• Title/Summary/Keyword: Creative Industries

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Fuzzy and Multi Criteria Decisions for Business Management in Product Design Industries

  • Liao, Shih-Chung
    • The Journal of Industrial Distribution & Business
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    • v.5 no.3
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    • pp.5-14
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    • 2014
  • Purpose - This study illustrates research product industrial engineering, which needs to be promoted to encourage knowledge intensive businesses. Research traditions related to industrial business products and a fuzzy multi criteria decision approach in technology management for product design industries have undergone continuous changes over time. However, there is no clarity on the present situation, and there is a need to reform business enterprises. Research design, data, and methodology - Using fuzzy theory and appraising multi-goal plans, the manner of promoting the competitive advantage of industrial businesses is analyzed using a case study. In the case study, various aspects are examined, such as product design and manufacture, fuzzy set decisions with multi attribute policy making, flaws in the present system, and a review of the related literature. Results - New fuzzy and multi criteria designs can improve the existing keyboard by solving product problems, resulting in a clear and durable typeface for a creative LED keyboard. Conclusion - Using a fuzzy set with multi attribute policy-making influences the achievements appraisal system and can help achieve the anticipated strategy goal of product design.

The knowledge and human resources distribution system for university-industry cooperation (대학에서 창출하는 지적/인적자원에 대한 기업연계 플랫폼: 인문사회계열을 중심으로)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.133-149
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    • 2014
  • One of the main purposes of universities is to create new intellectual resources that will increase social values. These intellectual resources include academic research papers, lecture notes, patents, and creative ideas produced by both professors and students. However, intellectual resources in universities are often not distributed to the actual users or companies; and moreover, they are not even systematically being managed inside of the universities. Therefore, it is almost impossible for companies to access the knowledge created by university students and professors to utilize them. Thus, the current level of knowledge sharing between universities and industries are very low. This causes a great extravagant with high-quality intellectual and human resources, and it leads to quite an amount of social loss in the modern society. In the 21st century, the creative ideas are the key growth powers for many industries. Many of the globally leading companies such as Fedex, Dell, and Facebook have established their business models based on the innovative ideas created by university students in undergraduate courses. This indicates that the unconventional ideas from young generations can create new growth power for companies and immensely increase social values. Therefore, this paper suggests of a new platform for intellectual properties distribution with university-industry cooperation. The suggested platform distributes intellectual resources of universities to industries. This platform has following characteristics. First, it distributes not only the intellectual resources, but also the human resources associated with the knowledge. Second, it diversifies the types of compensation for utilizing the intellectual properties, which are beneficial for both the university students and companies. For example, it extends the conventional monetary rewards to non-monetary rewards such as influencing on the participating internship programs or job interviews. Third, it suggests of a new knowledge map based on the relationships between key words, so that the various types of intellectual properties can be searched efficiently. In order to design the system platform, we surveyed 120 potential users to obtain the system requirements. First, 50 university students and 30 professors in humanities and social sciences departments were surveyed. We sent queries on what types of intellectual resources they produce per year, how many intellectual resources they produce, if they are willing to distribute their intellectual properties to the industries, and what types of compensations they expect in returns. Secondly, 40 entrepreneurs were surveyed, who are potential consumers of the intellectual properties of universities. We sent queries on what types of intellectual resources they want, what types of compensations they are willing to provide in returns, and what are the main factors they considered to be important when searching for the intellectual properties. The implications of this survey are as follows. First, entrepreneurs are willing to utilize intellectual properties created by both professors and students. They are more interested in creative ideas in universities rather than the academic papers or educational class materials. Second, non-monetary rewards, such as participating internship program or job interview, can be the appropriate types of compensations to replace monetary rewards. The results of the survey showed that majority of the university students were willing to provide their intellectual properties without any monetary rewards to earn the industrial networks with companies. Also, the entrepreneurs were willing to provide non-monetary compensation and hoped to have networks with university students for recruiting. Thus, the non-monetary rewards are mutually beneficial for both sides. Thirdly, classifying intellectual resources of universities based on the academic areas are inappropriate for efficient searching. Also, the various types of intellectual resources cannot be categorized into one standard. This paper suggests of a new platform for the distribution of intellectual materials and human resources, with university-industry cooperation based on these survey results. The suggested platform contains the four major components such as knowledge schema, knowledge map, system interface, and GUI (Graphic User Interface), and it presents the overall system architecture.

