• Title/Summary/Keyword: Cultural Innovation

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A Culture Society and the Ecosystem (문화사회와 에코시스템)

  • Kim, Hwa Im
    • Cross-Cultural Studies
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    • v.26
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    • pp.73-94
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    • 2012
  • In the present context of systemic global crisis, this paper focuses on a sustainable society. Throughout the World there are vast members of the unemployes. A secure job lasting a lifetime has become more and more rare. Nowadays majority of jobs are part-time or temporary. $Andr{\acute{e}}$ Gorz found a solution in a policy of the progessive reduction in labor time. This is the potential which automated production opens up for a culture society. Nevertheless, Gorz's proposal is based on utopion ideals. This paper focuses on a dynamic force for a culture society, especially art, learning and the third sector. Adrienne Goehler underlines that a culture in the broad sense of the word produces economical and social productivity. In this connection Goehler give attention to 'Cultrual Creatives' and the Creative Class. Cultural creatives are comprised of people who have participated in the process of creating a new culture with enlightened creativity. The Creative Class is a class of workers whose job is to create economic growth through innovation. Creativity is important for a sustainable society. Gore and Rifkin both come close to the ecological thinking. Gore claims that ecosystem of nature have a self-organizing capacity. In this context tried to prove this article that ecosystem is closely connected with a creative environment.

The Merits of Social Credit Rating in China? An Exercise in Interpretive Pros Hen Ethical Pluralism

  • Clancy, Rockwell F.
    • Journal of Contemporary Eastern Asia
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    • v.20 no.1
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    • pp.102-119
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    • 2021
  • Social credit rating in China (SCRC) has been criticized as "dystopian" and "Orwellian," an attempt by the Communist Party to hold onto power by exerting ever greater control over its citizens. To explain such measures, value differences are often invoked, that Chinese value stability and cooperation over privacy and freedom. However, these explanations are oversimplifications that result in ethical impasses. This article argues social credit rating should be understood in terms of the commonly human problem of large-scale cooperation. To do so, this paper relies on a cultural evolutionary framework and is an exercise in interpretive pros hen ethical pluralism, attempting to understand how apparently irresolvable cultural differences stem from common human concerns. Wholesale condemnation of SCRC fails to acknowledge the serious, intractable nature of problems resulting from a lack of trust in China. They take for granted the existence of institutions ensuring largescale, anonymous cooperation characteristic of - but somewhat unique to - Western Educated Industrialized Rich and Democratic (WEIRD) cultures. Because of its history and rapid development, China lacks the institutions necessary to ensure such cooperation, and because of anti-social punishment, social credit rating might be one of the few ways to ensure cooperation at this scale. The point is not to defend social credit rating in general, but to raise the possibility of its defense in China and show one way this would be done.

Study on Qiang embroidery patterns creative design based on Shape Grammars

  • Ruiyu Li;Xiajie Zhao
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.51-59
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    • 2024
  • Qiang ethnic group is one of the fifty-six ethnic minorities in China, and Qiang embroidery, as an important achievement of Qiang's intangible cultural heritage, is the precipitation and testimony of the history and culture of the Qiang ethnic group. However, with the development of the times, traditional and ancient Qiang embroidery is facing a dilemma due to the problem of a single form of communication. Therefore, it is necessary to add new communication media for Qiang embroidery to help it spread and develop better. In this paper, we extract the core representative patterns of Qiang embroidery, use the "shape grammars" as the rules of morphological changes, and generate new decorative pattern patterns with the characteristics of Qiang embroidery by adding, deleting, mirroring, rotating, and other relevant rules of changes, and combine the new patterns with the rules of formal beauty to combine the layout, which is then applied in the design of different cultural creations and products. The new patterns are combined with the rules of formal beauty and applied in the design of different cultural and creative products. To provide a quantitative method for the digital protection of Qiang embroidery in the new era of Chinese traditional art, and also provide new ideas for the industrialization application.

