• Title/Summary/Keyword: Creative Model

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Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

A Case Study on the Christian Worldview Education Program through Maker Education Based Design Thinking at Christian University (기독 대학의 디자인사고 기반 메이커교육을 통한 기독교 세계관 교육 프로그램 운영 사례 연구)

  • Seongah Lee;Hyeajin Yoon
    • Journal of Christian Education in Korea
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    • v.73
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    • pp.117-137
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    • 2023
  • This is a case study of an extra-curricular program that designed and implemented maker education based on design thinking to foster a Christian worldview. The program was designed at K university in the course of 10 sessions as following stages; tinkering, providing a special lecture for motivation, finding issues, empathizing, making, sharing and reflecting. A total of 15 students in 5 teams participated in the program, progressed through each stage in the process of solving the problems they found around them so that their neighbors and the creative world could become better. As a result of operating this program, the participants became concerned about their neighbors and community and reflected on the change of perspective of the world from a Christian worldview. As a suggestion for follow-up research and projects, to develop a model of maker education based on design thinking for cultivating a Christian view of the world is proposed in order to support to easy design and management of the program even if there is a lack of professional related knowledge and experience. In addition, it is needed to develop a manual and guide book including a facilitator's role and an assessment tool like a rubric that can give feedback on the performance of the program and make improvement.

Effect of Authentic Leadership on Organizational Engagement, Job Satisfaction, Creativity, and Job Performance in Franchising Hotels (진정성 리더십이 종업원의 조직열의, 직무만족, 창의성, 그리고 직무성과에 미치는 영향: 프랜차이즈 호텔을 중심으로)

  • Cha, Jae-Won;Kim, Eun-Jung;Chung, Kyoo-Yup
    • The Korean Journal of Franchise Management
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    • v.8 no.4
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    • pp.21-32
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    • 2017
  • Purpose - In hotel business, how to build the relationship between leader and employees is very important, because it affects on the customer satisfaction. Thus, this research examines the effect of authentic leadership on job performance in the context of hotel industry and identifies mediating roles of organizational engagement, job satisfaction, and creativity in the relationship between authentic leadership and job performance. This study suggests the guidelines for how hotel companies should improve employee productivity and build a desirable organizational culture by presenting employee attitudes and behavioral models that explain the relationship between leaders and employees. Research design, data, and methodology - This study examines the structural relationship between authentic leadership, organizational engagement, job satisfaction, creativity, and job performance from the employee's perspective. Authentic leadership divide into four sub-dimensions such as self-awareness, balanced process of informations, internalized moral perspective, and relational transparency. In order to test the purposes of this study, research model and hypotheses were developed. All constructs were measured with multiple items developed and tested in the previous studies. The data were collected from 114 franchise hotel employees and were analyzed using SPSS 21.0 and Smart PLS 3.0. program. Result - The results of this study are as follows. First, authentic leadership have significant impacts on organizational engagement and creativity, but does not have impact on job satisfaction directly. Second, organizational engagement have significant impacts on job satisfaction and job performance, but does not have impact on creativity directly. Third, job satisfaction has significant impact on creativity, but does not have impact on job performance. Fourth, creativity has significant impact on job performance. Conclusions - The findings of this study indicate that hotel leaders should properly implement the authentic leadership and consider how to build a corporate culture to improve an organizational and employee productivity through authentic leadership. Due to the nature of the hotel industry, which relies heavily on human resources, hotel companies must manage their employees with authenticity in order to increase organizational engagement, job satisfaction, and creativity that affect hotel and employee productivity. If hotel employees perceive their leader's authentic leadership, they show more organizational engagement that increases creativity and leads to job performance. Finally, hotel employees can propose creative ideas only if they will be satisfied with their jobs. Therefore, the leader should develop non-monetary or monetary reward system for the employees and, make an efforts to foster creativity of the employees.