A Study of Establishing Converged Service R&D Infrastructure (융합형 서비스R&D 인프라 구축방안 연구)

  • Oh, Taek Su;Kim, Suk Pil;Kim, Seong Dong
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.341-357
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    • 2014
  • Service R&D that adds high value to existing products and service by scientification, IT convergence, intellectualization is a core business of creative economy. It is necessary to examine the service R&D revitalization plan by establishing service R&D hub researching the service R&D because a shortage of facility and infrastructure makes impossible to turn ideas into products (service). This research aims at establishing the implementation plan of service R&D hub that invigorates local service industries and contributes to carry out the plan. Service R&D hub is a focal point of service R&D activities which inter-connects service R&D activities distributed across ministries of central government and fields of studies, and which invigorates service R&D activities and enhances competitive power of service industries in Korea. It is necessary to establish main hub like Service Engineering Research Center in Japan and Fraunhofer IAO in Germany which take the lead in national service R&D activities, and make it build the solid foundation of service R&D activities in public sector and also create service innovation ecosystem. Considering the interdisciplinary characters of service R&D, it is essential to establish additional sub-hubs to meet a variety of demands of service R&D. It is also necessary to establish 'Living Lab', an open innovation system, which connects research institutions, universities, and corporates to make them target the specific fields of their own, and enhance open R&D and innovation in service industries.

The Development and Prospect for Economic Geography in a Knowledge-Information-Based Society (지식정보사회의 경제지리학 발전과 과제)

  • Han, Ju-Seong
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.273-301
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    • 2008
  • This study aims not only to examine the globalization, imformationization, and networking as background of knowledge-information-based society, but also to clarify the research fields of 'geography of knowledge' and further research themes for economic geography in a knowledge-information-based society. As a result of globalization, the degree of regional disparity, which had decreased with neoliberal policy in Europe and America in 1980's, has increased in early development states such as China and Eastern European countries. In opposition to the globalization that has led to increasing regional disparities at a global scale, many scholars argue that grassroots globalization or globalization from below is needed. Based on a pessimistic view on globalization, many maintain that unequal access to information has enlarged the gap between rich and poor. They also argue that the study of the geography of poverty is crucial in oder to solve the problem of bipolization. According to the world system theory, spatial grasp of commodity chains, actors' diversities, flows towards innovation in learning knowledges, and geographical, organizational, and institutional proximities are intertwined. Because these elements make significant influences each other in social networks, the interrelationships among those elements should be carefully considered. A 'geography of knowledge' deals with manufacturing, finance and service, media, cultural, and creative industries. Former researches in economic geography have tended to deal with those industries separately without attempting to make meaningful linkages among discussions on those industries.

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A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

A Policy Community Model for 'Creative Cultural Contents Tourism' Infrastructure : A Case Study on Seongnam City ('창의적 문화콘텐츠관광' 기반조성을 위한 정책공동체 모형 -성남시 사례를 중심으로-)

  • Kim, Hyeong-Soo
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.177-190
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    • 2013
  • Recently, our society is seeing cultural value in a new light, perceiving it as an element that creates new values added. Reflecting this trend, the local governments in various levels focus on reviving the regional economies by enhancing cultural competencies and developing the culture and tourism industries. This research is conducted to perform the policy project 'administrative support plans to make Seongnam a hub of international culture and tourism,' which was proposed as part of the urban renewal strategy of the city. This study proposes the establishment of 'policy communities' to build the infrastructure for 'creative cultural content tourism' as a plan to accomplish the policy goal pursued by Seongnam. The focuses include what the policy communities are, how they work, and what the local government has to do with them for a successful implementation of proposed policies, by theoretically examining the composition variables of policy communities. In particular, the study concentrates on how to reconstruct the infrastructure for the culture content technology (CT) in the IT-based city and to transform itself into a city of "creative cultural content tourism". If the policy communities are formed under the proposed model in this paper, it is expected that they will become the viable alternatives in the field.

