• Title/Summary/Keyword: Digital Creative Industry

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Strategical Approaches for Establishing Learning Organization: S-Steel Case (철강산업의 학습조직 구축을 위한 전략적 접근 : S-철강(제조업) 사례연구)

  • Park, Gi-Ho
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.377-384
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    • 2007
  • This paper is about how to establish the strategic teaming organization in digital age. Through the case study of action teaming, this research can give some implications to small-sized organizations who want to establish teaming culture and positive activities in their own companies. The case site was S-steel, which belongs to the steel industry. To improve and drive teaming activities, I made use of skills: action learning, fishbone analysis, creative thinking, brainstorming, creative discussion skill, and organization diagnostic method.

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A Study on the Vitalization of Value Assessment for Contents (콘텐츠 가치평가 활성화 방안 수립 연구)

  • Lee, Dong Wook;Choi, Jae Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.311-325
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    • 2014
  • The content industry is the core of the creative economy. The content industry is a fast-growing and high value-added industry, but becomes a high risk market on the other hand. Content related enterprises are difficult business environment. Thus, the accurate evaluation of content on its value is essential. But, it is hard to assess the value of content because of its intangible characteristics. This study is enabled improving the financing conditions of enterprises through the vitalization of value assessment for contents. Improve financial accessibility is required composition, means of access financial diversification, financial ecosystem to vitalization of value assessment for contents. In addition, the system should be established to support the economic activities of the creative content sector companies. The content industry should develop a new strategy for sustained growth. But, we believe that the accordance and cooperation from related parties, including contents producers, contents developers and governmental departments, are definitely required to boost the game contents industry. We hope that the more efficient methods are vitalizing the contents industry.

A case study of industry-university cooperation education for fostering creative innovative design manpower -Focusing on Korea Design Membership (KDM) in Daegu and Gyeongbuk- (창조혁신형 디자인인력양성을 위한 산학협력 교육사례 연구 -대구·경북지역의 코리아디자인멤버십(KDM)을 중심으로-)

  • Kim, Gun-Woo;Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.59-68
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    • 2020
  • This study aims to present the direction of fostering creative and innovative future design personnel required by companies according to the trend of the times. Changes in design manpower policy and industry, academia, and government cases are examined through policy case studies. Through analysis of industry-academia project cases, we discovered that a new educational model is needed to experience the process of developing products that can be commercialized. This study is expected to be used as basic data for policy development related to program development to foster creative and innovative talents required in the design industry.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • v.7 no.1
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

Policy Vision on the Cultural Contents Industry as a New Growth Power in the 21 Century (21세기 신성장 동력, 문화콘텐츠 정책의 방향)

  • Kim, Jeong-Hun
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.171-180
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    • 2007
  • The purpose of this paper is to find an policy vision and action plans for the growth of the Korean cultural contents industry as a new growth power in the 21th century. For this purpose, I referred to sundry records to analyze the characteristics, industrial situation and the prospects of the cultural contents industry. I also made an analysis on the outcome of the cultural contents policy with the help of the official concerned in the Ministry of Culture and Tourism, which made it possible for me to draw a few urgent problems of Korean cultural contents industry. With these preceding analyses, I proposed the strategy and action plans of the government policy for the Korean cultural contents industry as follows : strengthening the creative power of the cultural contents industry, systemizing the healthy circulation of the cultural contents, and improvement of the cultural welfare on the basis of contents.

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A Guide on Narrative Production Process in Computer Animation (컴퓨터 애니메이션의 나레이티브 제작과정에 관한 지침)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.555-562
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    • 2006
  • Computer animation is tile most advanced composite art to apply image, sound to the theme, Domestic technique is improved but still lacks creativity and content in theinternational market. In this paper, I'll notify the importance of planning and introduce narrative animation to produce their own style of animation. A successful career in the digital animation industry requires more than just technical expertise. It also demands creative mastery, a sense of wonder and boundless imagination. This unique hands-on program combines traditional, creative and technical skills and develops digital artists, not software technicians. Especially, people involved in the industry shouldrecognize a special quality of narrative animation in today's 3D animation and game- saturated climate. Therefore, they are able to create a new form of high-quality animation. It will be expected to promote digital animation education with a new index.

