• Title/Summary/Keyword: Digital Creative Industry

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An Analysis of the Emotional Design Types of Smart Jewelry. (스마트 주얼리의 감성적 디자인 유형 분석.)

  • Noh, Young-Ran;Choi, Yeun-Jeong
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.423-428
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    • 2019
  • As areas of ICT devices expand due to development of fourth industry, Smart Jewelry is being released. Jewelry is not only a fashion tool to dress up the human body as it merges with the functional aspects of smart devices, but it also delivers the information needed to improve users' living conditions and the interaction of the information needed is likely to be expanded. Although wearable Jewelry is not widely popular with consumers due to its recognition that it is a Smartphone aid and technical limitations, it needs to be ultra-smallized and improved in design. By analyzing emotional types according to design, materials, and colors, focusing on the current wearable jewelry products, the company aims to contribute to enhancing the value of creative smart jewelry by thinking about how smart jewelry will stimulate people's emotions.

Nail art design utilizing the Four Gracious Plants (사군자를 소재로 한 네일아트 디자인)

  • Kim, Hyun A;Yang, Eun Jin
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.463-469
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    • 2021
  • The aesthetic value of Korea is rising in various fields through the use of designs using Korean materials. Korean materials contain oriental ideas and are widely used as materials for design development due to the uniqueness of its form. The purpose of this study is to present basic data of nail art design differentiated nail art designs required at the nail art industry site by producing nail works using Korean materials. Accordingly, We proceeded on the basis of theoretical consideration and empirical research for the development of nail art design, a field of beauty in this study, and made a Korean and unique nail art design work using the Four Gracious Plants. For this purpose, we considered theoretically the characteristics of nail art and the Gracious Plants, and made nail art design works derived from empirical research. The work was analyzed by color, texture, and design elements of form. Therefore, the mixed method of Nail Art and the Gracious Plants, which is the core of this study, is considered to be meaningful in laying the foundation for creative nail art design development.

A Study on the Medical Tourism and Activation : With focus on Medical Communication (의료관광의 활성화를 위한 제언: 의료커뮤니케이션을 중심으로)

  • Lee, Seung Jae
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.391-397
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    • 2014
  • This paper is concerned with medical tourism, which is expected to become the new growth engine of the 21st century. Medical tourism is a collaborative and synergistic composition of Healthcare and Tourism, and has led to a remarkable growth in 2012 since the year 2009, exhibiting huge growth potential. This paper reviews the emerging market of the medical tourism with five major hospitals in Korea from the perspective of medical tourists, and makes suggestions for the global health care and the sustainable development in Korean medical tourism as a growth market: the construction of websites for active services and transparent management of medical expenses with proper arrangement of medical consulting and advices, cooperation of the health care center and the medical tourism industry, and the activation of healthcare communication. For the smooth progress of medical tourism, this paper suggests two separate communication channels: one for the patient tourists and the other for the medical tourism coordinators. The former needs accuracy with professional knowledge on the healthcare and communication, which should be classified as medical interpreters working with disease-oriented medical tourists. The latter refers to international medical coordinators dedicated to the smooth progress of medical tourism and services. This paper also points out the creative efforts to improve the relatively poor infrastructure of tourism industry to accommodate the medical tourists, and improve the medical tourism industry.

In the Digital Big Data Classroom Reality and Application of Smart Education : Learner-Centered Education using Edutech (디지털 빅데이터 교실에서 스마트교육의 실제와 활용 : 에듀테크를 활용한 학습자 중심 교육)

  • Kim, Seong-Hee
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.279-286
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    • 2021
  • In this study, we looked at the appearance of Edutech, which is being put into the educational field after Corona 19, with the advent of the 4th industrial revolution. In the era of the 4th industrial revolution, the infrastructure, data, and service of Smart Stick that actively utilized ICT became the main pillars of smart education. In particular, smart education is being implemented through e-learning, smart learning, and edutech, and on this basis, it has become possible through the expansion and use of the Internet and computers, the dissemination of smart devices, and a software foundation using big data. Based on this, it was confirmed that Edutech is being implemented through the establishment of a quarantine safety net, a learning safety net, and a care safety net for individual learners and safe life based on artificial intelligence. Lastly, in order for edutech education using big data to become a discourse for everyone, it is necessary to consider artificial intelligence and ethics in the use and application of edutech.

