• Title/Summary/Keyword: Creative Play

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A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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Relationship between Content Characteristics, Immersion, and Customer Purchase Intention in Live-streaming Commerce

  • Bir Bahadur TRIPURA;Jae-Hyeon KIM;Sung Eui CHO
    • The Journal of Economics, Marketing and Management
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    • v.11 no.3
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    • pp.67-79
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    • 2023
  • Purpose: This study examines the relationship between content characteristics and customer viewing and purchase intention in live-streaming commerce. Research design, data, and methodology: For this purpose, seven independent factors such as entertainment, artistry, storytelling, informativity, interactivity, reliability, and technicality are extracted based on previous literature. The viewing intention and purchase intention are adopted as dependent factors. The role of 'immersion' is investigated as a mediating factor between the independent and dependent factors. Results: The results showed that entertainment, artistry, technicality, and reliability significantly affected immersion, and immersion affected viewing intention and purchase intention. Immersion was found to play a mediating role between content characteristics and consumer viewing and purchase intention. Conclusions: The results indicate that the content characteristics not only attract customers but also affect their immersion, viewing intention, and purchase intention directly or indirectly in the live-streaming commerce sector.

Analyzing Characters and Designing Actions to Feature - Sarafanov of Written by A. B. Vampilov (형상화를 위한 인물분석과 행동설계 - A. B. 밤필로프 작 <장남>의 사라파노프)

  • Cheon, Hyo-Bum
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.79-88
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    • 2014
  • Vampilov, who is not well known as a playwright in domestic, is acknowledged comparable to Anton Chekhov in Russia. This paper was planed in order to promote a unsatisfied study until now in domestic for works by Vampilov and studied a part of composing play to put on the stage for , a drama written by Vampilov. This paper, originated from a viewpoint that actor have to complete the final text of the play for audiences to read depending on the drama and based on work features and characters of Vampilov, established an analysis scheme according to segments of unit actions for actions of Sarafanov, the character of the play, in order to achieve a purpose under suggested situation at the drama and focused on completing purposes per units individually. We have analyzed Sarafanov and his actions referring patterns and probabilities of the characters in the other works by Vampiov and regarded it as the important item together with logical basis of actions. Lyric and humanism emphasizing works by Vampilov, affected by Anton Chekhov and Nikolai Vasilevich Gogol, are acknowledged as realistic descriptions using contingency and a play within a play outstandingly and emphasized an importance of human relation. We have selected as a primary way to compose action text that audiences would read on the stage and used it as the method to design action of the characters in order to activate natural good of Sarafanov and general absurdities that human, does creative works, never give up purposes of ideal life.

A Study on design management of the design industry and 10 strategic industries in Busan Metropolitan City (부산광역시 10대전략산업과 디자인산업의 디자인경영에 관한 연구)

  • Park, Kwang-Cheol;Cho, Kyoung-Seop
    • Management & Information Systems Review
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    • v.30 no.4
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    • pp.293-314
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    • 2011
  • The current study investigated the position of future strategy analyzed from the perspective of design management in relation to 10 strategic industries implemented through 3 steps based on promising growth and advancement of Busan industries and evidence provided from a study on the development program of design industry in Busan. It elucidated the role of design industry as a key role from the perspective of design management in an age of creative revolution of futures values. It analyzed the associations between composition of future strategy and design industry in 10 strategic industries of Busan, and explained the relationships with the strategic industries. The perspective of design management involves that design as a ground of values is an industry of the future values, which performs a key strategic function and role, and a theoretical investigation examined the relationships between main functions of design management and business management. Chapter 3 organized items proposed in the design development program in Busan and examined goals and systems which become basic formation of establishment of design strategy in Busan and conditions for design industry in the associations with strategic industry. Chapter 4 described priorities of practicability by step through analyzing and grouping top 30 projects in Busan industry including meanings as key strategy, position relations, and policy priorities by analyzing elements of design management of strategic industry and describing and analyzing the concept of promoting Busan design. The theme of the present study is to change perception of design management as a key value and a condition to decide creativity industry into future industry and to evaluate vision of Busan design industry and meanings proposed as proceeding strategy. The early 21st century is an age when agrarian society has changed into industrial society is dominated by knowledge economy of the information revolution and one should prepare for the growth phase of creative innovation based on creative revolution of the 4th wave of creative society by design management which has become a center in 2000s on the whole. With the advent of creative paradigm and based on the function and role of the current creative economy age new innovation DNA of design management will be created. Design process has changed through information and knowledge-oriented trends of digital through convergence between industries from industrial design to convergence of industries, and it is expected that integrated design of value creation using information and technology will play a key role in Busan design industry development and top 10 strategic industries.

