• Title/Summary/Keyword: Creative Strategy

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The Development and Application of a Science Education Program Based on Engineering Design Process for High School Students (고등학생을 위한 공학 설계 기반 과학 교육 프로그램 개발 및 적용)

  • Hwa-Jung Han;Kew-Cheol Shim
    • Journal of The Korean Association For Science Education
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    • v.43 no.3
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    • pp.321-331
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    • 2023
  • This study aimed to develop an engineering design-based science education program for high school students and to investigate its effects on students' science-related attitudes and engineering design abilities. "Creating healthy shoes for maintaining proper posture program" was developed as an activity to come up with creative solutions using the methodology of an engineering design process to solve problems in daily life. The creating healthy shoes for maintaining proper posture program consisted of the following five stages: "defining the problem," "ingathering information related to the problem," "generating the solution," "implementing the best solution," and "evaluating the solution & reflecting." As a result of applying this engineering design-based science education program, it improved the high school students' science-related attitudes and engineering design abilities. Therefore, the program developed in this study has a positive effect on enhancing high school students' science-related attitudes and engineering design abilities. These findings imply that the continuous operation and expansion of activities incorporating an engineering design process in science education are necessary as a teaching and learning strategy for cultivating future science talents.

A Study on the play of Allegory in the 1970s - Focusing on Lee Kang-baek's Early Works - (1970년대 알레고리극 희곡 연구 - 이강백의 초기 작품을 중심으로 -)

  • Lee, Jong-Rak
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.113-122
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    • 2019
  • In the 1970s, under the tyrannical regulation and censorship of the Yushin regime, realistic dramatization techniques were forced to reveal their limitations. Choosing the 'allegory' technique, a double-meaning narrative structure, Lee Kang-baek sets up virtual spaces or unrealistic figures, both of which lack 'realism'. Lee Kang-baek has allergic the illusion of detadiscourse, the diaspora character, and the universality of 'Political Unconsciousness'. So it's linked to the perception of history in the 1960s. This creates a semantic network of public and casual perception of history. This was a 'bypass' strategy which more clearly disclose the violent politics. Therefore Lee Kang-baek's play shows the desperate situation of the diaspora character being oppressed by detadiscourse, and the desire of the author who can never give up on freedom of expression, though under that oppression. Furthermore, it was an attempt to acquire a timeless universality and symbolism about human freedom and liberation through the Allegory play technique.

Caffe Bene: Creating Values for Customers

  • Ahn, Kwangho;Yoo, Changjo;Kim, Youngchan
    • Asia Marketing Journal
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    • v.14 no.3
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    • pp.185-197
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    • 2012
  • Caffe Bene, one of the most notable coffeehouse chain brands in Republic of Korea, gives us some thought-provoking issues in terms of sustainable success. Despite harsh competition among various coffeehouse brands, Caffe Bene has been accomplished astonishing outcomes in domestic market and now ranked 2nd place in sales among the global coffeehouse franchise in 2010 and 2011. These achievements were possible mainly because Caffe Bene adopted distinctive shop design, maintained aggressive marketing strategy, developed new menu, and combined the unique Korean culture with ordinary concept of café to make its place attractive. However, since Korean coffeehouse market is getting saturated and consumers are becoming savvy about coffee, Caffe Bene needs to find a new solution to overcome growth stagnation. Besides, many experts pointed out that irrational increase in the number of stores might hurt its business in the aspect of managing distribution channel and providing consistent services. Also, customers of Caffe Bene have shown that it has to complement its critical weaknesses: inferior coffee taste and relatively high price for a cup of coffee. Especially, some people view that the company is shifting its high rental fee, interior cost and PPL marketing cost to consumers by charging high price for coffee. To get over the problems, Caffe Bene is currently using C/S Consumer Management System though experts are questioning about the efficacy because of the conflict between purpose of the system and the headquarters' plan. Present CEO Kim also announced that the company will complete its logistics system in the latter half of 2012 to provide stores with more high quality coffee beans to improve taste of coffee. Thus, in this case, we describe how Caffe Bene succeeded in Korean market and enumerate its key success factors. Also, we specify the long-term goals of Caffe Bene and introduce the current policies and strategies to show how the company is working on to achieve its ultimate goal. By reading and analyzing this business case, students could get useful insights regarding franchise management and think about issues on competing in a saturated market. Also, it would be worthwhile to generate creative solutions for the problems that Caffe Bene is now facing to broaden the practical perspective.

