• Title/Summary/Keyword: 창의적 프로세스 참여

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The Effects of Leader's Attitude and Job Characteristics on Subordinate's Creative Performance (상사의 태도와 직무 특성이 창의적 성과를 일으키는 과정에 관한 연구)

  • Ryu, Jeong-Ran
    • Management & Information Systems Review
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    • v.33 no.3
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    • pp.129-154
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    • 2014
  • We are making products and services that we didn't easily think or even imagine when young and living using them. Consumer needs become more diversified, markets and technologies are being constantly changed, and corporate global competitiveness is getting intensified. Now, companies that don't change nor create new values cannot survive. The cycle of new products is faster, and therefore corporations should improve previous products continuously or create new values according to such a trend. This era requires 'creativity' for companies to overcome uncertainty and survive. Corporate creativity is not easily activated as financial and physical compensation unlike the work ability or performance. When there is an environment that people with various abilities, experiences and backgrounds can express their opinions freely, it becomes possible. Despite the importance, the studies have focused on creativity education so far instead of the viewpoint of corporate business administration. In addition, most studies have dealt with job characteristics and employees' personality factors rather than the process that is connected to actual performance. In other words, the studies on environmental factors that can lead motivation as situational characteristics of the employee's company in a current non-monetary and non-physical way are very insufficient. Therefore, this study aims to comprehensively examine the process of creating creative performance in the environment inside the company that the employee could approach most closely from the corporate deinstitutional perspective. As the major variables, job characteristics and supervisor's ethical leadership were selected, and the process that is connected to the creative performance was explained by means of motivation necessary to understand creativity of the organization and creative process engagement(CPE). The summary of the verification results is following. First, job characteristics and supervisor's attitude(ethical leadership) had positive effects on intrinsic motivation and creativity process engagement. Second, intrinsic motivation and creativity process engagement had positive effects on creative performance. Third, intrinsic motivation and creativity process engagement had mediated the relationship between job characteristics, supervisor's attitude and intrinsic motivation, creativity process engagement

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Study on Web-related Spatial Design Research Trend (웹과 연계된 공간디자인 연구동향에 관한 연구)

  • An, Somi
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.481-492
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    • 2014
  • The goal of this research was to build comprehensive and systematic basic materials related to IT industry and spatial design. In this research, the trend in spatial design research and its categories are identified and analyzed. The research results show that spatial design researches related to web have declined for last five years. However, a new possibility appears to be latent. An attempt to build database of diverse design information has led to increase in fusion of spatial design education and IT technology from design perspective. Futhermore, residents of space are becoming more active, starting from spatial design to management. Finally, from th environmental perspective, researches on predicting and managing buildings are also growing. Accordingly, diverse researches and financial support for grafting creative education, design process, environment-friendly IT technology and spatial design are needed.

Research on Efficient Data Verification Methods Using Hyperledger Fabric (하이퍼레저 패브릭 활용 효율적 데이터 검증방안 연구)

  • Chai Bong-Soo;Baek Seunghyun;Kim Taeyoon;Lee Hanjin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.331-334
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    • 2024
  • 하이퍼레저 패브릭(Hyperledger Fabric)은 참여자의 신원을 확인하고, 정보교환(트랜잭션)의 유효성을 검증하는 허가형 블록체인 모델이다. 기존의 대표적인 블록체인 모델인 비트코인, 이더리움과 대비하여 효율적인 데이터 검증 방안이 가능한대, 체인코드와 채널, 그리고 피어를 중심으로 구성되어 있기 때문이다. 먼저 본 블록체인 모델은 '체인코드'라는 스마트 계약(컨트랙트)를 실행하며 허가된 사용자만 네트워크에 참여할 수 있다. 또한, '채널' 기능이 있어 서로 다른 조직 간의 데이터 공유와 검증에 대한 새로운 접근방식을 보여줄 수 있으며, 특정 네트워크 내에서 데이터를 분리할 수 있다. 이를 통해 특정 데이터에 대한 접근권한을 제어하는 기능을 제공하며 동시에 데이터의 신뢰성과 보안성을 높일 수 있다. 마지막으로 '피어'는 체인코드를 통해 들어온 트랜잭션을 검증하고, 유효한 데이터만 원장에 추가하는 기법으로 무결성을 유지하는 데 중요한 역할 담당하고 있다. 본 연구결과를 기반으로 하이퍼레저 패브릭을 효과적으로 활용하여 데이터 검증 프로세스가 산업계에 널리 적용될 수 있기를 기대한다.

