• Title/Summary/Keyword: Creative Industries

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A Study on The Change of Local through Cultural Regeneration of Industrial Idle Space - Focused on Mullae-dong Mullae Art Factory, Geumcheon-gu Geumcheon Art Factory - (산업 유휴공간의 문화재생을 통한 지역 변화 비교연구 - 문래동 문래예술공장, 금천구 금천예술공장을 대상으로 -)

  • Han, Min-ji;Lee, Hee-Chung
    • Journal of Korea Planning Association
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    • v.54 no.1
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    • pp.108-117
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    • 2019
  • The purpose of this study is to investigate whether the plan reflecting the place in cultural regeneration was implemented and whether it was a change of place in culture through culture analyze. Mullae-dong has changed its urban structure into a textile factory, a manufacturing industry, an ironworks+artistic complex, and the Mullae art factory has been organizing a festival that has been created by artists and residents alike in the Mullae creative village. However, prior to the creation of the Mullae art factory in the social element, self-sustaining programs of Mullae creative villages were derived, but now commercial space is mainly derived. Therefore, it is necessary to plan for coexistence of ironworks, cultural space and commercial space rather than expanding into commercial space. Geumcheon-gu Geumcheon-gu Geumcheon Art Factory has become an integrated complex where various industries coexist in industrial complex. Geumcheon Art Factory also holds an artist support program every year and actively works as an international creative exchange center in Seoul. However, programs that act as a mediator are not implemented since 2014, and the Open Studio stops once a year. Therefore, Geumcheon-gu needs to expand programs that can include local programs and programs that can be combined with local cultural media.

The Effect of Entrepreneurial Orientation and Talent Management on Business Performance of the Creative Industries in Indonesia

  • MUDJIJAH, Slamet;SURACHMAN, Surachman;WIJAYANTI, Risna;ANDARWATI, Andarwati
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.1
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    • pp.105-119
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    • 2022
  • This study aims to develop a concept based on empirical research on improving optimal business performance. This goal is achieved by examining the relationship between variables of entrepreneurial orientation, talent management, market orientation, and business performance. The construction of the relationship between research variables, namely entrepreneurial orientation, talent management, on business performance is mediated by market orientation on handicraft businesses in Indonesia. The sampling method was used to collect data from 145 businessmen in Indonesia, using surveys and questionnaires. Data was collected using a survey technique carried out from June 2020 to December 2020. The data obtained was analyzed using the PLS Pro 19. This study developed 9 hypotheses that were tested directly, indirectly, and through mediation. This study has five findings. First, Entrepreneurship Orientation does not directly affect Business Performance. Second, Entrepreneurship Orientation also has a significant direct effect on Talent Management and market orientation. Third, Talent Management and market orientation have a direct and significant impact on business performance. Fourth, market orientation mediates the effect of entrepreneurial orientation on business performance. Fifth, talent management mediates the effect of entrepreneurial orientation on business performance. The results show that entrepreneurial orientation mediated by talent management and market orientation can improve creative industry business performance for the better.

Using Dark Tourism Study on Culture and Tourism of industrialization - Focusing on Honam righteous army - (다크 투어리즘을 활용한 문화관광 산업화 방안에 관한 연구 - 한말 호남 의병사(義兵史)를 중심으로 -)

  • Kim, Hyun-Cheol;Yoo, Jun-Ho;Ha, Kyu-Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.6 no.1
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    • pp.59-81
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    • 2011
  • The 21st century, the creation and utilization of knowledge and information are the core of all economic activity, knowledge-based economy is plunging into. Culture can not live without knowing the age of culture and national spirit of a nation's cultural assets. Closed for other cultures, countries can develop a culture that is neither marked by imitation and import of cultural industries can never be developed. Creative and diverse culture of its own cultural code, evenly balanced mix of social culture is really the cultural and creative culture. Central government and local government-led growth in the local economy in terms of competitive cultural industry development policy has been carried out. In general, a country or society, culture, industry, the creation of a unique cultural and Planning on the basis of information deliquescent recreated a typical high-risk high returns to pay the venture industry and the nature of the creative industries and the venture industry a unique mix of industrial Characteristic is that it has. These times and the industry can contribute to the flow of valuable cultural assets and a history of our righteous living and exercise will be a source of resources.