The Impact of Entrepreneurial Leadership on Individual Creativity: Moderating Role of Innovation Climate and Mediating Role of Psychological Empowerment (기업가적 리더십이 조직 구성원의 창의성에 미치는 영향: 혁신 분위기의 조절효과 및 심리적 임파워먼트의 매개효과)

  • Kwon, Sang-Jib
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.77-87
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    • 2022
  • Previous literatures have provided growing evidence regarding the impact of leadership in enhancing follower creativity. Despite these ample evidences, a noticeable omission in this body of study is entrepreneurial leadership. The present study extends leadership·creativity research by developing a mediation-moderation model and investigating the key roles that innovation climate and psychological empowerment may play in the mechanism between entrepreneurial leadership and followers' individual creativity. Using a data of 161 SME's members, the results show that: (a) followers' psychological empowerment positively mediates the relationship between entrepreneurial leadership and individual creativity; (b) the impact of entrepreneurial leadership on followers' psychological empowerment through innovation climate is high (in other words, innovation climate positively moderates the relationship between entrepreneurial leadership and followers' psychological empowerment). This study gain more comprehensive insight of individual creativity and leader's entrepreneurial leadership, to foster more creative venture organizations. The findings of this study make several important implications to present venture·leadership·creativity knowledge. Future studies should examine a broad range of mediating or moderating processes through which context for innovation effects positively on individual creativity. Therefore, additional study is needed to test if the results of this research can be generalized across industry·firm types.

Estimation of Economic Losses on the Agricultural Sector in Gangwon Province, Korea, Based on the Baekdusan Volcanic Ash Damage Scenario (백두산 화산재 피해 시나리오에 따른 강원도 지역 농작물의 경제적 피해 추정)

  • Lee, Yun-Jung;Kim, Su-Do;Chun, Joonseok;Woo, Gyun
    • Journal of the Korean earth science society
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    • v.34 no.6
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    • pp.515-523
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    • 2013
  • The eastern coast of South Korea is expected to be damaged by volcanic ash when Mt. Baekdusan volcano erupts. Even if the amount of volcanic ash is small, it can be fatal on the agricultural sector withering many plants and causing soil acidification. Thus, in this paper, we aim to estimate agricultural losses caused by the volcanic ash and to visualize them with Google map. To estimate the volcanic ash losses, a damage assessment model is needed. As the volcanic ash hazard depends on the kind of a crops and the ash thickness, the fragility function of damage assessment model should represent the relation between ash thickness and damage rate of crops. Thus, we model the fragility function using the damage rate for each crop of RiskScape. The volcanic ash losses can be calculated with the agricultural output and the price of each crop using the fragility function. This paper also represents the estimated result of the losses in Gangwon province, which is most likely to get damaged by volcanic ashes in Korea. According to the result with gross agricultural output of Gangwon province in 2010, the amount of volcanic ash losses runs nearly 635,124 million wons in Korean currency if volcanic ash is accumulated over four millimeters. This amount represents about 50% of the gross agricultural output of Gangwon province. We consider the damage only for the crops in this paper. However, a volcanic ash fall has the potential to damage the assets for a farm, including the soil fertility and installations. Thus, to estimate the total amount of volcanic ash damage for the whole agricultural sectors, these collateral damages should also be considered.

The Policy of Win-Win Growth between Large and Small Enterprises : A South Korean Model (한국형 동반성장 정책의 방향과 과제)