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Current Use and Issues of Generative AI in the Film Industry (영화산업의 생성형 인공지능(Generative AI) 활용 현황과 문제점)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.181-192
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    • 2024
  • With the introduction of generative artificial intelligence(AI) tools such as OpenAI's Sora into the global film industry, including Hollywood, there has been a simultaneous emergence of innovations in film production as well as various crises. These changes are spreading throughout the entire film production process, including scriptwriting, casting, editing, and acting. This study analyzes the impact of AI on the film industry, particularly Hollywood, and explores how this technology might bring about changes in Korean cinema. AI technologies applied in the film industry offer benefits such as reducing production time and costs. However, they also pose threats to many filmmakers and actors who rely on the traditional production methods, leading to ethical and legal issues. In Hollywood blockbuster films, AI technology is used to create realistic visual effects, analyze scripts, and suggest optimal shooting angles. While these applications improve the qualitative level of films, they also reduce the human resources required in traditional film production processes. The impact on the Korean film industry is also noteworthy. Some Korean film production companies are leveraging AI to create films in a more creative and efficient manner. Efforts are being made to analyze audience data using AI and develop storylines that appeal to a larger audience. However, these technological changes are controversial among many Korean filmmakers who prefer traditional production methods. This study provides an in-depth discussion on whether the adoption of AI in the film industry can bring about positive innovation or inevitably lead to crises. It analyzes how AI technology is transforming traditional roles in the film industry and what new opportunities and challenges this change generates within the industry. Additionally. This study highlights the differences in technology adoption between Hollywood and Korean film industry and explores how each industry is embracing these technological changes.

A Study on the Determinants of Purchase Intention in Online Shopping Through Augmented Reality Application (증강현실 애플리케이션을 통한 온라인쇼핑에서의 구매의도 결정요인 연구)

  • Su-Ji Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.257-266
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    • 2024
  • This study explored the determinants that influence purchase intention in online shopping based on augmented reality applications. The main results are discussed focusing on hypotheses as follows. First, interactivity had a positive effect on psychological ownership. Second, interactivity had a positive effect on decision comfort. Third, psychological ownership had a positive effect on decision comfort. Fourth, psychological ownership had a positive effect on purchase intention. Fifth, decision comfort had a positive effect on purchase intention. Therefore, in online shopping based on augmented reality applications, interaction determines psychological ownership and decision comfort, and psychological ownership and decision comfort can be evaluated as key factors that promote product purchase intention in online shopping. In order to increase purchase intention in online shopping, a marketing strategy is required to increase interactivity, psychological ownership, and decision comfort through augmented reality applications.

Metaverse Platform Customer Review Analysis Using Text Mining Techniques (텍스트 마이닝 기법을 활용한 메타버스 플랫폼 고객 리뷰 분석)

  • Hye Jin Kim;Jung Seung Lee;Soo Kyung Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.113-122
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    • 2024
  • This comprehensive study delves into the analysis of user review data across various metaverse platforms, employing advanced text mining techniques such as TF-IDF and Word2Vec to gain insights into user perceptions. The primary objective is to uncover the factors that contribute to user satisfaction and dissatisfaction, thereby providing a nuanced understanding of user experiences in the metaverse. Through TF-IDF analysis, the research identifies key words and phrases frequently mentioned in user reviews, highlighting aspects that resonate positively with users, such as the ability to engage in creative activities and social interactions within these virtual environments. Word2Vec analysis further enriches this understanding by revealing the contextual relationships between words, offering a deeper insight into user sentiments and the specific features that enhance their engagement with the platforms. A significant finding of this study is the identification of common grievances among users, particularly related to the processes of refunds and login, which point to broader issues within payment systems and user interface designs across platforms. These insights are critical for developers and operators of metaverse platforms, suggesting a focused approach towards enhancing user experiences by amplifying positive aspects. The research underscores the importance of continuous improvement in user interface design and the transparency of payment systems to foster a loyal user base. By providing a comprehensive analysis of user reviews, this study offers valuable guidance for the strategic development and optimization of metaverse platforms, ensuring they remain responsive to user needs and continue to evolve as vibrant, engaging virtual environments.

