• Title/Summary/Keyword: Design Creativity

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Impacts of Innovative EU Companies on Smaller Emerging Markets under an Open Economy

  • Seo, Dae-Sung
    • Journal of Distribution Science
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    • v.12 no.10
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    • pp.37-45
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    • 2014
  • Purpose - This study aims to analyze the relationship between trends in innovative EU industries and market distribution in smaller emerging markets under an open economy. Research design, data, and methodology - Although innovation was well-distributed, due to socio-economic factors following European integration, CEE had not achieved sustainable economic growth. However, this paper analyzes the differences among changes in CEE innovation for smaller emerging markets dominated since 2000. Market distribution has facilitated new markets for innovative industries, according to EU surveys and economic indicators. Results - The dominance of the local industrial market distribution has deterred innovation investment the survey shows that innovation investment has been shrinking, despite the EU's open innovation policy for CEE employment and R&D. For the CEE case, there were expectation gaps and uncertainty about whether to use the new distribution dominance or TNCs' innovation in smaller emerging countries without local industrial innovation. Conclusions - Innovation generates market growth and distribution power however, small growth requires stimulation, and creativity and innovative edge need further focus in local public and corporate strategy.

Modeling of Value Chain for Big Data (빅데이터를 위한 가치사슬 설계)

  • Lee, Sangwon;Park, Sungbum;Lee, Jumin;Ahn, Hyunsup;Choi, Yong Goo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.277-278
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    • 2015
  • The volume sub-challenge requires novel approaches, often referred to as Big Data technologies and methodologies. Data is generated constantly in an ever growing number of places and by an ever growing number of actors while a large proportion of potentially re-usable data resides within silos within institutions or companies. These are needed when conventional database technologies cannot be applied to storage and computing issues. The issue of big data has been referred to as the next frontier in computing. In this paper, we research on factors to design an organizational value chain for Big Data.

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Modeling of Policy Making for Big Data (빅데이터를 위한 정책결정 설계)

  • Lee, Sangwon;Park, Sungbum;Kim, Sunghyun;Chae, Seong Wook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.281-282
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    • 2015
  • Data, by itself, will not reveal the optimal policy choice. Nor will data alone tell us what problems to focus on or how to direct resources. It should be recognized upfront that data-driven policy making cannot provide all the answers to the challenges of good governance. Policy decisions always depend on a combination of facts, analysis, judgment, and values. In this paper, we research on factors to design an organizational policy making for Big Data.

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Modeling of Crowd Source for Big Data (빅데이터를 위한 집단자료 설계)

  • Lee, Sangwon;Park, Sungbum
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.283-284
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    • 2015
  • We can picture a workforce that extends beyond your employees: one that consists of any user connected to the Internet. Cloud, social, and collaboration technologies now allow organizations to tap into vast pools of resources across the world, many of whom are motivated to help. Channeling these efforts to drive business goals is a challenge, but the opportunity is enormous: it can give every business access to an immense, agile workforce that is not only better suited to solving some of the problems that organizations struggle with today but in many cases will do it for free. In this paper, we research on factors to design an organizational crowd source for Big Data.

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Make-up Trend in the Haute Couture Collections -Focusing on Christian Dior after 2003 S/S- (오뜨꾸뛰르 컬렉션에서 본 메이크업 경향에 관한 연구 -2003년 S/S이후 크리스챤 디올을 중심으로-)

  • Park, Sun-Hee;Im, Young-Ja
    • Journal of the Korean Society of Costume
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    • v.57 no.1 s.110
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    • pp.83-92
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    • 2007
  • The modern society has been experiencing a cultural quickening that is accompanied by the rapid social, political and economical changes. In the dim chaos where the future is uncertain, the modern women are gradually discovering the value and meaning of their existences in the society. The fashion and make-up Christian Dior presented in the Haute Couture collections suggest us various genres from which the remarkable creative and artistic accomplishments canbe found. This study is to examine the characteristics of make-up techniques used by Christian Dior for the Haute Couture collections after 2003 S/S. The conclusion of this study is as follows. The make-up trend in the Haute Couture collections suggest that the make-up today is not simply to decorate a face beautifully. The make-up has become a new art form for the modern women to express their various originality and creativity while linking it to the social and cultural elements.