  • Lee, Jang-Woo
    • Korean small business review
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    • v.33 no.4
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    • pp.77-93
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    • 2011
  • Since 2000, the employment rate of small and medium enterprises (SMEs) has dwindled while the creation of new jobs and the emergence of healthy SMEs have been stagnant. The fundamental reason for these symptoms is that the economic structure is disadvantageous to SMEs. In particular, the greater gap between SMEs and large enterprises has resulted in polarization, and the resulting imbalance has become the largest obstacle to improving SMEs' competitiveness. For example, the total productivity has continued to drop, and the average productivity of SMEs is now merely 30% of that of large enterprises, and the average wage of SMEs' employees is only 53% of that of large enterprises. Along with polarization, rapid industrialization has also caused anti-enterprise consensus, the collapse of the middle class, hostility towards establishments, and other aftereffects. The general consensus is that unless these problems are solved, South Korea will not become an advanced country. Especially, South Korea is now facing issues that need urgent measures, such as the decline of its economic growth, the worsening distribution of profits, and the increased external volatility. Recognizing such negative trends, the MB administration proposed a win-win growth policy and recently introduced a new national value called "ecosystemic development." As the terms in such policy agenda are similar, however, the conceptual differences among such terms must first be fully understood. Therefore, in this study, the concepts of win-win growth policy and ecosystemic development, and the need for them, were surveyed, and their differences from and similarities with other policy concepts like win-win cooperation and symbiotic development were examined. Based on the results of the survey and examination, the study introduced a South Korean model of win-win growth, targeting the promotion of a sound balance between large enterprises and SMEs and an innovative ecosystem, and finally, proposing future policy tasks. Win-win growth is not an academic term but a policy term. Thus, it is less advisable to give a theoretical definition of it than to understand its concept based on its objective and method as a policy. The core of the MB administration's win-win growth policy is the creation of a partnership between key economic subjects such as large enterprises and SMEs based on each subject's differentiated capacity, and such economic subjects' joint promotion of growth opportunities. Its objective is to contribute to the establishment of an advanced capitalistic system by securing the sustainability of the South Korean economy. Such win-win growth policy includes three core concepts. The first concept, ecosystem, is that win-win growth should be understood from the viewpoint of an industrial ecosystem and should be pursued by overcoming the issues of specific enterprises. An enterprise is not an independent entity but a social entity, meaning it exists in relationship with the society (Drucker, 2011). The second concept, balance, points to the fact that an effort should be made to establish a systemic and social infrastructure for a healthy balance in the industry. The social system and infrastructure should be established in such a way as to create a balance between short- term needs and long-term sustainability, between freedom and responsibility, and between profitability and social obligations. Finally, the third concept is the behavioral change of economic entities. The win-win growth policy is not merely about simple transactional relationships or determining reasonable prices but more about the need for a behavior change on the part of economic entities, without which the objectives of the policy cannot be achieved. Various advanced countries have developed different win-win growth models based on their respective cultures and economic-development stages. Japan, whose culture is characterized by a relatively high level of group-centered trust, has developed a productivity improvement model based on such culture, whereas the U.S., which has a highly developed system of market capitalism, has developed a system that instigates or promotes market-oriented technological innovation. Unlike Japan or the U.S., Europe, a late starter, has not fully developed a trust-based culture or market capitalism and thus often uses a policy-led model based on which the government leads the improvement of productivity and promotes technological innovation. By modeling successful cases from these advanced countries, South Korea can establish its unique win-win growth system. For this, it needs to determine the method and tasks that suit its circumstances by examining the prerequisites for its success as well as the strengths and weaknesses of each advanced country. This paper proposes a South Korean model of win-win growth, whose objective is to upgrade the country's low-trust-level-based industrial structure, in which large enterprises and SMEs depend only on independent survival strategies, to a high-trust-level-based social ecosystem, in which large enterprises and SMEs develop a cooperative relationship as partners. Based on this objective, the model proposes the establishment of a sound balance of systems and infrastructure between large enterprises and SMEs, and to form a crenovative social ecosystem. The South Korean model of win-win growth consists of three axes: utilization of the South Koreans' potential, which creates community-oriented energy; fusion-style improvement of various control and self-regulated systems for establishing a high-trust-level-oriented social infrastructure; and behavioral change on the part of enterprises in terms of putting an end to their unfair business activities and promoting future-oriented cooperative relationships. This system will establish a dynamic industrial ecosystem that will generate creative energy and will thus contribute to the realization of a sustainable economy in the 21st century. The South Korean model of win-win growth should pursue community-based self-regulation, which promotes the power of efficiency and competition that is fundamentally being pursued by capitalism while at the same time seeking the value of society and community. Already existing in Korea's traditional roots, such objectives have become the bases of the Shinbaram culture, characterized by the South Koreans' spontaneity, creativity, and optimism. In the process of a community's gradual improvement of its rules and procedures, the trust among the community members increases, and the "social capital" that guarantees the successful control of shared resources can be established (Ostrom, 2010). This basic ideal can help reduce the gap between large enterprises and SMEs, alleviating the South Koreans' victim mentality in the face of competition and the open-door policy, and creating crenovative corporate competitiveness. The win-win growth policy emerged for the purpose of addressing the polarization and imbalance structure resulting from the evolution of 21st-century capitalism. It simultaneously pursues efficiency and fairness on one hand and economic and community values on the other, and aims to foster efficient interaction between the market and the government. This policy, however, is also evolving. The win-win growth policy can be considered an extension of the win-win cooperation that the past 'Participatory Government' promoted at the enterprise management level to the level of systems and culture. Also, the ecosystemic development agendum that has recently emerged is a further extension that has been presented as a national ideal of "a new development model that promotes the co-advancement of environmental conservation, growth, economic development, social integration, and national and individual development."

