• Title/Summary/Keyword: Creative Products

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Creative Cultural Localization Ways and IT Market of the EU to Converge the Creative Industries (창조융합시장을 위한 유럽 연합 (EU)의 시장과문화적 지역특화방안)

  • Seo, Dae-Sung
    • Journal of Distribution Science
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    • v.13 no.1
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    • pp.27-33
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    • 2015
  • Purpose - The ICT market in the EU is lagging behind that of the US; however, algorithm and software development within the EU have grown steadily, and they involve focusing on the creative cultural convergence conceptualized as part of Horizon 2020 and connecting neighboring markets in the EE and the Mediterranean region. It is essential to study the requirements to market the EU's creative ICT development in emerging industrial countries after examining its applicability in these countries. Research design, data, and methodology - This study deals with data pertaining to the EU's creative industry and competitive edge. The global cultural expansion of the EU facilitates a new concept involving not only low-cost IT products to enhance local cultural artifacts through R&D and the construction of efficient infrastructure services, but also information exchange with a realistic commercialization of the technology that can be applied for creative cultural localization. In the European industry, research on algorithms has been applied for the benefit of consumers. We investigated how the process is conducted in the EU. Results - Europe needs to adjust its economic structure to the local culture as part of IT distribution convergence. The convergence has been converted into a production algorithm with IT in the form of low-cost production. This is because there is an attempt to improve the quality of transport infrastructure, workforce availability, and the distribution of the distance to the local industries and consumers, using IT algorithms. Integrated into the manufacturing industry, based on the ICT infrastructure and solutions, smart localized regional clusters are formed with the help of grafting. Europe has own strategy to increase the number of hub-and-spoke cities. Europe is now becoming integrated, with an EPC system for regional cooperation rather than national competition in ICT technology. Europe has also been recognized in this study as changing the step-by-step paradigm for global competitiveness through new creative culture industries. Conclusions - As a result, there are several ways of converging with others through EU R&D intensity; therefore, the EU can be seen as successfully increasing marginal value, which is useful in developing a special industrial cluster or local cultural cities that create converged development by connecting people and objects with IT. In fact, when compared to the US, Europe has a strong culture and the car industries have a tendency to overshadow the IT industries with integration of services in IT distribution. Considering the rapid environmental changes, the convergence of IT services is likely to take place in Europe, similar to the pharmaceutical industry and the automotive industry. This requires a focus on human resources and automated systems management. The trend is to move away from low-wage industries, switched to key personnel centers of the local university-industry. EU emphasizes the creation of IT market demand in Europe involving local cultural convergence for marketing as the second step to strengthen the economic hub-and-spoke areas.

The Development of Print Patterns and Cultural Products Using the Local Culture Resource of Jeju Onggi as a Design Motif (제주옹기 지역문화자원을 활용한 프린트 문양 및 문화상품 개발)

  • Kim, Heyseong;Yu, Heeju;Hong, Heesook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.689-707
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    • 2018
  • This study reviewed the differences among Onggis made in Jeju and other areas, developed creative textile designs and cultural products, and conducted the consumer evaluation of developed products. First, the 1,063 photos of Onggis made before the first part of the 20th century were collected and the unique differences of Jeju Onggis were confirmed through the observation of collected photos. Second, based on the uniqueness of Jeju Onggis, the eight pieces of Jeju Onggis were selected from the photos and used as pattern design motifs. Nine basic patterns were drawn and ten textile designs were created using the basic patterns. Third, the 16 pieces of textile products were made with cotton fabrics on which the textile designs were printed. Four mugs and four tumblers with printed patterns were also made. Finally, 64 students evaluated the developed products using a 7-point scale. As a result, folksy atmosphere, uniqueness, usage as a Jeju souvenir and at local restaurants, and the role of fostering concern for Jeju Onggi were highly evaluated but aesthetics was rated relatively low. Most of the developed products were highly preferred and recommended as Jeju souvenirs or for local restaurants.