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Does WGB (Work-Growth Balance) Improve Innovative Behavior? (일·성장 균형(WGB:Work-Growth Balance)은 혁신 행동을 향상시키는가?: Process Macro를 활용한 대인 조화와 창의적 노력의 간접 효과를 중심으로)

  • Tak, Kyung-Woon;Suh, Sang-Hyuk
    • Journal of Korea Technology Innovation Society
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    • v.20 no.3
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    • pp.754-780
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    • 2017
  • This study was conducted to investigate whether WGB (Work-Growth Balance), an area of WLB (Work-Life Balance) improves Interpersonal Harmony, Creative Effort and Innovative Behavior in the organization, and whether Interpersonal Harmony and Creative Efforts have indirect effects on the relationship between WGB and Innovative Behavior. To test the hypothesis of this study, PROCESS Macro by Hayes (2013) was used. The results showed that WGB, Interpersonal Harmony, and Creative Effort influenced Innovative Behavior and WGB were variables that influenced Interpersonal Harmony. The variables influencing Creative Effort turned out to be WGB and Interpersonal Harmony. The indirect effect of Interpersonal Harmony and Creative Efforts was also confirmed in the relationship between WGB and Innovative Behavior. In addition, the magnitude of the effect between parameters was examined through Process Macro analysis. It turned out that there is a synergy relationship between WGB, Interpersonal Harmony, Creative Efforts and Innovative Behaviors. In future, more researches on WGB among various industries as well as mediating variables are expected. Further research is needed to study the various parameters of WGB and innovation behavior, and to Balance of Work-Family and Balance of Work-Leisure.

An Empirical Study on Successful Factor of Local Mobile App One-Person Creating Company : The Moderating Effects of Social Capital (지역 모바일 앱 1인 창조기업의 성공요인에 관한 실증분석 : 사회적 자본의 조절효과를 중심으로)

  • Cheon, Phyeong Uk;Chung, Dong Seop;Ock, Young Seok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.2
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    • pp.201-219
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    • 2014
  • The Republic of Korea in the real economy to a knowledge economy, and a center of creativity and imagination in the creative economy is changing the paradigm. As the core of creating economic, creative industries with the technology and information play an important role in the industry individuals. In order to solve the problem of the polarization of the economy and high youth unemployment rate of Korea, to recognize the role of the creative industries, as objection part, dimensions pan-national and one creative companies in industries of Mobile Apps various policies that support has been promoted. Support these policies to be able to contribute to the establishment of the success of mobile apps one-person creating company, we performed this study targeting one-person company that creates mobile apps area, we conducted a demonstration study of success factors, and thus more effective and efficient in an attempt to seek out support measures. In this study, we derive a research 4 hypothesis about the success factors of one creative enterprise through literature discussion, a study was made on the basis of empirical data of one-person company that creates mobile apps. The results of the analysis, first, if the development rate of the mobile application technology is fast and a new competition associated product is appeared, it was possible to find a tendency to be higher at the performance quantitative companies. Second, if the founder is a founding for the benefit and rewarding work and come to terms with the risk, it was possible to discover tends to be higher achievement quantitative. Third, if one-person company select a target market with capture intensively, it was possible to find a tendency for higher qualitative results. Fourth, it could be found that the reliability of the contact frequency of the network related performance business environment these characteristics enterprise management strategy and act as a significant modulatory effect. Provision of information relating to management and entrepreneurship education to be one creative enterprise is required, these results suggest that there is a provision continuing need for the opportunity to be able to meet and network and reliable variety have. In this study, to take advantage to promote the elimination measures that can increase the likelihood of success of the company of institutions to support one company that creates knowledge-based, such as in the field of mobile application.