Developing English Proficiency by Using English Animation (영어애니메이션을 활용한 영어 의사소통 능력 향상에 관한 연구)

  • Jung, Jae-Hee
    • Cartoon and Animation Studies
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    • s.37
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    • pp.107-142
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    • 2014
  • The purpose of this study is to examine the effects of the teaching English factors on student's communicative competence and motivation by using animation at the College. To achieve this purpose, this study presented an effective integrative teaching model to develop students communicative competence. The study created animation based teaching English model by using the animation of Frozen and applied it to lectures. Using animation in the classroom was a creative English teaching technique involving authentic activities like English dram, English guide contest, and various communicative activities A case study on the use of the animation in English classes at was examined and the language teaching syllabus were provided. In order to investigate the motivation and proficiency of learners, the writer chose 79 students who took the lecture. The study discovered the students' motivation and proficiency in English improved significantly. The results of experiment are as follows: First, using animation in the English class was found to have meaningful influence student's intrinsic motivation to learn English. Second, using animation in the English class was found to be effective for developing student's English proficiency. Third, appropriate materials should be selected and applied it to the real classroom activities. In conclusion, one of disadvantages of learning is less communication and the authentic interaction in a real life, so that the integrative teaching methodology which is combined English content and English animation content is also the effective method to improve student's intrinsic motivations in the age of global village.

Development of the Career Education Teaching Materials for the 'Information and Communication Technology and Our Life' Unit ('정보 통신 기술과 생활' 단원에서 진로교육 수업자료 개발)

  • Choi, Ji-Na;Lee, Yong-Jin
    • 대한공업교육학회지
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    • v.37 no.1
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    • pp.145-164
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    • 2012
  • The purpose of this study is to develope the teaching materials of career education for the 'Information and Communication Technology and Our Life' unit in the technology education. As preparation phase, in order to choose the suitable contents for career education, we analyzed the technology education curriculum and 'Information and Communication Technology and our Life' unit of technology and home economics. And then we compared and analyzed the existing related researches. After content analysis of the teaching materials for career education, we mapped the contents into career education area. In the 'Design' step of teaching, we extracted the unit design components after analyzing 'Development in Information and Communication Technology' unit of eleven text books used in 2007 revised curriculum In the 'Introduction', 'Activity', 'Arrangement' steps of teaching, by applying the SHIP model, one of career education program model, we develop the teaching materials. Then, we get expert evaluation using questionnaire and improve the suitability of the teaching materials. The results are as followings: First, our teaching materials reflect the development history of information and communication technology well, show the features of career education, and are suitable to middle school students as the teaching materials. Second, our teaching materials can help students to face various jobs related with the development of Information and communication technology, to have more interests and exploring opportunities about 'Information and Communication Technology' subject. Third, our teaching materials can help teachers to use it for the career education of 'Information and Communication Technology and our Life' unit of 2007 revised curriculum in the class time. Our teaching materials can also be used in the extra activity related to career education and the Creative Experience Activities. Furthermore, since 2009 revised curriculum includes the career education unit in the 'Information and Communication Technology' subject, our teaching materials can be used partially as the teaching materials in the future.