Classification System of Fashion Emotion for the Standardization of Data (데이터 표준화를 위한 패션 감성 분류 체계)

  • Park, Nanghee;Choi, Yoonmi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.6
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    • pp.949-964
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    • 2021
  • Accumulation of high-quality data is crucial for AI learning. The goal of using AI in fashion service is to propose of a creative, personalized solution that is close to the know-how of a human operator. These customized solutions require an understanding of fashion products and emotions. Therefore, it is necessary to accumulate data on the attributes of fashion products and fashion emotion. The first step for accumulating fashion data is to standardize the attribute with coherent system. The purpose of this study is to propose a fashion emotional classification system. For this, images of fashion products were collected, and metadata was obtained by allowing consumers to describe their emotions about fashion images freely. An emotional classification system with a hierarchical structure, was then constructed by performing frequency and CONCOR analyses on metadata. A final classification system was proposed by supplementing attribute values with reference to findings from previous studies and SNS data.

New Paradigm of Systems Thinking and Action in an Interior Design Education Field

  • Choi, Seung-Pok
    • International Journal of Contents
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    • v.7 no.1
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    • pp.52-57
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    • 2011
  • The organizational theory and design in future encourages us to bring a fluid perspective to the problems and challenges face. Organizational structure, strategy, management style, teamwork, organizational change, and even products and services can be vitalized and re-formed through creative images that allow us to act in new ways. Leaders and educators sat all levels must gain comfort in dealing with the insights and implications of diverse perspectives. In a leadership paradigm in action, leaders and educators who have more flexibility and willingness to create a learning organization are successful in improving productivity and student empowerment. The key element to organizational structure and changes for interior design education becomes communications. Finally, we need to recognize that despite its roots in mechanistic thinking, organization is a creative process of imagination. We organize as we imagine, and it is always possible to imagine in new ways.

An Analysis of the Design Activities in Appropriate Technology based Engineering Design in order to utilize the Concept of Design Thinking (적정기술기반 공학설계에서 디자인 사고의 적용을 위한 대학생들의 설계활동 분석)

  • Kim, Yun-Ah;Han, Youn-Shik
    • Journal of Engineering Education Research
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    • v.19 no.5
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    • pp.25-34
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    • 2016
  • The concept of the design thinking can be effective in engineering design process especially in developing the appropriate technology product. In this paper we analyze the student's design activities during the 'Creative and Integrated Design Academy for the other 90%' to solve the problems in the developing countries from the perspective of the design thinking. Based on this analysis we propose the direction of the creative and integrated design activities to solve the appropriate technology products and also the direction of the future engineering design process.

An analysis on the products and process losses of group creativity among mathematically gifted students (수학영재의 집단창의성 발현에서 나타나는 산출 및 과정 손실 분석)

  • Sung, JiHyun;Lee, ChongHee
    • Journal of Elementary Mathematics Education in Korea
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    • v.21 no.3
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    • pp.505-530
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    • 2017
  • Although mathematically gifted students have potential and creative productivity, they might not manifest group level creative synergy. To manifest group creativity among them, the manifestation process should be facilitated and the process losses should be minimized. The purpose of this study is looking for the method to facilitate the manifestation process of group creativity and minimize the process losses of it. To do this, a case study method was adopted. The products and process losses of the manifestation process of group creativity was analysed. In conclusion, the processes and products of group creativity were concretized and the process losses were analysed by social/motivational and cognitive factors. In addition, the justification and agreement were necessary for the manifestation process of group creativity among mathematically gifted students.

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Recommendation System Development of Indirect Advertising Product through Summary Analysis of Character Web Drama (캐릭터 웹드라마 요약 분석을 통한 간접광고 제품 추천 시스템 개발)

  • Hyun-Soo Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.15-20
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    • 2023
  • This paper is a study on the development of an artificial intelligence (AI) system algorithm that recommends indirect advertising products suitable for character web dramas. The goal of this study is to increase viewers' content immersion and help them understand the story of the drama more deeply by recommending indirect advertising products that are suitable for writing lines for web dramas. In this study, we analyze dialogue and plot using the natural language processing model GPT, and develop two types of indirect advertising product recommendation systems, including prop type and background type, based on the analysis results. Through this, products that fit the story of the web drama are appropriately placed, allowing indirect advertisements to be exposed naturally, thereby increasing viewer immersion and enhancing the effectiveness of product promotion. There are limitations of artificial intelligence models, such as the difficulty in fully understanding hidden meanings or cultural nuances, and the difficulty in securing sufficient data for learning. However, this study will provide new insights into how AI can contribute to the production of creative works, and will be an important stepping stone to expand the possibilities of using natural language processing models in the creative industry.