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A Research on Korean Animation Industries in the Age of Web 2.0 (웹2.0 시대의 한국 애니메이션 산업에 관한 고찰)

  • Oh, Dong-il;Kim, Hyo-Yong
    • Digital Contents Society Review
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    • v.3 no.1
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    • pp.3-9
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    • 2007
  • 본 논문에서는 21세기 지식산업사회가 도래하면서 우리 사회에 가장 광범위한 변화를 몰고 온 인터넷을 기반으로 한국 애니메이션 산업의 현황과 미래에 대한 전망을 가늠 하고자 한다. 여기에는 최근 인터넷의 핵심 개념으로 떠오르고 있는 웹2.0을 재조명하여 새로운 미디어의 범주 안에서 애니메이션의 시대적 변화와 새로운 가능성을 살펴보고 디지털콘텐츠산업으로 재편되고 있는 국내외 애니메이션 동향을 살핌으로써 국내 애니메이션의 가치를 새롭게 창출하고자하는 의미도 포함되어 있다. 여기서 좀 더 주목하여 웹2.0의 개념을 국내 애니메이션 산업으로 의 적극적인 전이를 일으키기 위해서는 보다 구체적인 솔루션, 프로세스, 툴에 대한 개발이 보완되어야 할 것이다.

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Eco-car Manufacturing Activities as Engineering Design Education Subject in Suzuka National College of Technology

  • Mori, Kunihiko;Sakamoto, Hidetoshi;Ohbuchi, Yoshifumi
    • Journal of Engineering Education Research
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    • v.15 no.5
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    • pp.25-30
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    • 2012
  • "The engineering education program for environmental intention and value creation" has been executed from 2008 to 2010 in Suzuka National College of Technology, which program was promoted as "Good Practice for Education" by Ministry of Education, Culture, Sports, Science and Technology Japan. "Eco-car project" is one of these practical ecology/environment education programs. The project's members have been learning and researching the environmental managements by the process of design, manufacturing, and assembly of solar car, highly effective fuel consumption car (Eco-run car), electric vehicle and fuel-cell car. Also this project was supported by some professional experts of the local industries and community. The students learned the actual industrial technique, the engineering management and the structure of local industries by this project. In this paper, the environmental intention engineering design education with local industry collaboration is introduced.

Development Direction for Game Industry Development (게임산업 발전을 위한 개발방향 제안)

  • Han, Sang-Beom;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.89-92
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    • 2017
  • This study critically analyzes the present situation of the domestic game industry that infringes game nature or diversity, which is the essence of game contents such as copycat, auto play, excessive billing inducement, indiscriminate advertisement developed by focusing on commercial aspect, It suggests the necessity of creative and various game development environment. It suggests development direction for the development of domestic game industry through game case analysis which shows the possibility of game media out of existing success formula and does not concentrate only on commerciality and makes effort to give new fun to users.

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A Study on the Effects of Entry of Mobile Business Company to On-line Contents Market (이동통신사의 콘텐츠 시장 진입에 따른 영향과 정책과제)

  • Kim, Yong-Hwan
    • International Commerce and Information Review
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    • v.7 no.4
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    • pp.287-303
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    • 2005
  • Mobile Business Companies open its music service and enters into the contents market. The entry of mobile business companies will be able to give diverse benefits to consumer. But, M&A between mobile business companies and contents companies may bring decreasing effect of number of creative industries. For the protection of small company producing cultural contents in contents market, fair transection competition order should be improved as soon as possible.

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Works - Creation village, Chungkang of Cultural Industries (회원작품 - 청강문화산업대학 창작마을)

  • Shin, Chun-Gyu
    • Korean Architects
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    • s.484
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    • pp.14-21
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    • 2009
  • Creation village is to house diverse programs to complete the master plan which was established 13 years ago. The project was asked to envision the second stage leap of the college and also house programs related to the specialized creative activities with dormitory. The site is located right next to the main gate, so the project has very strong and symbolic image by its location. Therefore, the project is to carry out the college philosophy in education and also work with ideas of connection and separation with required diverse programs.

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