Development and Application of Scientific Inquiry-based STEAM Education Program for Free-Learning Semester in Middle School (중학교 자유학기제에 적합한 과학 탐구 중심의 융합인재교육 프로그램 개발 및 적용)

  • Jeong, Hyeondo;Lee, Hyonyong
    • Journal of Science Education
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    • v.41 no.3
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    • pp.334-350
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    • 2017
  • The purposes of this study are to develop scientific-inquiry based on STEAM education program and to investigate the effects of the program on middle-school students' interests, self-efficacy, and career choice about science, technology/engineering, and mathematics. In order to develop this program, the literature investigation and previous studies were conducted, so that finally the developmental direction was based on scientific inquiry and the developmental theme and model were selected. A total 92 first-graders in G middle-school of Daegu city were participated in this study. A single group pre-post test paired t-test was conducted to figure out changes of students' interest, self-efficacy, and career choices before or after applying this program. In addition, in-depth interviews were conducted with 14 students to find their specific responses. The results of this study were as follows. First, STEAM education program on the theme of 'RC Airplane' was developed on the basis of the 'ADBA' model. Second, the developed STEAM educational program not only results a decisive difference statistically but also has significant effects on middle-school students' interests, self-efficacy, and career choice in science, technology/engineering, and mathematics, who are involved in the free-semester program, across the overall affective domain. In conclusion, the STEAM educational program in this study could affect significant meanings to middle-school students during the free-semester. It could contribute to facilitate middle-school students' education for happiness and to grow the creative STEAM talents.

Economic Loss Estimation of Mt. Baekdu Eruption Scenarios (백두산 화산 분화 시나리오에 따른 경제적 손실 평가)

  • Yu, Soonyoung;Lee, Yun-Jung;Yoon, Seong-Min;Choi, Ki-Hong
    • Economic and Environmental Geology
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    • v.47 no.3
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    • pp.205-217
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    • 2014
  • As Mt. Backdu is expected to erupt, the social and economic impacts of the eruption on the Korean peninsula as well as on the world become a research topic of interest. If the volcano erupts, South Korea can be directly impacted by volcanic ash, which will bring out secondary damages in various ways. Given that the direct damage is a basis to estimate indirect and secondary damages, this paper was to review a method to estimate direct damages, called catastrophe risk models, and estimate the direct damages of available eruption scenarios of Mt. Baekdu. Based on the results, the damages by volcanic ash will occur mostly around Gangwon province if the Mt. Backdu erupts. Thus the inventory lists and their damage functions of Gangwon provinces were collected. In particular agricultural and forestry products were surveyed based on the land use. Direct damages were estimated using volcanic ash distribution of eruption scenarios, inventory information and their damage functions. In result, a scenario in winter caused the damage of 299.8 billion KRW (20.4% of total agricultural production in 2010) and 28.9 billion KRW (9.0% of total forestry production in 2010) in agriculture and forestry, respectively. The damages in agriculture was larger, and it is due to the damage functions which show the agricultural products are more vulnerable to volcanic ash than forestry products. Also the agricultural production (1,471.7 billion KRW in 2010) are more than 4.5 times the forestry production (322.3 billion KRW in 2010) in Gangwon province. Inje and Gangnung had the most damages in the scenario in winter. Inje had the most damage due to the thick ash deposit (8.5 mm in average) despite the low production. On the other hand, Goseong had a low damage compared to the ash thickness larger than 20mm, owing to the low production. The direct damage estimated through this process can be used to estimate indirect damages.