• Title/Summary/Keyword: Creative Infrastructure

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Political Approach to Creative Improvement of Resources Technology: Domestic Resources Development Industry (우리나라 자원기술의 획기적 증진을 위한 정책적 접근: 국내 자원개발산업)

  • Lee, Ok-Sun;Lee, Jae-Wook;Kim, Seong-Yong;Choi, Seon-Gyu;Ahn, Eun-Young
    • Economic and Environmental Geology
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    • v.41 no.5
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    • pp.541-549
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    • 2008
  • Though the demand of a leading role of resources technology and fosterage of the resources industry has increased in Korea, it is difficult for the existing investment and management of its R&D to lead to be the same level of those in more advanced countries within a short period. Therefore, in order to strengthen the resources technology system it needs to set up systematic plan or strategy, to resolve shortage of professional human forces, and to expand the investment of private technology development. In this study, we suggest the concept redefinition of resources technology and resources development industry, the establishment of expanded R&D investment system, to offer professional human forces and to reestablishment of the infrastructure for creatively improving resources technology.

A Discussion and Analysis of Animation in a Culture and Art Education (문화예술교육에서 애니메이션에 대한 논의 분석)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
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    • s.31
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    • pp.29-55
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    • 2013
  • In the contemporary modern society, information and knowledge generate a set of new social values. These changes demand a transformation not only in socio-cultural and educational spheres, but also, specifically, in the field of culture and art education. Culture and Art education emphasizes the integration and cross-discipline of other related fields which have great impact on culture and arts. This study applies theoretical analysis of Animation education in the context of culture and art education. Animation education takes an interdisciplinary approach to integrate various subjects in the field of culture and art education. Animation, as a form of culture and art education, plays an educational role in the social classroom. Animation education should be developed and expanded to become a regular classroom course. The goal of Animation education is to pursue and develop a connection with other educational courses of study. In order to strengthen the role of Animation education, we should first re-structure the pedagogical role of Animation education. Secondly, Animation education needs to become a diversified and popularized education. Third, the cultivation of creative human resources is considered of vital importance to Animation education. Finally, the expansion of infrastructure and the establishment of a comprehensive support system for Animation education has to be established.

Study on the Application Methods of Big Data at a Corporation -Cases of A and Y corporation Big Data System Projects- (기업의 빅데이터 적용방안 연구 -A사, Y사 빅데이터 시스템 적용 사례-)

  • Lee, Jae Sung;Hong, Sung Chan
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.103-112
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    • 2014
  • In recent years, the rapid diffusion of smart devices and growth of internet usage and social media has led to a constant production of huge amount of valuable data set that includes personal information, buying patterns, location information and other things. IT and Production Infrastructure has also started to produce its own data with the vitalization of M2M (Machine-to-Machine) and IoT (Internet of Things). This analysis study researches the applicable effects of Structured and Unstructured Big Data in various business circumstances, and purposes to find out the value creation method for a corporation through the Structured and Unstructured Big Data case studies. The result demonstrates that corporations looking for the optimized big data utilization plan could maximize their creative values by utilizing Unstructured and Structured Big Data generated interior and exterior of corporations.

Theoretical Examination of Network cities and Application Possibility for South-East Region in Korea (네트워크도시의 이론적 검토와 동남권에의 적용 가능성에 관한 연구)

  • Kwon, O-Hyeok
    • Journal of the Economic Geographical Society of Korea
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    • v.12 no.3
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    • pp.277-290
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    • 2009
  • This paper aims to draw essential facts of network city, to analyze the urban corridor in South-East region, Korea, as a network city. Firstly, the characteristics of the network city is examined theoretically. The global economy is developing an innovative class of network cities. A network cities evolve when two or more previously independent cities, potentially complementary in function, strive to cooperate and achieve significant scope economies aided by-fast and reliable transport and communications infrastructure. Network Cities place a higher priority on knowledge-based activities like research, education and the creative arts. Each constituting city stands to benefit from the synergies of interactive growth via reciprocity, knowledge exchange and unexpected creativity. Secondly, we discussed the network structure of cities in South-East region, Korea itself intensively. We survey the network location and outline of the urban corridor in South-East region, spatial specialization and interaction between the constituting cities. We also discussed the problems of the network cities in South-East region, Korea and introduced the desirable policies and alternatives. We can ascertain from the case study of cities in South-East region that the cities in South-East region corresponds the network city model fairly.

