Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.
This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.
Journal of the Korea Fashion and Costume Design Association
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v.7
no.3
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pp.63-74
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2005
The cinema costume designers carry out the creative works in a different way from the commercial fashion designers generating the new trends by season or year for a number of people. Costumes created by the cinema costume designers are for the people acting in the film screens such as heroes, heroines or extras. The cinema costume designers should not miss the overall flow of a cinema. Moreover, the prominent designers have to devise the costumes livening up every scene. Most cinemas with the prudent interests and attention on the costumes are favored by the public and gain the commercial success. In particular, the cinemas emphasize the visual effects such as setting, lighting and computer graphics and require the substantial budgets for preparing the costumes regardless of genres, while all other industrial fields will be the same. Such efforts are to deliver the meaning and aesthetics that the cinemas intend to show through the designs, colors and textures of costumes closed up in each scene. The costumes in cinemas are another linguistic system and have the symbolic form of compound and meaningful communication used by the directors. The costume design is required to produce the costumes that liven up the characteristics of heroes or heroines as well as to fit for the general artistic effects of films. Moreover, it has to express the characters in the films using the costumes suitable for the film genres. Cinema costumes are defined and refined, and the process can be angst-ridden. Each frame of film is a canvas and has its own proscenuium. Every garment worn in a theatrical production is a costume. Before an actor speaks, his wardrobe has already spoken for him. From the most obvious and flamboyant show clothing, to contemporary clothes using subtle design language, costume design plays an integral part in every film production. Costume design is a vital tool for storytelling. Costumes have always had enormous influence on world fashion. Costume designers are passionate storytellers, historians, social commentators, humorists, psychologists, trendsetters and magicians who can conjure glamour and codify icons. Costume designers are project managers who have to juggle ever-decreasing wardrobe budgets and battle the economic realities of film production. Costume designers are artists with pen and paper, form, fabric and the human figure.
The purpose of this study was to develop understanding-oriented materials based on backward course design model and analyze their effects on 'biology and environment' unit of elementary school science. Backward Design starts from a specification of learning outcomes and decisions on methodology and syllabus are developed from the learning outcomes. This method has a strength maintaining consistency between educational contents-evaluation-learning activities and also promoting student's authentic understanding. The 78 students 6th graders participated in this experiments. Data was collected using project activities, the science academic emotion scale and academic achievement. The collected data was analyzed by t-test and ANCOVA analysis using the SPSS 23 statistical program. The following major conclusions were drawn on the basis of data analysis. First, the experimental group showed a relatively accurate understanding of the contents of science but they could not produce creative output in two project activities. Second, the interaction effect of the instruction based on backward curriculum design and science academic emotion was not significant statistically. Third, the experimental group showed a significant improvement in the academic achievement of 'biology and environment' unit.
Purpose: The purpose of this study was to develop a CD program of applied logotherapy for psycho spiritual care of late adolescents with terminal cancer. Methods: Keller & Song's ARCS theory and a model for developing learning materials was applied to develop this program composed four distinct phases: planning, designing, developing, and evaluation stages. Results: This program was entitled 'Finding meaning in my life' and consisted of 5 sessions and its educational contents were made up as follows: "First Secret" is 'learning three natures of the human mind', "Second Secret" is 'learning creative values first method to find meaning of life', "Third Secret" is 'learning experiential value as second method to find meaning of life', "Fourth Secret" is 'learning attitudinal value as third method to find meaning of life', and "Fifth Secret" is 'Becoming the master of my life'. The sub-menu was made up of 'Beginning', 'Opening mind', 'Learning'. 'Laughing Song', 'Experiencing'. Conclusion: This CD program applied logotherapy with flash animation technique as an emotional and spiritual nursing intervention program for easier and more scientific application in pediatric oncology and hospice care area.
Entering upon 21th, the internet which bring the digital era, are changing the paradigm of education and cultivating creative and challenging person, which is the core of competitive power in knowledge-information society, is more emphasized than ever. To meet the needs of the present times, it has been concentrating its effort to improve learning-environment using e-Learning in the field of teaching. E-schoolbooks that were introduced recently by way of showing an example are representative case of this intention. Though many e-learning contents are being developed, the more speedily a society grow, the shorter the life of contents are. Moreover, the contents developed are impossible to use directly for tele-education system, so standard types adjusted for various kind of system are showing up. Among them the leading standard type is SCORM(Sharable Content Object Reference Medel) made in ADL(Advanced Distributed Learning) Corporation. The KERIS' Cyber Home Education System adopted this and is using it. So, in this study, we set the goal at designing and developing an e-learning contents and an experiment-focused mathematics that suit the KERIS' Cyber Home Education System on the basis of SCORM.