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제1회 전국 대학생 설계경진대회

  • Park, Gang;Lee, Sang-Won
    • Journal of the KSME
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    • v.52 no.9
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    • pp.40-44
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    • 2012
  • 이 글에서는 2011년도에 실시된 제1회 전국 대학생 설계경진대회를 소개한다. 이 행사는 한국 기계공학 관련 대학생들에게 설계 프로세스 전반에 대한 이해를 증진시키고 설계 능력 및 창의성을 배양하는 데 목적이 있다. '기계공학 실험교육 기자재 설계'라는 주제에 대하여 전국에서 37팀이 참여하였는데 그 중 대표적인 작품을 소개한다. 향후 본 행사를 확대 발전시켜서 한국의 기계공학 설계교육에 이바지 하고자 한다.

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A Study on the Development of a Full-Cycle Smart City Living Lab Model (전주기형 스마트시티 리빙랩 모델 개발 연구)

  • Park, Jun-Ho;Park, Jeong-Woo;Nam, Kwang-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.162-170
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    • 2021
  • The Smart City Living Lab is becoming important as a local innovation platform to develop urban solutions. In January 2018, the 4th industrial innovation committee, which was a direct subordinate from the president, empathized citizens' participation and their roles within the Smart City [Urban Innovation and Future Growth Engine-Creating Smart City Strategy]. This was the starting point of the living lab. The central government and local governments have been promoting various types of living labs to encourage citizens to participate. On the other hand, due to the lack of systematic concepts and theories for practicing and structuring living labs, the practice is not performed well. This study aimed to develop systematic approaches and implementation methods of the public-led Smart City Living Lab. The Full-cycle Smart City living Lab model was designed by integrating smart city living lab work processes, as suggested in the standards of the national land plan, double design diamond framework, which is a type of innovative design methodology, and design thinking process. The entire cycle Smart City living lab model requires four components to practice the living lab, such as framework, module, process, and methodologies. In the future, this model is expected to be incorporated in the Smart City Living Lab.

복지형 아이디어 지원 플랫폼에 관한 연구: KISTI의 창조경제타운을 중심으로

  • Jeong, Do-Beom;Hwang, Yeong-Heon;Song, Yong-Jun;Kim, Seong-Jin
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2015.11a
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    • pp.695-702
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    • 2015
  • 신산업 시장 육성 및 일자리 창출 등 지속적인 성장동력을 확보하기 위해서는 선진 기술을 모방하는 추격형 전략에서 벗어나, 기술 혁신을 주도하는 탈추격형 전략으로 변화를 시도해야 한다. 해외에서는 다양한 아이디어 지원 플랫폼을 통해 국민 모두가 혁신 활동에 적극적으로 참여할 수 있도록 지원하고 있다. 이에 따라 우리나라에서도 국민의 창의성을 발현하고 새로운 부가가치를 창출하기 위해 다양한 정책들을 추진하며 전략적 투자를 확대하고 있다. 특히, 한국과학기술정보연구원(KISTI)에서 운영하고 있는 창조경제타운은 아이디어의 발전 구체화 및 부처/민간 사업화 지원 프로그램 연계 등을 통해 사업화 창업을 촉진하는 우리나라의 복지형 아이디어 지원 플랫폼이다. 본 연구는 복지형 아이디어 지원 플랫폼의 개념을 제시하고, 그 대표적인 모델인 창조경제타운의 프로세스를 분석하였다. 향후 창조경제타운은 창업 생태계를 조성하기 위한 기반을 마련할 것으로 판단된다.

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A Development of Design Education Program Based on Local Cultural Contents to Promote Creativity of Chinese Children (중국 아동의 창의성 증진을 위한 지역 문화 콘텐츠 기반의 디자인교육 프로그램 개발)

  • Yoon, Woolahm;Beck, Donghyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.56-67
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    • 2020
  • Various studies have been conducted to identify the concept of creativity and enhance it effectively. Many advanced countries in the field of design have already expanded the scope of design education from specialized education to universal education and utilized such design education as a curriculum for promoting the creativity. Although education industry in China has been growing rapidly with the increase in the national income, the current educational contents have been mostly focused on the subjects/contents for an entrance examination, with little consideration of creativity promotion for children. Therefore, as an effort to promote creativity of Chinese children, the current study developed a design education program utilizing Chinese cultural contents and verified its educational effectiveness in terms of creativity promotion. The program was developed in the following process: 1) exploring the program development direction through an in-depth interview with parents; 2) deriving three lesson plans through an ideation session with some experts in art education for children; and 3) selecting a final lesson plan through experts/parents evaluation and developing a final textbook. A total of 10 children were educated with the developed textbook, and their levels of creativity before and after the education were comparatively evaluated using Torrance Tests of Creative Thinking (TTCT). The study results showed that the education program developed in the current study significantly affected the children's creativity, which would contribute to promoting the children's creativity, and also, developing a new creativity education program in the future. Additionally, it is expected that the research methods employed in this study, that is, developing a creativity promotion program using some cultural/local contents, could be usefully/widely applied in various fields of education.

