• Title/Summary/Keyword: Co-creation

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A Case Study of Human-AI Co-creation(HAIC) in Fashion Design (패션 디자인에서의 인간-AI 공동창조(HAIC) 사례 연구)

  • Kyunghee Chung;Misuk Lee
    • Journal of Fashion Business
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    • v.27 no.4
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    • pp.141-162
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    • 2023
  • With the prospect that integrating creative AI in the fashion design field will become more visible, this study considered the case of creative fashion design development through Human-AI Co-creation (HAIC). Methodologically, this research encompasses a literature review and empirical investigations. In the literature review, the fashion design and creative HAIC processes, and the possibilities of integrating AI in fashion design were considered. In the empirical study, based on the case analysis of generating fashion design through HAIC, the HAIC type according to the role and interaction method, and characteristics of humans and AI was considered, and the HAIC process for fashion design was derived. The results of this study are summarized as follows. First, HAIC types in fashion design are divided into four types: AI-driven passive HAIC, human-driven passive HAIC, flexible interaction-based HAIC, and integrated interaction-based value creation HAIC. Second, the stages of the HAIC process for creative fashion design can be broadly divided into semantic data integration, visual ideation, design creation and expansion, design presentation, and design/manufacturing solution and UX platform creation. Third, in fashion design, HAIC contributes to human ability, enhancement of creativity, achievement of efficient workflow, and creation of new values. This research suggests that HAIC has the potential to revolutionize the fashion design industry by facilitating collaboration between humans and AI; consequently, enhancing creativity, and improving the efficiency of the design process. It also offers a framework for understanding the different types of HAIC and the stages involved in the creative fashion design process.

Design and Implementation of Questionnaire Creation System by Expert Collaboration

  • Park, Hee-Chang;Cho, Kwang-Hyun
    • Journal of the Korean Data and Information Science Society
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    • v.18 no.1
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    • pp.149-159
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    • 2007
  • The main purpose of this paper is to develop a questionnaire creation system by expert co-operation on the web. The most difficult problem in a survey is to make questionnaires. To solve this problem, we suggest the questionnaire creation system which is to create questionnaire for survey by expert collaboration. We can create the best questionnaire because it can gather and exchange to questionnaire information from experts.

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Value Co-creation Modeling of DonorsChoose's Donation-based Crowdfunding (DonorsChoose의 기부형 크라우드펀딩에 기반한 가치공동창출 모델링)

  • Yoo, Hanna;Lee, Su Jin;Min, Dong Kwon
    • Journal of Information Technology Services
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    • v.20 no.2
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    • pp.127-146
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    • 2021
  • Donation-based crowdfunding(DBC) is conducted from voluntary participation by project operators. It requires a different operational strategy than general crowdfunding. However, there is a limited amount of research on the operational strategy of DBC. This study explores the value co-creation(VCC) strategy of DBC and analyzes the operation of DonorsChoose.org. The research questions encompass the following: First, we identify the VCC activities of DBC. Second, we uncover activities of the platform operators that facilitate the participation of project operators in VCC activities. Third, we explore how VCC activities affect project operational performance and platform performance in DBC. By adopting a single case study method on DonorsChoose.org, this study provides meaningful insight and detailed understanding into the VCC in DBC. First, VCC processes of DBC are identified(Co-ideation, Co-design, Co-funding, Co-operation, and Co-evaluation). Also, interactions between platform operators and project operators were defined at each stage. Second, this study confirmed that standardization and simplification of platform operators, support for pre- and post-activity, and high-quality information delivery activities were critical. Third, we confirm that these VCC activities improve VCC operational performance and platform performance. The theoretical significance of this study is that the concept of VCC, previously concentrated on participants with economic drivers(consumers and investors), has been applied to the context of DBC, a form of participation by participants with non-economic drivers(supporters and donors). In addition, this study practically contributes to the practice of VCC strategy among various platform operating strategies in DBC.

Comparison of Surface Roughness according to Porcelain Materials and Condensation (도재의 재료와 축성방법에 따른 표면거칠기의 비교)

  • Lee, Cheong-Hee
    • Journal of Dental Rehabilitation and Applied Science
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    • v.18 no.3
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    • pp.179-184
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    • 2002
  • To compare surface roughness in various porcelains and know effects of condensation, We used Ceramco dentin porcelain, Creation dentin porcelain, Creation margin porcelain, Vintage margin porcelain, Vintage dentin porcelain, and Vita dentin porcelain, and built up the powders with condensation or not, and then fired according to the instructions with porcelain furnace( Dekema, Germany ). We polished the samples step by step using the porcelain adjustment kit( Shofu Inc., Japan ), and then measured, compared and analysed Ra, Rz, and Rmax with Surftest SV-400( Mitutoyo Co., Japan ). 1. With condensation, roughness is significantly increased in Ceramco dentin porcelain (p<0.05) and decreased in Vita dentin porcelain(p<0.05). 2. In Ra, Vita dentin porcelain is significantly the roughest and Creation margin porcelain is rougher than others in no condensation, (p<0.05), and there is no difference under condensation. 3. In Rz, Vita dentin porcelain is significantly the roughest and Creation margin porcelain is rougher than others in no condensation, and Creation margin porcelain is significantly the roughest and Creation dentin porcelain is rougher than others under condensation(p<0.05). 4. In Rmax, Vintage dentin porcelain is significantly the roughest and Creation margin porcelain is rougher than others in no condensation, and Creation margin porcelain is significantly the roughest than others under condensation(p<0.05).

