• Title/Summary/Keyword: Creative Model

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Local Cultural Ecosystem and Emerging Artists: A Study on Hindering Factors in Creative Activities of Young Artists in Gwangju by Adopting Creative Sector Holistic Model (지역문화생태계와 청년예술가 - Creative Sector Holistic Model을 적용한 광주 청년예술가들의 창작 활동 저해요인에 관한 연구 -)

  • Kim, Miyeon;Kim, InSul
    • Korean Association of Arts Management
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    • no.51
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    • pp.5-34
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    • 2019
  • This study is a qualitative study conducted to identify environmental factors that impede emerging artists' ongoing creative activities, focusing on the local cultural ecosystem that they are part of. By doing so, we tried to understand the dynamics between key stake holders in the ecosystem that these young artists interact with and how they build and perceive their own, local cultural environment. The central research question of this study is: what factors impede the continuous creative activities of young artists and what causes them to leave local art scenes? The research was conducted thoroughly on the basis of emerging artists' experience and perspectives and applied to Creative Sector Holistic Model for analysis. The data of this research were collected based on two national-funding projects to support young artists from 2016 to 2018. The main research method of this study was interviews: official and casual interviews were executed with 29 young artists aged 20-34 who work in the fields of painting, literature, sculpture, video, korean traditional music, visual design and crafts. For the analysis of the data, the Creative Sector Holistic Model(Wyszomirski, 2008), which had applied the ecological logic to the creative industries, was applied. The result of this study shows that economic difficulties were not the only hindering factor in their sustainable art-making process. Various impeding factors derived from the local cultural ecosystem have been identified within the Holistic Model, demonstrating that these factors are all intertwined and connected. Thus, analyzing and understanding one's local cultural ecosystem can provide keys to long-term and lasting impacts when a local authorities wish to support young artists for the future of local cultural environment.

The Development of a Model for the Enhancement of Creative and Critical Thinking Skills through Hypotheses generating Activities and It's Applications on Teaching Science (가설 제안 활동을 통한 창의적 사고력과 비판적 사고력 신장에 기여하는 모델 개발 및 과학 교수에서 그 활용)

  • Kang, Soon-Hee
    • Journal of The Korean Association For Science Education
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    • v.28 no.5
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    • pp.482-494
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    • 2008
  • The purpose of this study was to introduce a practical model to enhance creative and critical thinking skills through hypotheses generating activities for students. The 2007 Science National Curricula stresses the need for the enhancement of creative thinking skills for our students. The definition for the creativity in the narrow sense is the divergent thinking skills. The definition of the critical thinking skills is the strong sense of those skills. This model shows the use of the divergent thinking skills and convergent thinking skills together. The divergent thinking skills has been developed by making three alternative explanations about the causal question within a group of students by active discussion. The following procedure includes the selection of the most provable of the three explanations within a group of students also by active discussions. This process needs convergent thinking skills as well as critical thinking skills. This model can be used easily by exchanging from the one explanation about the causal question in any inquiry teaching strategy to three explanations about one. Although the partial modified strategy shows a small difference from any inquiry teaching strategy, but the effect of the enhancement of the creative thinking skills for our students shows significantly better (p<.05). More detailed study will be carried out in the near future.

A Study of Smart Convergence Strategies for Enhancing a Creative Economy: Lessons from Korea (창조경제 활성화를 위한 스마트융합 전략방안)

  • Kim, Yong-Beom;Kwak, Jeongho
    • Journal of Internet Computing and Services
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    • v.15 no.4
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    • pp.67-79
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    • 2014
  • One of the core policies recently implemented by the Korean government is the introduction of a creative economy, a concept that integrates ICT with the existing economic structure in order to create new growth factors and jobs. In June of 2013, the National Assembly passed a bill for the institutional practice of a creative economy. The concept of a creative economy is to integrate industries centered on ICT in order to form a new-concept industry paradigm that creates new values and services that exceed past industrial categories. In other words, smart convergence, which integrates ICT with various industries, is evaluated as a core factor for boosting the creative economy. Thus, based on the definition of 'smart convergence', this study predicted the economic effects and sociocultural changes that will ensue due to the future era of smart convergence. Also, this study proposes policies for enhancing the creative economy in various ways. More specifically, in-depth interviews with convergence industry experts were carried out and quantitative analyses were performed employing a Solow Model. Furthermore, as a means to revitalize the creative economy, this study underscores the significance of the preemptive institutionalization of legislations and suggests several policy proposals regarding smart convergence rooted in market supply and the demand chain, smart convergence through selective focus, and smart work. This study is differentiated from previous studies that have only focused in establishing theories in that it offers quantitative research with a consideration of the feasibility of proposed policies. The leading experience of Korea regarding smart convergence can provide important lessons to other countries that hope to promote a creative economy as a means to create new growth factors and jobs.

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.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • v.7 no.1
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

Expansion and Evolution of Artist-in-residence Program: From Structure of Creative City to the Nations' Cooperation (예술가 해외거주 프로그램(Artist-in-residence)의 확산과 진화 - 창조도시 구도에서 국가 간 협력 프로그램까지)

  • Park, Shin-Eui
    • The Journal of Art Theory & Practice
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    • no.6
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    • pp.123-145
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    • 2008
  • Artist-in-residence which gets chances to create by artists' moving and encountering new culture is heightening its level in 21th century. Under the circumstance that issue of cultural diversity and the role of artists which is for city revitalization and sustainability are affect residency program in the midst of highly proceeded globalization that international exchange. Therefore, in the aspect of creative city, a new model is creating by reuse of abandoned industrial facilities and Asia or Eastern country become the subject in residency program management, the issue of cultural diversity is getting more important, programs based on project not just residence are managing. Furthermore, it has inter-country cooperating system in the rage of cultural management. It means that artists' space of creating activity has a new, social role in spontaneously we need to approach to following model in Korea, as well.

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