The Study on Proper Way for Engineering University Education: Based on the Perception of Current Competencies and Expected Competencies of Engineering Freshmen (공과대학 신입생의 핵심역량 인식수준을 통한 공학교육방향 연구)

  • Lee, Gyeoung-Hee;Kwon, Hyuk-Hong;Lee, Jeong-Rye;Lee, Sung-Jin
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.57-71
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    • 2010
  • This paper is a study on the perception of current competency and expected competency of engineering freshmen by extracting core competencies acquired from university education. It also aims to suggest proper way for engineering university education. This study extracts competencies in the following five areas as core competencies: 'knowledge on major area', 'cultural ability', 'foreign language ability', 'basic learning ability', 'intercommunication ability'. To achieve this purpose, this study surveyed 'C' university engineering department freshmen (584 students) with questionnaires about their perception of core competencies. The results are as follows. First, engineering freshmen perceived current competencies were weak in every area, especially their capacities in 'foreign language ability' area were perceived to be weakest. Their demand for education is the highest in 'foreign language ability' area, and the second higher in 'knowledge on major area'. Secondly, there exists meaningful difference between perception of current competency and expected competency depending on the gender, high school department (science/liberal arts), high school location, types of college admissions, and types of mathematics in NAST. According to these results, this study suggests enhancement of foreign language (English) education in engineering department, design and implementation of various educational program to overcome individual difference, promoting importance of competencies in the 'cultural abilty' and 'intercommunication abilty', necessity of continuous adjustment and complementation for engineering educational program through accumulation of feedback processes, activation of career education through engineering education and special programs.

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From Industrial Clusters to Innovation Districts: Metropolitan Industrial Innovations and Governance (산업클러스터에서 혁신지구로: 도시의 산업혁신과 거버넌스)

  • Keebom Nahm
    • Journal of the Economic Geographical Society of Korea
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    • v.26 no.3
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    • pp.169-189
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    • 2023
  • The study aims to synthesize the discussion of the innovation district and suggest an alternative to the governance system of the innovation district. Cluster policies that focus on industrial specialization, networking, value chains, and industrial ecosystems have shown some problems and limits in advanced industrial economies. The innovation district, suitable for the era of urban innovation, convergence of industry, housing, leisure, and related variety, emphasizes cooperation through the convergence of various innovations, workshops and industries, and communities. It is important to build a quintuple helix based on cooperative governance through public-private partnerships, integrate the physical and cultural atmosphere, and service industries that strengthen the place prestige. Beyond the industrial aspect, innovation districts can facilitate changes in urban amenities and lifestyles and creative atmosphere, such as diversity, lifestyle, charms, and openness, and promote social vitality and economic interactions. The governance of innovative districts can promote inter-organizational exchanges, and combinations. When knowledge is created through exchanges between companies, it also affects changes in the governance system, evolving from a rigid and centralized system to an open, dynamic, and organic system. Through the innovation policy, the existing Central Business Districts (CBD) can be able to be transformed into a Central Lifestyle Districts (CLD).

Can 'Buy-One Give-One' Business Model be Profitable? ('Buy-One Give-One' 비즈니스모델의 수익 구조에 대한 수리적 분석)

  • Han, Yunsun;Seo, Youngdoc
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.3-20
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    • 2017
  • This study proposes that the cultural corporation can be more profitable by adopting the 'Buy-One Give-One' Business Model (BOGO BM) under certain conditions. Specifically, the conditions are that 1) consumers' utility for donating is high enough and 2) the production cost is low enough due to economies of scale or process innovation from employee's intrinsic motivation. We adopt a mathematical model where the demand function is a simple linear function and two companies compete with each other by choosing their quantity of output (the Cournot model). Specifically, we investigate the profitability of the BOGO BM in four situations: 1) a monopolist enjoying reduced cost due to process innovation from employee's intrinsic motivation, 2) a monopolist enjoying reduced cost due to economies of scale, 3) the duopoly with BOGO BM and a general company, 4) the duopoly with two BOGO BM companies. In each situation, BOGO BM can be more profitable than other general companies can under certain conditions.

A Study on Online Sharing Platforms and Sub-Contents in the Field of the Performing Arts - Focusing on the Case of 『Cirque du Soleil Entertainment』 (공연예술분야 온라인 공유 플랫폼 및 서브 콘텐츠 연구 - 『태양의 서커스 엔터테인먼트』 사례를 중심으로)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.22-34
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    • 2022
  • This study examines the forms and current status of online performance content production in the field of the performing arts through diversified video media platforms. For this, it studied the leading case of Cirque du Soleil Entertainment and analyzed the unique brand value innovation elements of Cirque du Soleil, the background and current status of the digital hub platform of "Cirque Connect", and its various sub-contents that have diversified original contents. Digital platform applications and sub-content production in the field of the performing arts require an understanding of the needs of the public, who are familiar with media content appreciation, and strategic planning that takes into consideration everything from the initial stages of performance planning to the creation of varied sub-contents. This will promote the improvement of sub-content quality and increase the product value of digital contents in the performing arts through distinctions made from other various forms of cultural and artistic contents. environments in which information from various perspectives related to performance works can easily be accessed through online platforms will enhance the popularity of the performing arts field and allow the performing arts industry to expand its base in rapidly changing cultural enjoyment methods. For the performing arts field to be competitive within cultural trends that are being diversified, the most important tasks to be completed are gaining brand value innovation that enhances the artistic and cultural value of performance works and based on this, producing various sub-contents.