Scenario Planning based on Collective Intelligence Using Wiki (위키를 활용한 집단지성 기반의 시나리오 플래닝)

  • Han, Jongmin;Yim, Hyun;Lee, Jae-Shin
    • Journal of Technology Innovation
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    • v.20 no.2
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    • pp.29-48
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    • 2012
  • As the complexity and uncertainty of social and economic systems increase, the strategic foresight that actively and effectively responds to the environmental changes becomes important. A wide range of future forecasting methods are available for strategic foresight. Selecting one of the methods depends on several factors such as availability of time and financial resources and the objectives of the exercise. Although trend extrapolation analysis has been used for many years, scenario planning is being widely used by government and corporate as a tool for strategic decision making in recent years. Generally, scenario planning is carried out through workshop, in which experts with diverse backgrounds exchange information, views, and insights and integrate the diverse viewpoints. However, only a small number of experts can participate in a workshop and citizen opinion is not easily transformed into the policy for the scenario exercise due to the limitation of budget and short duration of a project. It is also much harder to develop creative ideas in the workshop because of the limited time and space. In this study, a new scenario process combining scenario workshop and wiki is proposed to overcome the limitation of scenario workshop. This combined approach can be more productive than using scenario workshop alone when developing new ideas. In this study, we applied the combined approach to develop scenarios for the strategic foresight of future media and present suggestions for improving the process.

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A Study on the Product Design Process in I-Business Environment Focusing on Development of the Internet-based Design Process - (e-비지니스환경에서의 제품디자인 프로세스에 관한 기초연구-인터넷기반의 디자인 프로세스 개발을 중심으로-)

  • 이수봉;이돈희
    • Archives of design research
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    • v.16 no.1
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    • pp.181-198
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    • 2003
  • The purpose of this study is to develop a on-line design tool for effectively coping with e-Business environment, or product design process into a Cyber model for traditional manufacturers which attempts new product development under such environment. It was finally developed as a model named $\ulcorner$Design Vortal Site; e-BVDS) that was based on the structure and style of internet web site. Results of the study can be described as follows ; \circled1 e-Business is based on the Internet. All processes in the context of e-Business require models whose structure and method of use are on-line styles. \circled2 In case that a traditional manufacturing business is converted into e-Business, it is better to first consider Hybrid Model that combines resources and advantages of both such traditional and digital businesses. \circled3 The product design process appropriate for e-Business environment has to have a structure and style that ensure utilization of the process as an Internet web site, active participation by product developers and interactive communication between participants in designing and designers. \circled4 $\ulcorner$e-BDVS) makes possible the use of designers around the wend like in-house designers, overcoming lack in creativity, ideas and human resources traditional business organizations face. However, the operation of $\ulcorner$e-BDVS$\lrcorner$ requires time and budget investments in securing related elements and conditions. \circled5 Cyber designers under $\ulcorner$e-BDVS$\lrcorner$ can easily perform all design projects in cyber space. But they have some limits in playing a role as designers and they have difficulty in getting rewards if such projects completed by them are not finally accepted. \circled6 $\ulcorner$e-BDVS) ensures the rapid use of a wide range of design information and data, reception of a variety of solutions and ideas and effective design development, all of which are not possible through traditional processes. However, this process may not be suitable to be used routine process or tool. \circled7 $\ulcorner$e-BDVS$\lrcorner$ makes it possible for out-sourcing or partners businesses to overcome restrictions in time and space and improve productivity and effectiveness. But such they may have to continue off-line works that can not be treated on-line.

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A Study on design management strategy for venture/small enterprises (중소벤처기업을 위한 디자인 경영 전략 -대전시 벤처·중소기업을 중심으로-)

  • Seo, yong-mo;Cheon, myung-hwan;Cho, seung-ock;Oh, chi-gyu;Song, han-wook;Roh, hwang-woo;chang, soo-deok
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.244-249
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    • 2009
  • At the 21th century management environment with the emotion and creativity, as design has recognized the core element of management strategy, the combination of design and management, design management, has been increased the importance worldwidely. In the rapid changing enterprise environment, the small or venture enterprises in flexible management environment than the large enterprise have advantage on management process. The design management has created the various field of knowledge in the integrated solution, the integrated approach methods of management are the effective operative process in the importance of design management. As CEOs in small/venture enterprise take part in the innovation of design management, a specialistes in recognition of specificity and design management are defined and created the design management process through the enterprise resource planning programs. With the understanding on the above situation, the purpose of this study is to suggest the design is strategically applied in the management level of Daejeon region small/venture enterprises and the recognition of design management as a strengthen the competitiveness.

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