Nowadays, within the paradigm shift of e-learning, MOOCs service has been expanded among a number of global leading universities and this has affected our domestic universities' e-learning to look for different possibilities and new challenges. In consideration of our domestic educational condition, it is required to contemplate how university e-learning can be changed and developed with focus on MOOCs from the perspective of convergence development. This study suggests plans for convergence development in university e-learning based on MOOCs with conceptual model. We conducted the studies on relevant literature of university e-learning and MOOCs, expert consultation, SWOT analysis, survey for those involved of e-learning centers, etc. Through this process, we developed a final plan which integrates 'open advanced education course service', 'teaching and learning curation service', 'teaching and learning practice service', 'creative teaching and instruction method development and sharing service', and 'cloud based educational platform support service', etc with the perspective of convergence development. Also we designed convergence development plan based on MOOCs. It is assumed that the result of this research provides advanced plans for development of university e-learning and the base for further discussion of introduction and application of MOOCs service in domestic university.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.12
no.4
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pp.191-200
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2017
As Korea experienced a Asian foreign exchange crisis in 1997 and a world financial crisis in 2008, the social structure of Korea has undergone many changes. The problem of polarization has become more serious, and the social class has become harder to move between strata. This problem has been accompanied by a growing sense of crisis that the power of social development can be lost along with the problem of population cliffs. Behind the crisis is a reflection of the fact that the growth-oriented economic policies and welfare policies implemented in various European countries can not solve the problem. As an alternative to this, the emergence of social enterprises is attracting attention. Social enterprises have the characteristic of seeking to generate economic profit in order to achieve the purpose of the public interest to provide jobs to the underprivileged. In recent years, the importance of social ventures to expand the scope of new social enterprises in innovative ways has increased. The social venture is a venture business in that it takes risks to develop new areas, not existing business areas, but it also has the character of a social enterprise to achieve the public interest. In other words, an innovative corporate model that provides a creative and challenging solution of social problems in the venture spirit. Although the interest and importance of social enterprises and social ventures are increasing, this academic research is still lacking. The purpose of this study is to introduce and analyze cases of successful social enterprises and social ventures in order to reflect these social interests and their importance and to fill the gap of previous studies. In addition, I hope that this study will stimulate interest and research on the start - up of social venture.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.12
no.4
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pp.121-131
/
2017
The most important points in the field of entrepreneurship research are new venture creation and behaviors for start-up venture. Most of past researches are limited to the formation of entrepreneurial intention, and researches on entrepreneurial activities, specifically nascent entrepreneurial behavior, have not been studied well. In this study, we view entrepreneurial process as gestation process from entrepreneurial intention to nascent entrepreneurial activities, and identify the moderating effects of cognitive style, which is the way of thinking about the information in entrepreneurial process. In addition, we find the moderating effects of cognitive style on the relationships between perceived barriers and support in environmental factors and nascent entrepreneurial activities. Subjects of this study are potential entrepreneurs. So we selected university students who are taking venture start-up course, conducted a survey, collected 367 questionnaires. In statistical test, we applied PLS-SEM for testing hypotheses because CB-SEM is too sensitive to test more than two moderating effects in th research model. As a result of the analysis, it was found that entrepreneurial intention, cognitive planning style, cognitive creative style, perceived support had a significant effect on nascent entrepreneurial behavior. The results of the analysis of the moderating effects of cognitive style which are the hypotheses in the research are as follows. First, the cognitive planning style did not have a significant moderating effect on the relationship between entrepreneurial intention and nascent entrepreneurial activities. Second, in the relationship between perceived barriers and nascent entrepreneurial activity, cognitive planning style did not have significant moderating effect, and cognitive creating style had significant negative moderating effect. Third, in the relationship between perceive support and nascent entrepreneurial activity, cognitive planning style had significant positive moderating effect, and cognitive creating style did not have significant moderating effect.
This study is a literature analytical process for studying the drawing teaching methods considering the professional characteristics of animation and a principle analytical process for studying the perspective that when teaching methods that consider the function, learning and creative mechanisms of the brain are applied, the animation drawing ability will be effectively increased. In recent years, as an alternative discussion on the educational method of each field, study results applied with brain-based learning principles are being presented. This is not only being applied and implemented for art and drawing education but as overall educational alternatives. On the other hand, animation drawing requires artistic literacy and at the same time requires comprehensive teaching methods that can train the structural knowledge, cognitive sensation and communication method but such professional teaching methods are insufficient. Therefore, the principle of effective education is seen through the brain mechanism and the principle of demonstrating the creativity and learning by the brain is analyzed. In addition, through the fundamental relationship on the picture drawing and the function of the brain, the relationship of the drawing and the brain is identified. As a result, not only for the left brain that observes the cognitive information which can draw the structure and shapes but the right brain which is directly related to the drawing should be developed, but in order to express the creativity, teaching methods that can understand the mechanism of comprehensive brain where physical and psychological factors are expressed should be also developed. It is because the animation drawing education is teaching the methods for demonstrating the characteristics of artistic creativity required for the drawing ability. This process will not only be a foundation for identifying the difference against the previous animation drawing teaching methods, and the brain-based principles will be selected as the core strategic definition for designing the strategy and methodological model of future education.
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