Future Design and Success Engineering in Global Society by Creative Self-innovation

  • Kim, Yun-Hae;Park, Se-Ho;Kubota, Shusuke;Takahata, Yasuyuki
    • Journal of Engineering Education Research
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    • v.13 no.5
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    • pp.41-48
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    • 2010
  • In this paper, we proposed "Future Design and Success Engineering in Global Society by Self-Innovation" (an abbreviated name: FDSE). We started to make a small experiment between Korea Maritime University and Yamagata University at the current year. After inspecting the results, especially, successful and unsuccessful points in our lecture, we have to develop the strong points and amend the week points, through making the analysis of success-failure, which is his favorite management method. We have to level up the contents of our work in the future. The students for this lecture would learn from experiences of "the common knowledge (common field of discussion)", held common languages, common thought, common system. They filled up the blanks of "The Matrix Frame" which is mentioned in the previous report, and they expressed their own way of life (work, study). As a matter of course, their personal private affairs must not be made public. It is quite happy that the cultural, economical exchanges between Korea and Japan are now in full flourish and people do a lot of traveling each other. However, if this project will start on the educational global standard, we have a world-wide significance. Moreover, we can promote goodwill between Korea and Japan, and also we can contribute to a better international understanding and the peace of the world by students in both Universities. We hope that candidates for this lecture will have a rounded personality and be a life worthy of human being for realizing Self-Actualization in "Motivation and Personality" by Abraham Maslow.

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University Linkages in Technology Clusters of Emerging Economies - Exploratory Case Studies from Cyberjaya, Malaysia - a Greenfield Development and Cyberabad, India - a Brownfield Development

  • Mohan, Avvari V.;Ejnavarzala, Haribabu;Lakshmi, C.N.
    • World Technopolis Review
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    • v.1 no.1
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    • pp.42-55
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    • 2012
  • This paper is concerned with the linkages between universities and industry in the information and communications technology (ICT) in Cyberjaya, Malaysia and Cyberabad, India. In the case of the ICT cluster of Cyberjaya, the context can be termed as greenfield cluster development as the whole project is developed from scratch. In the case of Cyberabad, India, the context can be seen as a brownfield development, where the cluster developed based on existing and new organisations in a region. There is extant literature in research, be it from an Innovation systems or a Triple Helix perspective that has given significant attention to the importance of universities as engines of growth and also about the significance of their linkages with industry innovation in regions. But as argued by scholars like Chaminade et al, most of these papers tend to ignore the specific context in which this interaction between the university and the industry takes place - this study aims to fill this gap through an exploratory study from emerging economies and in a greenfield and brownfield contexts. The findings from the two cases point towards (1) the role of intermediary organisations in developing the linkages, (2) the issue of capabilities of universities for supporting industry development and (3) university-industry linkages are different in greenfield and brown field developments. The paper presents the cases and discusses the findings and provides insights to cluster development officials and policy makers and implications to researchers for developing studies of university-industry from a capabilities and context perspectives.

A Study on the User Empowerment and User Innovation in Game Industry -Focusing on Online and PC Game- (게임 이용자 권한부여에 기초한 이용자 혁신 연구 - 온라인.PC Game을 중심으로 -)

  • Ham, Jung-Ho;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.67-78
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    • 2010
  • Game is the cultural product, which gives users high authority in usage process with its high interactivity. This study is about the user innovation based on customer empowerment, and the possibilities to change the game itself applying high activity of the game. Especially, game modification, which users transform the original game, is an example that the interactivity and changeability of game are maximized. However, these elements were not considered when constructing frameworks to investigate the competition and strategy in game industry. Therefore, this study is based on the customer empowerments of the game modification. Moreover, this study proposes the newly reorganized strategic group map in game industry, which is based on game user innovation and user evaluation.