• Title/Summary/Keyword: Creative Convergence

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Case Study and Performance Analysis of IT Convergence Business Models for Defense Sector (국방 IT융합 비즈니스 모델 사례와 성과 분석)

  • Sim, Seungbae;Yoo, Cheonsoo;Hong, Sumin
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.275-287
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    • 2015
  • Information technology (IT) convergence have been recognized one of the key drivers in the industry perspective. Especially, IT convergence have been one of the most important innovative way for defense sector. Korea government established IT convergence policy in 2008 and have been applying it to the core industry such as automotive, shipbuilding and defense industries. Recently, the creative vitamin project has been launched. Vitamin 'D' means the way to create the value of defense industry. This research analyzes and evaluates various IT convergence business models based on an operation of defense IT convergence center from 2011 to 2014, which is the industry IT convergence centers. Defense IT convergence business models can be classified into four types of mission area as follows : weapon acquisition and management, military intelligence, military power construction, and resources management. We define the concept of defense IT convergence and describe the framework and processes for applying IT to the defense sector. We analyzes and evaluates various business models designed through defense IT convergence framework and processes.

Issues for Technology-Humanities Convergence : Patent Keyword Analysis (특허 키워드 분석을 활용한 기술인문융합 현황 분석)

  • Kim, Jeeeun;Lee, Sungjoo
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.3
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    • pp.231-240
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    • 2016
  • As the limitation of the existing convergence is pointed out, technology-humanities convergence which highlights the enhancement of the quality of life of humans, is focused as a solution to facilitate sustainable technological innovation. Technology-humanities convergence has already occurred in various industries, of which a considerable number of successful cases can be noted. However, few efforts have been made to investigate technologyhumanities convergence as an independent academic field. Therefore, this paper aimed to identify the status of technology-humanities convergence. To do this, first, a definition of technology-humanities convergence was proposed. Second, based on Maslow's theory, the types of human needs and related key words were extracted. Third, patents related to human needs were collected from the United States Patent and Trademark Office (2000~2014). Fourth and last, the status of technology-humanities convergence was analyzed in terms of "convergence trends" and "convergence areas." This research is expected to promote more creative and human-centered performances of innovation as well as to support decision-making when the innovation strategy-as attempted by the quantitative analysis of technology-humanities convergence in the perspective of sustainable competitiveness-is established.

A Case Study on the Online Classes for Engineering·Humanities Convergence subjects (공학·인문 융합 교과의 온라인수업 사례)

  • Lee, Chaelee
    • Journal of Engineering Education Research
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    • v.24 no.6
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    • pp.50-59
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    • 2021
  • This paper is a study on the case of online classes in engineering·humanities convergence subjects, and the purpose of this study is to explore the possibility of effective online convergence classes by describing in detail how to design and operate online classes, and analyzing the effects and limitations of online classes. Such study will serve as a model for online classes needed in the new normal era, which is facing a turning point in education.

Proposal for a virtual museum with vertical aspect ratio for the convergence of metaverse and short-form content

  • Il-hyun Cho
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.119-126
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    • 2023
  • This study explores the convergence of metaverse and short-form content, proposing a new approach for viewing short-form content with a vertical aspect ratio on a metaverse platform and within a virtual museum. Short-form content has gained popularity due to the snack culture and is proving to be advantageous in e-commerce. By studying the relationship between vertical ratio screens and gaze, we confirm the effectiveness of vertical ratio short-form content in providing immersive experiences and fostering sharing and communication. The proposed virtual museum offers opportunities for innovative businesses to market through fandom. This research highlights the value of vertical proportion short-form content and its significance in the convergence of metaverse and short-form content. It aims to contribute to industry development, provide new creative directions, enhance personal visual experiences, and expand applicability in related fields.

Analysis of the Effectiveness of Liberal SW Education focused on Developing Computational Thinking and Creative Problem Solving Ability (컴퓨팅사고력, 창의적 문제해결력 신장을 위한 대학 교양 SW 기초 교육의 효과 분석)

  • Jiyae Noh
    • Journal of Industrial Convergence
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    • v.21 no.1
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    • pp.123-135
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    • 2023
  • In liberal SW education, nurturing student with creative problem-solving ability based on SW is considered important. The purpose of this study is to design SW education and to investigate the effects on students' computational thinking and creative problem solving abilities. This study designed classes in accordance with convergent project and the CT-CPS model and 38 undergraduate students have participated this study. The questionnaire survey was given to students and analyzed the effectiveness of class. The results of this study were as follows: Fitst, SW education significantly improved computational thinking and creative problem solving ability. Second, computational thinking improve significantly in high and low initial score group and creative problem solving improve significantly in low initial score group. However, creative problem solving ability did not improve significantly in high initial score group. Third, computational thinking improve significantly in all majors and creative problem solving improve significantly in college of natural science. However, creative problem solving ability did not improve significantly in college of humanities and social science. In examining the effects on students' computational thinking and creative problem-solving abilities and verify differences by pre-test and major, this study provides significance in expanding the understanding about the nature liberal SW education.

