culture for each country. 4. Top manager should keep in mind that cross-culture has diversity and consistency at the same time.

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The Study Of Using iPod, iPhone As an instrument of education (교육용 도구로서의 아이팟(iPod), 아이폰(iPhone) 활용 방안 연구)

  • Jang, Jung-Hoon;Kim, Jung-Woo
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.199-207
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    • 2010
  • Making use of mobile in the education field with international providing of iPod, iPhone and the rapid growth of information oriented society suggest lots of ideas in the aspect of method of education. Using the various technology of iPod and iPhone leads to change of teaching method because iPod and iPhone supports lots of skills of teaching which is student-centered is gradually supplying to students. Furthermore, Not only the development of various mobile contents can be materialized in iPod circumstance is processing in information-communication field of Korea, but also a recognition of people about iPod and iPhone is changing positively. Along this change, it expects to using of iPod and iPhone for teaching methods in school will affect to the education effectively and promote the quality of education. So, this study was focused on the development application for using iPod and iPhone in each subjects of Society and Science according to this features of changes with expecting the educational effect accompanied by using iPod and iPhone and searched the previous examples of using mobile application.

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Development and usability evaluation of a Collaborative Mind map Authoring Tool (협업을 위한 공동 작업용 마인드맵 도구 개발 및 사용성 평가)

  • Sin, Eun Joo;Choi, Ja-Ryoung;Im, Su Jie;Lim, Ji Su;Choi, Yu Jin;Lim, Soon Bum
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.187-192
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    • 2018
  • Mind map is a very useful technique for brainstorming. Therefore, it can be effectively used for collaboration as a creative group conception. However, existing mind map software is not possible to collaborate because it is difficult to share mind map or discuss among members. In this study, we developed a mind map system that can support collaborative work as well as individual authoring and editing. This can incorporate individual mind maps of members into mind map of team, share and discuss them, and modify the mind map. This is convenient because it does not require a separate program installation, and verifies usability to support the process of collaborative process through usability evaluation.

Analysis and Design of Arts and Culture Content Creation Tool powered by Artificial Intelligence (인공지능 기반 문화예술 콘텐츠 창작 기술 분석 및 도구 설계)

  • Shin, Choonsung;Jeong, Hieyong
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.489-499
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    • 2021
  • This paper proposes an arts and culture content creation tool powered by artificial intelligence. With the recent advances in technologies including artificial intelligence, there are active research activities on creating art and culture contents. However, it is still difficult and cumbersome for those who are not familiar with programming and artificial intelligence. In order to deal with the content creation with new technologies, we analyze related creation tools, services and technologies that process with raw visual and audio data, generate new media contents and visualize intermediate results. We then extract key requirements for a future creation tool for creators who are not familiar with programming and artificial intelligence. We finally introduce an intuitive and integrated content creation tool for end-users. We hope that this tool will allow creators to intuitively and creatively generate new media arts and culture contents based on not only understanding given data but also adopting new technologies.

Development of Elementary School Science Instructional Program for Nurturing Creativity - 1. Survey of the Status in Creativity Education - (창의력 계발을 위한 자연과 교수.학습 자료 개발 -1. 창의력 교육의 실태조사-)

  • Kang, Ho-Kam;Noh, Suk-Goo;Lee, Heui-Soon;Hong, Seok-In;Choi, Sun-Young;Won, Wyong-Jun;Ha, Jung-Won;Kim, Ji-Sun
    • Journal of The Korean Association For Science Education
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    • v.19 no.4
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    • pp.542-559
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    • 1999
  • The purpose of this study was to develop the teaching-learning materials for students' creativity in elementary school science class. For this, we asked some questions to both teachers and students: 25-item- questionnaires were given to 122 teachers in charge of 5th graders and 6th graders in elementary schools located in Seoul, Inchon and Kyonggi province, and 20-item-questionnaires to 825 students of 5th grade and 6th grade in the same schools. The results of this study are as follows: most of teachers admitted the need of creativity education, but they taught class mostly with textbook only. The lack of students' divergent thinking and creative scientific activities in science class made it difficult to develop students' creativity. Besides, teaching-learning materials for whole brain learning were not enough. In case that the students did not make experiment in class, they liked VCR tapes or TP materials Students thought that the most effective materials for class are VCR tapes and next were worksheets. Not a few students answer they do hard only interesting experiments. Most of students wanted worksheets including various interesting activities like games, quiz, experiments, drawing, etc.

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Effects of Artistic and Technological Context on Physics Problem Solving for High School Students (예술적 상황과 기술적 상황이 고등학생들의 물리 문제해결에 미치는 효과)

  • Lee, Sua;Park, Yunebae
    • Journal of The Korean Association For Science Education
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    • v.35 no.6
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    • pp.985-995
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    • 2015
  • This study examines the effects of the introduction of artistic and technological factors on science problems for the activation of creative and integrated thinking. We developed problems consisting of STA(problems that introduced technological and artistic factors on the College Scholastic Ability Test) and TA(problems that introduced artistic factors in a technological context). Subjects of the study included 60 high school senior students in Daegu. Their problem solving processes for STA were examined. Four students were interviewed using the retrospective interview method. Also, after finishing TA, the problem solving processes of four students were examined. The results of the study are as follows. First, students selected scientific context more than artistic and technological contexts. It was found that students preferred short length problem in order to solve problems in a short time. Second, students were more interested in artistic and technological contexts of STA than scientific context, but felt that they were more difficult. Moreover, students were more interested about the context of TA than scientific context. Third, irrespective of the given contexts in STA, students have a tendency to solve problems through relatively brief ways by using core scientific knowledge. This can seem to mean that there is a possibility to stereotype the problem solving process through repeated learning. Logical thinking and elaboration were observed, but creativity was not conspicuous. In addition, integrated thinking was not observed in all contexts of STA. Fourth, science related problems of TA showed similar results. However, in problems related to everyday life, students made original descriptions that they based on their daily lives. Particularly, in creative design, original ideas and integrated thinking were observed.

Verification of the Difference in Project Completing Abilities Depending on a Learning Style using an Educational Programming Language (교육용 프로그래밍 언어를 활용한 학습에서 학습양식에 따른 프로젝트 완성 능력의 차이 검증)

  • Jang, Yun-Jae;Kim, Ja-Mee;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.1-12
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    • 2011
  • Educational Programming Language has been reported to expand thinking ability and to give help in creative problem solving ability by numerous researches. Researchers are verifying the educational effects of EPL by applying it to various area, but researches in effective application of EPL is yet incomplete. Thus, for effective application of EPL, this research has verified the project completing ability depending on studying style targeted to college senior students. As results of verification, first, the results showed significant differences in project completing abilities depending on information processing methods, and learners who preferred self-reflecting introspection showed high scores. Second, in learning style the divergers showed the highest scores. This research suggested the necessity of guidance and detailed planning of self-reflecting introspective activity in ideas that would be realized by learners through searching for factors that could enhance the degree of project completion in programming learning using EPL.

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