• 제목/요약/키워드: Culture creative industry

검색결과 197건 처리시간 0.023초

On the Costume Culture in South Korean Movies and Television Series and Its Creative Industries

  • Shi, Vajuan;Guo, Pingjian
    • The International Journal of Costume Culture
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    • 제13권1호
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    • pp.5-8
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    • 2010
  • The goal of this study is to analyze the influence of the costume culture of South Korean movies and television series on the development of fashion industry. South Korean movies and television series make full use of the influence of costume culture to advocate Korea's national spirit and character as well as the confidence and vigor of the young generation. They contribute to establishing South Korea as a country with a graceful, modern appearance and great cultural heritage. The presentation and promotion of its costume culture in movie and television series stimulates its cultural competence and advances its cultural creative industry. The spread of Korean costume culture has become the pioneer and foreshadowing of clothing industries and greatly underpins its advancement overseas. In concert, the development of clothing industry helps the spread of Korean costume culture.

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문화산업에서 창조인력, R&D 기술수준 및 관용성의 역동적인 관계성 (Dynamic Relationship in Creative Manpower, R&D Technology Level, and Tolerance in the Culture Industry)

  • 최해옥;이만형
    • 한국시스템다이내믹스연구
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    • 제10권2호
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    • pp.81-102
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    • 2009
  • Based on various employment and technology data in the cultural sector from the mid-1990s to the mid-2000s in Seoul, Korea, this research examines whether technology- and human resource-oriented programs exert significant impact on creative manpower, R&D technology level and tolerance. After briefly introducing Seoul's trends in the culture industry, it tries to explain major reinforcing and balancing loops. The stock-flow diagram of the culture industry in Seoul is applied to estimate relative effectiveness of technology- and human resource-oriented cultural programs cultural programs. Judging from a series of simulated experiments, technology-oriented cultural programs are essential to increase creative manpower and R&D technology level in the short term. For the first half of research period, this research finds that human resource-oriented cultural programs put forth minimal impact, if they even exist at all. The trends, however, are reversed in the long term: Both size of creative manpower and R&D technology level absolutely depend on human resource-oriented cultural programs in the second half.

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A Study on the Development of Beijing Fashion Industry in the Wave of Creative Industries

  • Xue, Yang;Pingjian, Guo
    • The International Journal of Costume Culture
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    • 제12권1호
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    • pp.93-96
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    • 2009
  • The purpose of the research is to explore the development of Beijing fashion industry in the wave of the world-wide creative industries. Two methods are used in this study: discourse analysis and case study. As a form of modern economy, creative industries are the core of originality and intellectual property. It works to develop and use knowledge resource to produce endless new products and new markets, thereby promoting economic and social development. Beijing local garment enterprises should base on the Government's policies and support, creative talent and high technology to cultivate the local fashion brands with the international competition to achieve the clothing industrial upgrading and the building of Beijing as the world-wide fashion capital.

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공간적·비공간적 도시구조 변화에 따른 창조산업 인구 연구 (A Study on the Creative Industry Population Based on Different Spatial and Non-Spatial Urban Structure)

  • 안정근;황정규
    • 대한토목학회논문집
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    • 제33권6호
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    • pp.2583-2591
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    • 2013
  • 국내 많은 도시들은 경제 성장률 하락에 따른 고용창출 하락, 출산률 감소에 따른 인구감소, 노령인구 증가에 따른 도시활력 감소, 도심 공동화에 따른 도시기능 쇠퇴 등 20세기에 겪어보지 못한 새로운 도시양상에 직면하고 있다. 이에 따라 이들 도시들은 도시의 당면한 문제를 해결하고 도시 경쟁력을 향상 시킬 수 있는 다양한 방안 중 하나로 창조도시에 대한 관심이 높아지고 있다. 창조도시는 주민들이 다양한 문화생활과 여가활동이 가능하고 혁신적인 산업을 진흥할 수 있는 장소가 풍부한 도시로서 과학자, 기술자, 건축가, 디자이너, 작가, 예술가, 음악가 등의 창조산업 인구에 의해 선도된다. 따라서 본 연구는 국내 도시를 인구규모별로 구분하여 어떠한 도시구조가 창조산업 인구와 관계가 있는지를 제시하는데 목적이 있다. 연구결과 광역시에서는 문화행사 수가 창조산업 인구와 관계가 있으며 대도시에서도 문화행사 수와 문화공간 수가 창조산업 인구에 영향을 미치는 것으로 나타났다. 한편 중소도시에서는 문화행사 수와 환경오염 관리시설이 창조산업 인구 유인에 영향을 미치는 것으로 나타났다. 따라서 창조산업 인구 유입에 가장 큰 영향을 미치는 요소가 도시문화임에 따라 도시 경쟁력을 강화하기 위해서는 다양한 도시문화 환경을 조성하는 것이 시급하다.

을지로와 홍대앞 디자인산업 클러스터 비교 연구 - 창조산업클러스터 관점을 중심으로 - (Design Industry Clusters of Euljiro and Hongdae Area in Seoul - A Creative Industry Cluster Perspective)