Relation of Game User and Game Character (게임이용자와 게임캐릭터의 관계)

  • Shin, Dae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.51-52
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    • 2013
  • 본 연구는 게임이용자의 게임선택에 있어서 게임이용자와 게임캐릭터의 관계를 분석하는데 그 목적이 있다. 국내 게임시장이 게임업체간의 치열한 경쟁구도로 레드오션으로 바꿔진 현 시점에서 게임업체들은 게임이용자의 게임선택요인을 조사 분석하는 것이 매우 중요하다. 2010 대한민국 게임백서에 의하면, 게임이용자의 게임 선택 요인으로 캐릭터 선호도는 좋아하는 장르(57.3%), 지인추천(15.1%) 그리고 좋아하는 내용(13.7%)에 이어 4위를 차지하고 있을 정도로 매우 중요한 게임 선택 요인이라 할 수 있으며, 애니메이션, 게임 등 문화콘텐츠 산업에서 캐릭터와 관련된 선행연구에 의해서도 캐릭터의 중요성을 언급하고 있음을 알 수 있다. 따라서 게임 캐릭터는 게임이용자가 게임을 선택하는데 있어서 매우 중요한 변수라 할 수 있다.

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Adaptation and Upgrade of Scrum Based Methodology for Game Development Education(CKG-Scrum 1.1) (스크럼 기반의 게임개발교육 방법론 적용 및 개선 (CKG-Scrum 1.1))

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.221-222
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    • 2013
  • 대학에서 게임 개발 교육을 수행할 때 체계적인 방법론을 적용하는 것이 필요하나, 대부분의 방법론이 복잡하고, 또 사전에 방법론에 대한 교육을 시키기도 어려워 학교 교육에서 적용하기 어렵다는 문제가 있다. 여러 방법론 중 대표적인 애자일 방법론인 스크럼은 단기간의 개발을 지원할 수 있고, 상대적으로 쉬운 구조를 가지고 있어 학기 기반의 프로젝트 교육에 적합한 특성을 가지고 있다. 본 논문에서는 기존의 스크럼 방법론을 한 학기의 게임 개발 프로젝트 교육에 적합하도록 최적화한 CK-Scrum 방법론을 실제로 적용한 사례를 분석하고, 문제점을 보완하여 새로 개선된 CK-Scrum 1.1 방법론을 제시한다. 이 방법론으로 학생들이 프로젝트를 수행하며 품질이 높은 게임을 개발하고 방법론에 대한 학습도 병행할 수 있다.

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Characteristics of ICT-Based Converging Technologies

  • Kim, Pang Ryong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1134-1143
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    • 2013
  • The rising pace of technological change in information and communications technology (ICT) has provoked technological convergence by providing a new mode of diversification. This paper investigates the nature of ICT-based converging technologies by examining comparative empirical evidence on converging versus nonconverging technologies in relation to the following issues: patent application trends, concentration across technologies, the concentration of patenting activity across firms, R&D efforts, and a technology impact index. For this study, a new operational definition of ICT-based converging technology is derived, and a massive quantity of patents, up to around 600,000, is analyzed. This study follows the International Patent Classification as well as the modified European Commission's industry classification system for the classification of technologies and industries, respectively.

How Should Techno Parks Innovate to Support Start-ups and Small and Medium-Sized Enterprises Effectively in the Era of the Fourth Industrial Revolution?

  • Cho, Inje;Lee, Eung-Hyun;Cho, Hoonje
    • World Technopolis Review
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    • v.6 no.1
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    • pp.4.1-4.15
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    • 2017
  • In 1995, the Republic of Korea started to establish Techno Park (TP) in order to develop the regional industry while promoting the balanced development of the land. By 2008, 18TPs were established nationwide and have become cradles for developing local industries. And recently evolved forms of TP such as Daedeok Techno Valley and Pangyo Techno Valley emerged. In addition, 19 Centers for Creative Economy and Innovation (CCEI) were established nationwide and Tech-Incubator Program for start-ups (TIPS) was introduced to support and mentor start-ups. TPs in Korea become bureaucratic in course of time, and the new trial of innovation of TP is needed. In Korea, professional TIPS-accelerators mentoring and investing start-ups have a history of only five years. But they support and mentor start-ups efficiently, and have obtained good results. In this paper, we propose that TP attract TIPS-accelerators actively and collaborate with each other to support and mentor start-ups and SMEs effectively.