Operational Strategy of Co-creation Platform: Comparative Analysis of Samsung Apps and Apple Appstore (Co-creation 플랫폼 운영 전략: 삼성 앱스와 애플 앱스토어 비교)

  • Kim, Na Rang;Hong, Soon Goo;Kim, Jong Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.1
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    • pp.99-109
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    • 2014
  • This study illustrates and compares the platform strategy of Apple and Samsung, which have been operating their own App stores, by using the $IISI^n$ model. Apple, the first mover of the platform, has employed closed strategy for quality control of the platform and customer loyalty. On the other hand, Samsung has employed open strategy for increasing the platform network effects. The result of this study showed that the platform strategy "Openness", which is a free entry of participants, and "Sharing" of created value, are important along with the excellent platform environment. As a pioneering study of the platform strategy for the co-creation, this research contributes to both theory and practice.

A Conceptual Study for Utilizing IPTV as an Aid for Co-Creation of Value in Future Education

  • Kim, Nam-Ju;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.61-76
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    • 2021
  • Nowadays, a lot of educational TV programs have focused on the program providers' perspective, namely through goods-dominant (G-D) logic. However, the growing development of current technologies such as IPTV with AR and VR has opened opportunities to go beyond a provider-centered perspective and to add the co-creation of value, since value can be created through the interaction between learners and the TV programs themselves. With this in mind, learner-centered TV programs, which are based on service-dominant (S-D) logic, should be offered through educational TV channels. This conceptual paper summarizes, analyzes, and synthesizes the present status of IPTV in education and suggests a new instructional approach for utilizing TV in future education based on value co-creation through learner participation. Three principles (service-dominant logic as an educational service design principle, goal-based scenario for instructional design, IPTV as state-of-the-art technology innovation) are suggested for designing educational IPTV programs.

The Effect of Brand Community Experience Value on Brand Satisfaction, Brand Trust, and Brand Value Co-Creation: Focusing on the Case of BTS and A.R.M.Y (브랜드커뮤니티 경험가치가 브랜드만족, 브랜드신뢰, 브랜드 공동가치창출에 미치는 영향:방탄소년단과 아미를 중심으로)

  • Lee, Minha
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.374-385
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    • 2021
  • Brand community refers to a group of consumers who are passionate about the brand, and actively participate in enhancing the brand value. This study examines the impact of brand community experience on brand satisfaction, brand trust, and brand value co-creation, focusing on BTS's fan community, 'ARMY'. The results show that the value of aesthetic sensitivity, self-consistency, and intellectual fulfillment, obtained through brand community experiences, had a positive impact on brand satisfaction and brand trust, and brand value co-creation. The implications of this study are as follows: First, rather than company-centered traditional marketing campaign strategies, future brand marketing strategies should focus on nurturing brand communities through which encourage emotional communication and solidarity between consumers and companies. Second, in order to enhance brand community experiences, it is necessary to provide various opportunities to satisfy customers' intellectual curiosity and self-consistency as well as sensory stimuli related to the brand.

Methodology for Developing a Ubiquitous Business Model: Incorporating Co-Creation Experiences (유비쿼터스 컴퓨팅 환경에서의 비즈니스 모델 개발 방법론: 가치의 공동 창출 경험을 중심으로)

  • Kim, Kyung-Kyu;Park, Sung-Kook
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.326-338
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    • 2009
  • In this paper, we argue that characteristics of ubiquitous business are different from those of e-business or m-business. We have developed a u-business model development framework incorporating the concept of value co-creation experiences, which is a core of the ubiquitous business paradigm. The framework of u-business model development presented in this paper consists of eight steps such as defining of domain, discovery of opportunity nucleus, defining of potential co-creation experience environment, deriving candidates of u-business services, selecting u-business killer services, defining value propositions of u-business killer services, defining u-business killer service offerings, and drawing a resource map of u-business killer services. The proposed u-business model development framework offers useful guidelines for practitioners to develop successful u-business models under a ubiquitous business paradigm.

The Impact of the Atmosphere in Virtual Brand Communities of Chinese Companies on Consumer Value Co-Creation Behavior: From the Perspective of Planned Behavior Theory (중국 기업의 가상 브랜드 커뮤니티 분위기가 소비자 가치공동 창출 행위에 미치는 영향: 계획행동이론 관점에서)

  • Wenxin Wang;Moon-Hong Kim
    • Asia-Pacific Journal of Business
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    • v.14 no.4
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    • pp.129-150
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    • 2023
  • Purpose - This study is based on the Theory of Planned Behavior and aims to explore the decision-making mechanisms of consumers participating in value co-creation activities within virtual brand communities. Methodology - The research involved a comprehensive survey of 405 participants from various virtual brand communities. Structural Equation Modeling (SEM) was used for data analysis, applying SPSS and AMOS to test the hypotheses. The study focused on community rules and regulations, community experience and community trust. Results - The research found that community rules and regulations significantly impact subjective norms and perceived behavioral control, but not directly influence consumer attitudes. Community experience positively affected consumer attitudes, subjective norms and perceived behavioral control. Community trust was found to positively influence these aspects of consumer decision-making. However, a gap was identified in the direct influence of perceived behavioral control on actual consumer behavior. Implications - The findings of this study contribute to a more comprehensive understanding of factors affecting consumer behavior in virtual brand communities. It underscores the necessity for community managers to develop strategies that consider these internal decision-making mechanisms, facilitating more effective community engagement. The study also identifies a potential area for future research in the direct influence of perceived behavioral control on actual consumer behavior.