Analysis on the Spatial Narrative of the Movie Hugo (영화 <휴고>의 공간서사 분석)

  • Chen, Hao-Shu
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.111-119
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    • 2019
  • Time and space are the foundations of all the narrative. As the aim and content of narrative, spatial narrative plays an increasingly important role in the narrative movies. With the development and application of digital technique, the expressiveness of movie space is enhancing, and spatial narrative has become the focus of directors and critics. As a developing cinematic narrative form, spatial narrative is taking advantage in many aspects, including narrative structure, narrative effect, creative skills and audience acceptance, which can bring breakthrough and innovation to the creation of cinematic narrative. Based on the spatial theory in movies, the paper analyzes the space presentation approaches in the movie Hugo. Combined with the motivating factors, structure factors, symbolic significance and psychological factors of narrative space, the paper specifically analyzes the significance of spatial narrative in American movie Hugo. By researching the glamour of narrative space in the movie, the paper intends to provide certain reference value to the narrative expression of the movies today.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

European Experience in Implementing Innovative Educational Technologies in the Field of Culture and the Arts: Current Problems and Vectors of Development

  • Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.39-48
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    • 2022
  • The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.

A Comparative Analysis of Cognitive Thinking Process for Character Design Between Korea and China (한국과 중국의 캐릭터 디자인과정 인지적 사고특성 비교분석)

  • Zhang, Xiao Bo;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.672-680
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    • 2017
  • Today the distribution of characters in the consumer market based on digital smart phones is expanding, and the characters themselves are sold with independent merchandise, also various application researches about character are being activated. However, depending on the style of worker 's work on the design process of Korea and China regarding characters, there are differences in design characteristics and the diversity of work. In this study, we attempted to investigate the implications of these designers on the development of creative character design through in-depth research and experiment. Therefore, previous researches of cognitive science were investigated and cognitive experiments were conducted on design process for experts. For this research experiment, the initial sketch stage in the character work of Korea and China was recorded by the method of the designer by the subject through the protocol analysis method which is the qualitative research method. We coded the collected language based on this recording experiment and analyzed the problem behavior. We examined how the cognitive acts are done by the designer to develop the characters. The behavior characteristics and the accidental characteristics. The differences of the behavioral characteristics and the accidental characteristics in each step of the character design process were identified. Through these cognitive experiments, we could examine the behavior analysis of the design thinking process in Korea and China. In the field of design practice, we can set the direction of the design work process of the two countries and help us to produce creative and individual results. I think. These studies are expected to contribute to practical application of product marketing and new cooperation development methods in terms of activation of character industry in the future.

A Study on Technology Trends of CG in Visual Effects and Suggestion (CG 특수효과(VFX) 제작 기술동향분석과 제안)

  • Choi, Sung-Kyu
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.591-599
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    • 2009
  • The rapid development in computer technology has led to remarkable development in the field of VFX that used in making real picture film. In the past, it was very hard work to make the VFX scenes by means of analogue ways. But these days, CG Animation technology has them make rapid progress and dazzle with brilliance. Recently we can judge the most advanced technology and IT technology based on CG technology introduced in VFX. VFX on CG technology becomes the concentration and the symbol of the most advanced technology. I study manufacturing movement of VFX on CG technology. It shows manufacturing tools are subdivided and the interface is convenient to use, so that artists have applied analogue manufacturing technology easily. The improvement of the computer has made it possible to develop CG technology and tools for hyper-realism. Industries and laboratories in the country get excellent result but we have to concentrate on people in this field more. First of all, we get out of technology copy of Hollywood and we have to develop creative and leading tools reflecting the artists' idea. industry.

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Change of Value Chain and Current Issues in Game Items Real Money Trade (게임아이템 현금거래의 가치사슬 변화와 동향분석)

  • Han, Chang-Hee;Kim, Jung-Min;Park, Chae-Hee;Hong, Yu-Jin;Kim, Min-Kwan
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.45-56
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    • 2011
  • The concept, means, value chain, the persons concerned and possible issues of game item trading in cash are analyzed in this study. The trading is characterized by not only being performed with its own unique business model but also causing issues related to delicate social problems, such as digital contents distribution, work place and gambling. The way of game item trading in cash and its value chain have been changed with game market growth for the past years. I analyzed in this article the new concept of game item trading in cash that is different from the past. Also, analysis on several issues related to game item trading in cash is conducted.