A Development on the Cultural Products Using Dinosaur Characters (공룡 캐릭터를 이용한 문화상품 개발)

  • Lee, Kyung-A;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.12 no.1
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    • pp.147-163
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    • 2008
  • This research aims to develop cultural products for professional sales after producing creative products utilizing dinosaur characters, which are the representative exhibited item of dinosaur-centered museum. There are seven museums in Korea whose theme is dinosaur. There are three dinosaur museums among them, Goseong Dinosaur Museum at Kyungnam, Mokpo Natural History Museum, and Seodaemun Museum of Natural History. While inspecting cultural products within the museum shops of these three museums, general products occupy more than 80% of all the products rather than products related to dinosaurs, and has a problem that most products are decorative ones. This resulted from that enterprises supplying these products are not professional ones and are irrelevent to cultural industry; as result, purpose of conveying culture through products is lost. This research develops dinosaur characters utilizing computer 3D techniques in order to imbue unique characteristics to dinosaur museums and informing cultural speciality of our country. In addition, this research presented design method of cultural products by grafting traditional symbols onto these characters, and actually produced 11 items of 5 kinds: toys(dolls), clothes(T-shirts, pajamas, socks), stationery(notebooks, memo), accessaries (bags, umbrellas, handkerchief), and others(cups). On the items above, dinosaur characters are variously utilized in form of printing, embroidery, and stickers by using computer 3D technique. A cultural product is a tangible form which could show variety of cultural characteristics of our nation that could spread the culture through the consumers, and such type of purchasing could increase values of cultural industry by creating economic profits; such points are the significance of this study.

Applying TRIZ Theory to Fashion Design - Focused on Rei Kawakubo's Fashion Design - (트리즈(TRIZ)이론에 의한 패션디자인의 적용 - 레이 가와쿠보의 패션디자인을 중심으로 -)

  • Kim, Sung Hyon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.62 no.7
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    • pp.79-96
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    • 2012
  • Creativity is a rising topic in the current society. The emphasis on creativity is valued as a key factor for success in all areas including but not limited to politics, economy, culture, arts and design. The field of Fashion design is probably one of the few areas that talk about creativity as a necessary quality to survive. The purpose of this study is to introduce TRIZ(Teoriya Reshniya Izobretatelsskikh Sadatch) as a theoretical tool to generate creativity in fashion design. TRIZ is a creative method of problem solving based on data analysis of outcomes invented by engineering. The fundamental concept of TRIZ has been researched through documentary studies, and practical case studies of product designs are used. Fashion design cases from Comme des Garcons by Rei Kawakubo are used to apply TRIZ in fashion design. Rei Kawakubo's design philosophy has been studied through fashion writings and visual sources in books, exhibition catalog, www. style. com and online shopping mall sites. This study has selected four principles among forty inventive theories of TRIZ: segmentation; asymmetry; consolidation; and preliminary action to apply to Rei Kawakubo's fashion design. As a result, TRIZ can be applicable to fashion design as a creative thinking methodology. By using the four principles of TRIZ, this study shows how Rei Kawakubo's design enhanced its efficiency and aesthetics of the products and was distinguished from existing items. It is meaningful to demonstrate a possibility of adopting engineering based creative methodology in fashion design to widen the perspective and to raise a question for the need of interdisciplinary creative methodology with traditional aesthetic approach in fashion design.

A case study of industry-university cooperation education for fostering creative innovative design manpower -Focusing on Korea Design Membership (KDM) in Daegu and Gyeongbuk- (창조혁신형 디자인인력양성을 위한 산학협력 교육사례 연구 -대구·경북지역의 코리아디자인멤버십(KDM)을 중심으로-)

  • Kim, Gun-Woo;Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.59-68
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    • 2020
  • This study aims to present the direction of fostering creative and innovative future design personnel required by companies according to the trend of the times. Changes in design manpower policy and industry, academia, and government cases are examined through policy case studies. Through analysis of industry-academia project cases, we discovered that a new educational model is needed to experience the process of developing products that can be commercialized. This study is expected to be used as basic data for policy development related to program development to foster creative and innovative talents required in the design industry.