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An Analysis on the Digital Contents of Costume Cultural Heritage (디지털기술을 이용한 복식 문화유산의 콘텐츠화 현황)

  • Kim, Yeo-Kyung;Kim, Jeong-Min;Hong, Na-Young
    • Journal of the Korean Society of Costume
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    • v.62 no.4
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    • pp.136-148
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    • 2012
  • The purpose of this study is to investigate the current infrastructure of database on costume cultural heritage. The contents, kinds and accessibility regarding the digital contents of the websites of literature archives, museums and culturecontent.com by Korea Creative Content Agency were analyzed. First, it was evident that the quantity and quality of the database should be improved. The literature archives are mostly comprised of historical documents; however, the quantity of the database regarding the documents that are commonly studied in the field of traditional costume is not satisfactory. On the other hand, the quality of the database depends on the in-depth understanding of the terminology because errors occur when the contents of literature are transferred to an online database. Second, various information is required to meet the needs and interests of the digital environment. Most of the museums provide information on costume cultural heritage through their websites; nevertheless, it is not thorough and only partial. Third, the reliability of information needs to improve. The various contents provided by culturecontent.com lack reliability as it focuses on the entertainment values. To increase reliability, the source and origin of the information about the costume cultural heritage should be provided and the contents should be proofread before they are exposed to the public. Based on these findings, the researchers put forward the following suggestions: the quantity and quality of the databases should be enriched, and that more diverse information is required. Finally, more attention should be paid to increase the reliability of this information. This study will be an asset for the foundation to build solid databases and popularization of the traditional costumes.

Research on the Technique to Produce Stereoscopic Animation Contents using 3D Computer Graphics (3D 컴퓨터 그래픽을 이용한 입체 애니메이션 콘텐츠 제작기법 연구)

  • Kim, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.112-124
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    • 2012
  • The remarkable development of digital technologies and the success of 3D stereoscopic films have led to started drawing attention to stereoscopic images. The stereoscopic images have not become a passing fad in the present time unlike in the past, but have constantly showed their potentials. Unfortunately, the domestic stereoscopic images market is faced with difficulties, such as lack of the capital strength and of insufficient production infrastructure, and the production of 3D from 2D. As a result, it is not easy to produce creative stereoscopic animation contents. Therefore, in Korea, more efforts should be made in accumulating a plenty of data on production techniques. In order to make film production reflecting stereoscopy and effective stereoscopic implementation, which are necessary to produce high-quality stereoscopic contents, this thesis gave an explanation about a production technique studied on the basis of 3D graphic. Stereoscopic images are definitely one of the most promising image contents in the 21st digital contents industry. For the reason, in order to produce stereoscopic animation contents with high quality, fundamental studies on the stereoscopic images should be performed in a constant and cautions way.

A study on how to Promote Smart Tourism through Case Analysis of Smart Tourism Utilizing New ICT Technologies (ICT 신기술을 활용한 스마트관광의 추진사례 분석 및 활성화 방안 연구)

  • Jeong, Byeong-Ok
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.509-523
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    • 2015
  • With the introduction of smart devices as a new channel of information distribution, the mass tourism that has been dominating the travel scene is being transformed into individual tourism. Therefore, it is more than important to establish an advanced smart tourism environment using cutting-edge ICT technologies in order to go into one of tourism developed countries. In line with that, this study draws both local and international cases to show where smart tourism stands now by mapping out problems and solutions by category. Firstly, in terms of infrastructure, establishing distribution platform and big data analyzing systems were suggested. Secondly, to fit the needs of consumers, converged tourism content and user experience based content development are in need. Lastly, in terms of governance forming public-private consultative body and incubating creative tourism companies are suggested. The study results will serve as a fruitful reference to those who want to establish business strategy related to smart tourism.