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Meaning of Handicraft Elements as Applied to Modern Textile Design (현대 산업 직물디자인에 응용된 수공예적 요소의 의미)

  • 박남성
    • Archives of design research
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    • v.16 no.4
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    • pp.299-312
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    • 2003
  • In modern industry, creative sense together with advanced scientific technology is an important element. In modern textile industry as well, these two elements working in dose relationship one to another play important roles in the advent of high value-added textile of unprecedented high quality, high capability, and high sensitivity. Especially, creative sense which is necessary in generating additional value of textile is all the more essential for the development of diversified, unique, and differentiated products that are sought by all contemporaries. The aim of this research is to recognize the importance of handicraft which has a great impact on modern textile design in the generation of additional value, consider the applicability and the aesthetic method that this technique presents, thereby contributing to the development of modern textile

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The Study on niche creation mechanism of drama contents based on lead users - Focussing on drama Damo fandom community (드라마 콘텐츠의 리드 유저 기반 틈새 창출(niche creation) 메커니즘 연구 - 드라마 다모(茶母) 팬덤 커뮤니티를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.5
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    • pp.2121-2130
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    • 2013
  • Based on the case study methods, the study analyzes that the countless UCC Cloud cloud is the niche creation by the lead users make process. This research show as follows. First, The Drama lovers and fan fiction writers are not only drama consumers but UCC creators/producers. By the process that the UCC and fan fiction is tailored to meet the needs of their users create fan fiction in fandom community, they create an entirely different niche from original drama. Second, the flow(drama consumption/evaluation, viewers needs/adaption, the user's creation/production) which community's creative users make sequentially coevolutes with the flow(drama information offer, intentionally supply/diffusion, derivatives production) of media companies. Third, the drama fandom community activities which is non-commercial activities form the drama ecosystem with a new paradigm, as well as form a virtuous cycle inked to the market continuously beyond fun, play, empathy.

Transition Metal Oxide Multi-Layer Color Glass for Building Integrated Photovoltaic System (BIPV 시스템을 위한 전이금속 산화물 다중층 컬러 유리 구현 기술 연구)

  • Ahn, Hyeon-Sik;Gasonoo, Akpeko;Jang, Eun-Jeong;Kim, Min-Hoi;Lee, Jae-Hyun;Choi, Yoonseuk
    • Journal of IKEEE
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    • v.23 no.4
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    • pp.1128-1133
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    • 2019
  • This paper proposed colored front panel glass for Building Integrated Photovoltaic (BIPV) systems using multi-layered thin films composed of transition metal oxide (TMO) layers. Molybdenum oxide (MoO3) and tungsten oxide (WO3) provided complementary and suitable materials in making effective interference of reflected light from interfaces with significant difference in refractive indices. A simple, fast, and cheap fabrication method was achieved by depositing the multi-layer films in a single thermal evaporator. Magenta colored glass with optical transmittance of more than 90% was achieved with MoO3 (60nm)/WO3(100nm) multi-layered film. This technology could play in a critical role in commercial BIPV system applications.

High School of Arts students' Understanding of the Nature of Science and Nature of Art (과학과 예술의 본성에 대한 예술고 학생들의 인식)

  • Kim, Hee-Jung;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.586-603
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    • 2012
  • This study is a survey conducted to explore what art high school students specifically see as nature of science. Third-year students of a high school of arts in Gyeonggi-do participated in the survey. The questionnaire was classified into three categories - the formative arts in the fine arts, the sound arts in music, the performing arts in dance, and drama and play. The study analyzed what they think of as similar aspects of science and art respectively according to their majors, with focus on the extracts. As a result, they mentioned 'creative imagination', 'correlation with technology', 'social and cultural relation', 'subjectivity', 'variability', and 'inquiring attitude' as similarities between science and art. The results are almost the same as the elements of the nature of science as agreed on by scientists. From the result, we can assume that students majoring in art, indeed, need an education on the nature of science. Also, while the fine arts students have more tendency to perceive inquiring attitude than others, music students are more likely to perceive variability than others. Therefore, teaching strategy in experimental inquiring context for the former is more helpful in understanding the nature of science, and teaching strategy in the context of scientific history for the latter.

Knowledge Ecological Approach to Emergence of Korean Online-game Industry (한국 온라인게임 산업 부상의 지식생태계적 접근)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.79-91
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    • 2011
  • This study analyzes that Korea online-game emerges by naturally developed demanders, not by intentional suppliers(government/firms). Knowledge Ecological Approach is used to explain the emergence of Korea online-game industry. The research shows several knowledge factors that Korea online-game developed successfully. First, newly developed human resource(mainly lead users) play a strong positive feedback in the knowledge ecology system. The interactive system consists of social & environmental actors(local/global technological textbooks, universities, informal education institutes, companies etc.). Second, early developers start up venture firms through on/offline creative communities which give them project based job experience. Policy implication of the research is that the naturally emerged knowledge ecology, where various actors interact efficiently, determines the fountain new industry rather than discontinuous, intentional physical resources.

A Study on Developing Model and Implementation of Intelligent Contents Planning Supporting System(ICPS) in familyHistory (지능형 스토리텔링 콘텐츠 기획지원도구 모델설계 및 구현에 관한 연구 - 가족이야기(familyHistory)를 중심으로 사례연구)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.607-614
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    • 2010
  • History centered knowledge based story-telling project planning tool supports the process of story creation in narrative genre about history of families or individuals. Narrative fields not only include drama, mythology, legend, history but also non-verbal epics such as movie, play, ballet and opera. But as verbal epic, this research paper focuses on the family history and individual history of each household. This story-telling planning tool redevelops each genre of story-telling about family history through sampleDB and informationDB, and it is widely applicable in concreting high quality stories in both its content and value. Reduces the time of planning story-telling, and impose minimum expenses in human resources. Content about family history is one of the most the fundamental and renowned contents in Story-telling but planning tool that is easily applicable in creating such content does not exist in statue quo. In this current system lacking creative infra, this research paper seeks to provide a planning tool that public can easily utilize, and by systemizing the tool. it aims to create a creative contents tool model applicable in variety of genres.