  • 문희라;서우석
    • 문화경제연구
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    • 제21권3호
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    • pp.89-124
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    • 2018
  • 창조산업의 핵심 분야인 디자인산업은 창조산업클러스터를 형성하면서 도시의 문화경제에 상당한 비중을 차지하고 있으나 그동안 별다른 학술적 관심을 받지 못하였다. 본 논문은 중구 을지로와 마포구 홍대앞 두 지역을 중심으로 창조산업클러스터 형성에 관여하는 지역적 요인을 집적경제, 파생효과, 제도적 환경의 차원에서 파악하였다. 연구방법으로는 "서울시사업체현황" 자료를 분석하고 14명의 디자이너를 대상으로 인터뷰를 수행하였다. 분석결과 을지로의 디자인산업클러스터는 인쇄업에 대한 의존이 강하여 전통적 의미의 클러스터에 머물러 직접적이고 경제적인 산출 외에 도시경제에 미치는 영향이 제한적이었던 반면, 홍대앞 디자인산업클러스터는 대학과 예술시장, 복합 문화소비 공간의 창출, 디자이너의 능동적인 활동을 중심으로 창조산업클러스터의 특징을 가지면서 다양한 방식으로 도시경제에 기여한 것으로 볼 수 있다. 이와 같은 비교분석 결과는 창조산업 클러스터의 형성과정에서 지역의 산업적 배경 못지않게 창조적 개인들의 활동과 유입을 자극할 수 있는 대학 등의 환경 요인이 가지는 중요성을 보여준다.

CROSS-BORDER INNOVATION: THE EFFECTS AND DEVELOPMENT STRATEGY OF CHINESE MUSEUM CULTURAL AND CREATIVE PRODUCTS

  • Jiang, Taijun;Jin, Shanyue;Jin, Xuehua
    • International Journal of Advanced Culture Technology
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    • 제9권2호
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    • pp.1-9
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    • 2021
  • Focusing on China's profound historical/cultural heritage, as well as its favorable environment for the expansion of cultural and creative industries (CCIs), this paper considers the unique attributes of Chinese museum cultural and creative products (MCCPs) from the angle of cross-border development, and summarizes the main forms and effects of cross-border innovation in relation to Chinese MCCPs. It also examines the chief problems of Chinese MCCPs' cross-border growth at three levels - the national policy system, product development, and design and marketing - to explore countermeasures and suggestions for cross-border novelties and the advancement of products.

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

  • 서대성
    • 유통과학연구
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    • 제13권1호
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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.

메이커문화를 대상으로 한 공공정책 연구 - '메이커시티 세운'을 중심으로 - (Public Policy Research on Maker Cultre: the case of Makercity Sewoon)

  • 오경미;박소현
    • 예술경영연구
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    • 제56호
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    • pp.243-274
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    • 2020
  • 국내의 메이커문화는 2012년 '메이커페어 서울'의 개최를 계기로 본격 시작된 후 대중들에게 큰 관심을 받으며 트렌드를 형성하기 시작했다. 정부와 지방자치단체 역시 이 흐름에 주목하여 메이커문화를 공공정책의 대상으로 포섭하기 시작하는데, 정책적 영역에서 메이커문화는 창조산업, 창조도시, 4차산업혁명 등의 정책 담론을 아우르는 창조경제의 범주 안에서 추진되었다. 창조경제는 경기 침체를 극복하고 경제 활성화를 위해 공적 영역에서 만들어진 공공정책 담론이다. 창조산업과 창조경제에서 창조성과 문화예술은 필수불가결한 것으로 다루어지지만 오직 경제 창출로 이어졌을 때만 그것의 가치에 대한 궁극적인 인정이 이루어지므로 창조성과 문화예술은 대상화되고 소외된다. 본 연구는 메이커문화 역시 창조경제의 범주 안에서 추진되었기에 창조성과 문화예술처럼 대상화되고 소외되고 있다고 보았다. 서울시가 추진하고 있는 '메이커시티세운' 사례를 통해 이를 확인하였다. 그 결과 현재 서울시의 세운상가 일대를 둘러싼 도시개발 계획은 해당 일대의 기술 생태계를 파괴하는 방향으로 진행되고 있어 메이커문화를 장려하고 육성하여 4차 산업혁명을 선도한다는 그 취지에 부합하지 않는다는 사실이 드러났다. 또한 메이커시티 세운이 창조경제, 창조도시라는 담론으로 포장되어 있지만 담론의 한계로 비판받아왔던 문화예술의 소외와 노동 소외의 문제가 동일하게 드러나고 있다는 사실까지 밝힐 수 있었다.

문화관광체험상품으로서 템플스테이 프로그램 개발 연구 - 안동지역 사례로 - (A Study on the temple stay as culture tourism experience products Case of Andong City Region)

  • 김용남;권기창
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2017년도 춘계 종합학술대회 논문집
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    • pp.415-416
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    • 2017
  • 문화관광상품으로서 템플스테이가 지니는 요소들을 파악하고 안동지역 운영 사찰들의 현황분석을 통해 차별화된 템플스테이 프로그램을 개발하고자 한다.

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The Impact of Creative Role Identity and Creative Self-Efficacy on Employee Creativity in the Hotel Business

  • KIM, Ji-Eun
    • The Journal of Asian Finance, Economics and Business
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    • 제6권2호
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    • pp.123-133
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    • 2019
  • The study aims to investigate the nexus of between role identity, self-efficacy, feeling of energy, and employee creativity in the hotel industry of Korea. The employees' innovative behaviors like creativity have been many researchers' interest for decades in the hotel industry. The hypotheses depicting the relationship among the variables have been proposed based on a review of existing literature. The number of 215 cases was used for final analysis and the results were explained through structural equation modeling. The results indicate the hotel employees' role identity and creative self-efficacy positively influenced their feeling of energy. Further, both role identity and creative self-efficacy make significant impact on employee creativity. Feeling of energy also makes a positively significant impact on employee creativity. Feeling of energy partially mediates the relationship between the two independent variables and employee creativity. As a result, creative role identity, self-efficacy, and feeling of energy explain the variance of the hotel employees' creativity. The results present that hotel practitioners need to regard their employees' creative roles and build organizational culture to support creative activities so as to enhance employee creativity. Finally, theoretical and practical implications for the hotel industry and future studies have been discussed.