A Study on the Planning Directions of Railway Station from the Perspective of Place Branding (플레이스 브랜딩 관점에서 본 철도역사의 계획방향 연구)

  • Woo, Hee-Kyung;Chu, Beom
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.172-180
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    • 2014
  • A railway station appears in the form of multi-use station building where cultural and commercial elements such as shopping and leisure are mixed, getting out of simple space configuration oriented to the space for station work, where a passenger stays for a little while. Now, a railway station is a place expanded to the inside of city, and builds a relationship with urban fabric, and therefore it should receive the social change in the time together with the surrounding infrastructure, and should inevitably form the urban environment. And it should become the 'Place' so as to be capable of playing a role of buffer and a role of regional gateway landmark by making users included in the inside through various uses with regard to the dispersed urban connection. Hence, this study is intended to examine the planning through the place branding of railway station. In the method of research, the characteristics that place branding had was investigated, and an analysis was made on the basis of 10 place branding strategic elements and 6 railway design guidelines. And it was intended to set a direction in which the existing place branding strategy could be applied to the railway station, and was intended to derive the place branding planning strategic elements of railway station. Hence, the planning can be classified into the following 5 kinds in connection with railway station. First, identity should be embodied through the strategy of constructing the symbolic image of railway station. Second, a role of mediating variously approaching flows in the city should be played. Third, the spatial layout of railway station, which can increase the efficiency of use, should be arranged. Fourth, special characteristics should be intensified through creative storytelling that stimulates emotion. Fifth, an organic change is gradually necessary for sustainability. These planning elements should be applied in harmonious combination. Therefore, a new railway station can be maded by building identity and placeness and by giving the value through these planning directions in the future.

Goal Gradient Effect in Reward-based Crowdfunding; Difference in Project Category (후원형 크라우드 펀딩에서의 목표 구배 효과; 프로젝트 카테고리 별 차이를 중심으로)

  • Hwang, Ji Hyeon;Choi, Kang Jun;Lee, Jae Young;Soh, Seung Bum
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.173-193
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    • 2019
  • Reward-based crowdfunding is a funding platform that allows funds to be raised to early operators who have lack of funds, and is seen as an outstanding infrastructure that is going to lead the fourth industrial revolution in that it is a field of realization of new technologies and creative ideas by start-ups. Reward-based crowdfunding has grown in line with the trend of the fourth industrial revolution, and funding success cases are taking place in various industries that culture/art to technology/IT, including as a new means of knowledge management in a rapidly changing industrial environment. The study focused on the fact that consumer's donation purposes may also vary depending on the category of projects classified as reward-based crowdfunding. Because consumer payment decisions and motivation of consumer purchasing behavior are classified according to the purpose of purchase, the previous papers that the goal gradient effect that the main motivation of consumer donation for reward-based crowdfunding introduced vary depending on project category of utilitarian and hedonic. In this study, consumer's daily donation data is collected by Indiegogo which is a leading reward-based crowdfunding company using web-crawling and the model was defined as propensity score matching (PSM) and random effect model. The results showed that the goal gradient effect occurred in utilitarian project category, but no goal gradient effect for the hedonic project category. Furthermore, this paper developed the study of motivation of consumer donation and contributes theoretical foundation by the results consumer donation may vary depending on the project category; also, this paper has implications for an effective marketing strategy depending on the project category leaves real meaning to the projector.

In the Digital Big Data Classroom Reality and Application of Smart Education : Learner-Centered Education using Edutech (디지털 빅데이터 교실에서 스마트교육의 실제와 활용 : 에듀테크를 활용한 학습자 중심 교육)

  • Kim, Seong-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.279-286
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    • 2021
  • In this study, we looked at the appearance of Edutech, which is being put into the educational field after Corona 19, with the advent of the 4th industrial revolution. In the era of the 4th industrial revolution, the infrastructure, data, and service of Smart Stick that actively utilized ICT became the main pillars of smart education. In particular, smart education is being implemented through e-learning, smart learning, and edutech, and on this basis, it has become possible through the expansion and use of the Internet and computers, the dissemination of smart devices, and a software foundation using big data. Based on this, it was confirmed that Edutech is being implemented through the establishment of a quarantine safety net, a learning safety net, and a care safety net for individual learners and safe life based on artificial intelligence. Lastly, in order for edutech education using big data to become a discourse for everyone, it is necessary to consider artificial intelligence and ethics in the use and application of edutech.