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Constructing Content Producing Group with Creativity under Media Convergence Environments (미디어 융합 환경 하에서 창의적인 콘텐츠 생산그룹의 구성에 관한 연구)

  • Kim, Joong-Gyoo;Lee, Chang-Hoon;Jang, Young-Cheol
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.137-146
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    • 2009
  • This paper aims to propose a framework of content creating group with creativity under new convergence environments. The framework is built based on content concept hierarchy(deep/surface) relating with the creativity of group members. The diversity of group members(potential creativity) decrease and change into creative abilities in one unified view at each content concept hierarchy in time. To do this, three methods of building a creative group(interaction-base, direction-base, hybrid) are proposed. Cooperating processes and operators are designed to promote creative abilities in the content producing group. These cooperations are considering new media convergence industry's job road map(IPTV) and fundamental content attributes(semantic, narrative, discourse). In the framework, creative content is produced with the help of member's cultural openness, media richness and synchronicity, hierachical adaptability on dissimilarity. Deep level creativity of cognitive semiotics on moving image content is composed of psychological, transformational, situational creating abilities in the structure of group members. Designing analogy, metaphor, symbol operators help members to traverse deep structure of content concept hierarchy. Our framework has strong points to relate fundamental content deep structure with structure of content producing group and to induce creativity on cognitive structure of human being.

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Representation Forms of Personal Style on the Fashion Blogs (패션블로그에서 퍼스널 스타일 표현형식)

  • Suh, Sung Eun
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.689-697
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    • 2014
  • This study aims to analyze the representation forms of bloggers' personal style on the fashion blogs and enlighten their values which can be actively applied to design and marketing in fashion industry. Image representation of fashion bloggers is reflected by the characteristics in the digital environment, which are the creative manipulation of expression and the production of virtual and fantastic images by taking advantage of the composite medium such as images, music, videos, articles, etc. Also real time updates in blog indicate the latest trends in terms of the representation of image as the actual currency. The study conducted case studies of 5 women's personal fashion blogs through the verification of a variety of global fashion media and blog ranking sites: Style Bubble, Style Rookie, The Cherry Blossom Girl, The Blond Salad, and Fashion Toast. Research findings are as follows. First, the application of creative design elements is indicated as symbolic items, self-made designs, DIY, and various mix and match emphasizing design elements such as color, patterns, proportion, etc. Second, the virtual representation is very highlighted on the story telling applied by film like production or digital effect. Third, the commercial application with mainly sponsored wardrobe and designer collaboration indicates promoting a updated trend as well as a specific brand or designer to make their business profits.

Improvement Alternatives of the Legal System on the Vocational Education and Training for e-Learning Industry Promotion (이러닝산업 진흥을 위한 근로자 직업능력 개발 법제도 개선 제언)

  • Noh, Kyoo-Sung;Park, Sanghwi
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.163-168
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    • 2013
  • In this study, we investigated the effect of the modification of the system for vocational education and training support in 2009 has on the e-learning industry in South Korea, and diagnosed the problems associated with it. And we proposed on the direction of policy promotion that can contribute to the realization of creative economy by presenting improvement alternatives of the legal system on the vocational education and training that smart learning and creative convergence HRD are included.

Dynamic Coordinating Framework for Innovating Digital Content Industry Policies (디지털콘텐츠산업 정책의 혁신적 운영을 위한 능동적 조정체계)

  • Jang, Young-Cheol
    • Journal of Digital Convergence
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    • v.6 no.1
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    • pp.53-61
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    • 2008
  • For the domestic digital contents, a proactive cooperation system or framework between the government, the businesses and research institutions, which would allow for free flow of interaction among these players, can play that role. We have proposed and realized the Dynamic Coordinating Framework(DCF) to bridge these gaps among the major players in the industry. The the Dynamic Coordinating Framework rests on the following major functions. The first major function of the DCF is to decipher any ambiguity that may be embedded in external inputs by stratified role and bias. The second function is to create cooperative groups that will deal with the ambiguities based on its consequent situation. The third is a feedback function that will draw out a new cooperative way by re-feeding the capacities and the conflicts that stem from the existing organizations and strategies into cooperation and adjustment process. Our DCF has compared and evaluated with England and Australia digital content industry models under AHP(Analytic Hierarchy Process) method. DCF has turned out to be well designed and have strong points based on OECD innovation and cooperation criteria.

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