Pathos of Color Green Expressed in Korean War Films (전쟁영화에서 초록의 색채표현과 파토스)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.29 no.6
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    • pp.123-134
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    • 2022
  • War films are a general term for films that have battlefields as their main background. Although war films as a genre directly deal with combat situations, they also deal with characters or subjects related to war. War films promote patriotism and nationalism, but they also argue against war by highlighting the disastrous war. This study is based on the color theory that the meaning of film color is temporarily and infinitely generated according to the cultural differences, with Eisenstein's creative theory on film color and pathos. I wanted to clarify the pathos effect and the meaning of color green expressed in the Korean war films. In war films, colors are visualized in art forms such as symbols, similes and metaphors. In war films, color green symbolizes life. On the battlefield, the green of nature stands against the catastrophic situation. The green of ecology, which insists on the flow of life, evokes fear in ecological crises such as war, disaster and climate change. The dark green caused by a catastrophe like war warns of the destruction of life. The connotation of color is temporarily and infinitely expands according to the cultural differences. The dark green, which visualizes the battlefield of destruction, is a form and element of pathos that indicates changes in emotions such as sadness, pity, grief and despair. Pathos as an emotional appeal is a leap from the quality to the quality of the means of expression and refers to the departure from Dasein. The green color that dominates the visuals of war films is a symbol of life and functions as a pathos that makes emotional changes take a new leap. A qualitative leap through pathos means all changes that become new.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

Changes in 2D Animation Production Methods Due to Technological Advancements (기술 발전에 따른 2D 애니메이션 제작 방식의 변화)

  • Rea Sung
    • Journal of Information Technology Applications and Management
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    • v.31 no.4
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    • pp.139-148
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    • 2024
  • This study takes a comprehensive look at how technological advances have changed the way 2D animation is created. Humans are constantly looking for new ways and technologies to express movement, which has led to many changes in the way 2D animation is produced. In this study, we will examine the impact of these changes on 2D animation production and explore the possibilities for future developments. In the early days of 2D animation, the production method was repeatedly changed by the invention of technologies such as celluloid sheets, rotoscopes, and multiplane cameras, while the advent of digital technology has led to revolutionary changes such as the development of CAPS(computer animation production systems), various digital tools, and the combination of 2D and 3D. In addition, the recent introduction of generative AI is rapidly changing the way 2D animation is produced by automatically handling various tasks. These advances have not only streamlined the production of animation, but have also reduced costs by shortening the production period, and greatly improved the quality of animation by making it easier to implement complex and sophisticated visual effects. The introduction of generative AI has pushed the boundaries of what can be represented in 2D animation. On the other hand, the introduction of digital technology has its drawbacks, as the mechanical and uniform style produced by digital tools can reduce originality and individuality, but advances in technology will open up the possibilities for 2D animation to be produced in a variety of ways, as it fosters the creation of new expressions and creative content.

A Case Study on Classification System Design for Public Sector Information Typology (공공데이터 유형화를 위한 분류체계 설계에 관한 사례 연구 -미래창조과학부 산하기관의 공공데이터를 중심으로-)

  • Kim, Dae-Gi;Joo, Won-Kyun;Kim, Eunjin;Lee, Yong-Ho
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.51-68
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    • 2014
  • Today's public sector information is considered an important national asset that has social and economic value. Hence, developed countries are competitively promoting various policies to actively promote access to public sector information and the use of such information for private purposes. The Korean government is also boosting the Government 3.0 policy as a new governmental management paradigm that supports the creative economy. Despite these governmental efforts, since open public sector information is only classified from the supplier's perspective, it is difficult to have access to information for private application from the consumer's perspective and expand private applications because of the problems in identifying the information source. In this study, the concept of data from the user's perspective for the activation of private applications was defined by focusing on public sector information obtained by affiliated organizations of the Ministry of Science, ICT and Future Planning(MSIP). The new classification system was designed by analyzing the classification system of conventional open services of public sector information through investigation.