A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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A Study of Hanbok Object in Ballet Performance - Focus on the Performance 'La, Chun-hyang' - (발레 공연에 나타난 한복 오브제 표현 연구 - 'La, 춘향' 공연을 중심으로 -)

  • Lee, Ji-Yeon;Soh, Hwang-Oak
    • Journal of the Korean Society of Costume
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    • v.62 no.6
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    • pp.98-111
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    • 2012
  • The purpose of this study is to examine how the Hanbok is expressed in the ballet performances through the 'La, Chun-hyang', a classic Korean ballet. 'La, Chun-hyang', was performed from 2009 and 2010, but there were some differences in choreography by the director's intention. According to these changes, the methods of expression of ballet objects were changed as well. Therefore, totally different personalities were shown despite the fact that theses were same performances. Every costume objects in dance performances like the ballet can be used to express the story and the characters. Moreover, the object designs of Hanbok portray creativity and originality that simultaneously refers to history. In order for stage costume objects to popularize, the making method and process have to be developed like the objects of the Hanbok that signified historicity.

Fashion designers must be artistically, socially, and technically competent

  • Cho, Kyeong-Sook
    • Korean Journal of Human Ecology
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    • v.15 no.3
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    • pp.417-423
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    • 2006
  • 본 고는 패션디자이너들이 함양해야 할 핵심 지적자질로서, 예술적, 사회적, 기술적 자질을 제시하고 있다. 이러한 핵심 지적자질은 "옷"이라는 디자인 오브제의 구상 및 추상적 본질을 둥의 조형적, 표현적, 그리고 상징적 특성을 문헌을 중심으로 이해하고 검토함으로써 제시되었다. 디자인 오브제로서 옷에 대한 본질에 관한 고찰은 패션디자이너의 역할을 정의하는 개념적 틀로서 사용되었으며, 디자이너의 핵심 지적자질을 함양하기 위한 구체적인 실천방안으로서, 문화를 분석, 체험하고 사회에서 파생되는 제반 인문, 사회, 과학, 기술관련 이슈들을 이해하고 습득하려는 능동적 실천을 권장하고 있다.

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A Study on the Restoration of Frenchhood (프렌치 후드 제작에 관한 고찰 I)

  • 김경희;문윤경
    • The Research Journal of the Costume Culture
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    • v.11 no.2
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    • pp.243-252
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    • 2003
  • The study was designed to review the changes in designs and the manufacturing methods of french hood, one of the headdresses which play an important role in showing the appearance of costume, to understand design expression techniques through manufacturing of the head dress of the western costumes, and to provide materials to exert creativity for new designs. Based on literature review and portrait study, 1 manufactured a frenchhood. I set the study cope as from the late 15 century when frenchhood was used for the first time, to the mid 16 century. For the frenchhood selected, 1 examined the hair style, the characteristics of the french hood, and the pattern first, and proceeded to manufacturing. 1 used velvet and silk for the textile as explained in the literature. And, 1 purchased such similar ornaments as shown in the pictures, making the color so similar to the original to the most. Dimensions in manufacturing were those In the literature, since the study is focusing on the reproduction of the features of the portraits. Dimensions of detailed decoration were measured using the ratio of the headdress in the portraits.

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Instructional Design Model Development for Continuous Creativity-Personality Education (지속적인 창의·인성 교육을 위한 수업설계모형 구안)

  • Kim, Hoon-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.193-194
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    • 2013
  • 본 연구는 지속적인 창의 인성교육을 위한 수업설계모형을 구안하기 위하여 NFTM-TRIZ를 활용하는데 그 목적을 두었다. NFTM-TRIZ는 TRIZ에 기반하여 유아에서 성인에 이르기까지 '지속적인 창의성 교육'을 할 수 있도록 개발된 교육프로그램이다. TRIZ는 주어진 문제의 모순을 찾아내고 이를 극복함으로써 혁신적인 해결안을 얻도록 하는 창의적 문제해결방법론으로 알려져 있다. 본 연구의 과정은 G 대학교의 교직과목으로 개설된 "교육과정 및 교육평가"를 수강한 3, 4학년 남, 여 학생들을 대상으로 매주 10분씩 창의성 수업을 하고 이에 대한 산출물로 창의적 수업안을 만들고 창의성 수업에 대한 후기를 작성토록 하여 연구결과를 모색했다.

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