A Study on the Characteristics of the Creation Process of Convergence Performing Arts - Focusing on PADAF - (융·복합 공연예술 창작과정의 특징 연구 - 파다프(PADAF)를 중심으로)

  • Jo, Jeong-Min
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.163-174
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    • 2020
  • The purpose of this study is to derive the characteristics of the creative process of convergence performing arts. Therefore, the PADAF-Play and Dance Art Festival, a representative convergence performing arts festival in Korea that has been held steadily every year since the first event in 2011, was selected as the subject of the study. Through PADAF, a representative convergence performing arts festival in Korea, qualitative case studies were selected through process-oriented discovery to study the characteristics of the creative process of convergence performing arts, which is a key feature of performing arts in the 21st century. For realistic and empirical research, the 8th and 9th PADAF participated in the entire process from the initial stage of preparation to the closing ceremony and conducted several in-depth interviews with PADAF officials and participating artists. Looking at the characteristics of the convergence performance art creation process through PADAF, creators overcame difficulties that they had not thought of in different ways in the process of meeting different heterogeneous genres, but through understanding other genres, experiential values through convergence, sharing as collaborators, and various ways of communication. The characteristics of the convergence performing arts creation process, which is focused on PADAF, are "Rhizom thinking" by French philosopher Gilles Deleuze(1925-1995), "Collective intelligence," and "Experimental Value for Experimental Creation" by creators. Through this derivation, we will help the changing performing arts scene based on the basic human desire to understand convergence performance art a little more and communicate through the extended expression of convergence.

Development of "Movie Production Project" Science-Arts Convergence STEAM Program and its Effects on Elementary School Students' Career Orientation of Science, Career Awareness and Creative Personality ("영화공작소" 과학·예술 융합형 융합인재교육(STEAM) 프로그램 개발 및 초등학생의 과학 진로지향도, 진로인식 및 창의적 성향에 미치는 영향)

  • Yoo, Mi Hyun;Park, Gi-Su;Chang, Woo Jin;Suk, Hae Jung;Kim, Sunghwan;Park, Mun Sook;Lee, Jina;Lee, Chong-Sup;Jin, Suk Hee;Yu, Hwasoo;Jung, Hyunji;Choi, Jung Jin;Kang, Yun Hee
    • Journal of Science Education
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    • v.40 no.1
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    • pp.31-51
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    • 2016
  • The purpose of this study was to develop "Movie Production Project" Science-Arts convergence STEAM program for elementary students and investigate the effects of the program on career orientation of science, career awareness and creative personality. Participants were 82 elementary school students. The results of this study were as follows: First, experimental group's total score of career orientation of science was significantly higher than that of comparative group. Among sub-areas, science learning preference, science career preference and perception on science career worth were significantly different between two groups. Experimental group's scores were significantly higher than those of comparative group. Second, experimental group's career awareness total score was significantly higher than that of comparative group including all sub-areas. Third, experimental group's creative personality total score was significantly higher than that of comparative group including 2 sub-areas, independence, openness. Finally, experimental group student's perception on the program showed that it was interesting, a little easy and they hoped to study again.

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University-Industry Cooperation for Creative Convergence Technology Fields (창의형 융합기술분야 산학협력방안)

  • Cho, Han-Jin;Kim, Geun-Chae;Kim, Ki-Bong
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.271-278
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    • 2016
  • University-industry cooperation is indispensable for a short-term problem solving, as well as sustainable growth in the economy of the Republic of Korea. In order to embody and implement that, the government has run a variety of financial assistance programs and policies for the promotion of the cooperation for the last 10 years, and Korea Sanhak Foundation has made progress in academic and research development support, creative personnel training and scholarships, International Support and other projects. In this paper, window-type university-industry convergence and practices, and analyzing the best practices of national and international IT-based fusion technology, corporate cooperation were established to support measures taken in conjunction type and model of the university. Industry utilizing the latest IT technology based on this model, academia, proposed a collaboration system between workers building measures.

Exploring the Convergence Possibility of Learner's Major Field in Software Project -Focus on the Non-Computer Major Freshmen- (소프트웨어 프로젝트에서 학습자 전공분야의 융합 가능성 탐색 - 컴퓨터 비전공 대학 신입생을 중심으로 -)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.263-270
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    • 2020
  • Recently, the necessity of education for developing the capability to create new knowledge and creatively solve problems through cooperation and integration with various disciplines is increased. And a lot of universities carry out software capability education to bring up talents capable of creative fusion with other major and software knowledge. To bring up talents capable of creative fusion through software education for non-computer majors, it is important for learners to develop ability to solve problems by using and applying various knowledge for themselves. Therefore, this study explores the possibility of convergence between software and learner's major fields by analyzing software projects made by non-computer major freshmen through software class and the results of pre-post surveys of the class and proposes the future direction of software education for them.