• Title/Summary/Keyword: Digital Creative Industry

Search Result 131, Processing Time 0.025 seconds

Digital Transformation Enablers and Barriers in the Economy of Kazakhstan

  • ALIBEKOVA, Gulnaz;MEDENI, Tunc;PANZABEKOVA, Aksana;MUSSAYEVA, Dinara
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.7 no.7
    • /
    • pp.565-575
    • /
    • 2020
  • This study aims to analyze the digital performance of Kazakhstan through dynamic analysis of national statistics and international indices as Global Innovation Index and ICT Development Index. The research combines three stages: analysis of digital transformation policies performance, review of ICT industry development, and comparative analysis of the positions of Kazakhstan, Turkey and South Korea as a benchmark in the international indices. This research findings show that despite great efforts of Kazakhstan in digitalization, the ICT industry contribution does not increase, it even falls. The international indices demonstrate that the reason is the weakness of the country in skills, venture capital, and innovation linkages. This leads to low knowledge, technology outputs, and creative outputs. The enablers of digital and overall innovation advancement of economy are identified. According to the international rankings the country has been doing its best in Access and Use areas. Another enablers are good business environment, ease of starting a business, protecting minority investors, and FDI inflows. The findings help to draw recommendations for strategic directions in order to improve the digital performance in Kazakhstan. The main limitation of this study is a lack of dynamic information on positions of Kazakhstan in other international indices related to digitalization.

The Characteristics of Generation Z in the Creator Activities of Virgil Abloh (버질 아블로의 크리에이터 활동에 나타난 Z세대 특성)

  • Park, Serin;Park, Juhee
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.45 no.2
    • /
    • pp.217-232
    • /
    • 2021
  • This study analyzed the characteristics of generation Z leading the trend of the fashion industry through the creative activity of Virgil Abloh. A literature review and case study were conducted together with detailing the research methodology. As a result of research, generation Z is conceptualized as a "digital native" who grows in digital technology environment with excellent visual sense. They are "SNS creators" who have influence on Social Networking Services (SNS). They are also characterized as "social activists" who reject social conventions and prejudices. They are a "leading creators" who seek to differentiate with creativity. The characteristics of generation Z in the creative activities of Virgil Abloh have a feature of digital native in that they seek visual originality. In terms of communicating with generation Z through SNS and influencer marketing, it has the characteristics of SNS creators. It expresses social activists in providing consumers with diversity, and social perceptions of differentiation. In terms of providing content that encourages consumers to express their personality, it has a feature of leading creators. It is meaningful in that it contributes to the understanding of the market change and marketing strategy according to the consumer development and the activity of the fashion designer.

he Effect of Mindfulness of Exhibition Design Employees on Jab Performance Through Self-Efficacy, Jab Satisfaction (전시디자인기업 구성원의 마음챙김이 자기효능감 직무만족을 통해 직무성과에 미치는 영향)

  • Jung, Soohyung;Hwang, Changyu
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.14 no.1
    • /
    • pp.57-75
    • /
    • 2018
  • The growth of the Exhibition Design Industry has been exponential both internationally and domestically since the composition and fusion of Artistic Culture and information. Since the introduction of various Display Techniques, such as, augmented reality, Virtual Reality, and 3D interactive applications, the Exhibition Display Industry has seen innovative development. Furthermore, this has transpired a new wave of change and globalization in social network and thru creative Exhibition Design this has become a turning point in the Exhibition Design Industry. The aim of this research is to find Influencing factors of domestic Exhibition Design Industry members. These factors thru self-efficacy and job satisfaction will study objectively to find what influences duty result and help members of Exhibition Design Industries to work comfortably and to increase productivity we are proposing effective and efficient development methods. To do this, we are suggesting a research model applied on variables of the mindfulness theory which is based on the emphasized unconsciousness which represents the existence of the mind. To objectively verify this research model, we have conducted surveys on Exhibition Design Industry workers and a Material Designer in Seoul.

Research on TV Advertising in the Digital TV Environment (Digital TV 환경에서의 TV 광고 제작 연구)

  • 김종덕
    • Archives of design research
    • /
    • v.12 no.4
    • /
    • pp.201-209
    • /
    • 1999
  • Feb. 11. 1997, Korean Government announced FM Radio Broadcasting and TV Terrestrial TV Broadcasting will be changed to digital format in year 2001, and all Korean Broadcasting except AM Radio and Microwave will be changed to digital format before 2010. In spite of IMF economic crisis, the Digitizing is the one of the hot issue in TV Broadcasting area. The narrow view of the Digitizing the Broadcasting is a technical development from the analogue to digital, but the extended view of it means not only the technical development but the revolution in the concept of TV and service area, relationship between sender and receiver, structure of TV Industry. Thus Digitizing the Broadcasting shifts paradigm and eventually it cause a big change in the advertising creative. The digital TV could be a very encouraging technical development for the consumers convenience because of the multiple choice in the channels and interactive services which leads us to the multimedia service through the TV . On the other hand, multimedia and multi-channel, interactivity implicate a big uncertainty and risk, This research paper is about the technical aspects and social aspects of digital TV and its influence of the marketing and TV advertising creative.

  • PDF

Case Analysis of Corporate Marketing using SNS (SNS(Social Network Service)를 이용한 기업 마케팅 사례 분석)

  • Cho, Munyong;Kim, Changsu;Cho, Hwihyung;Kim, Bumsoo
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.1
    • /
    • pp.183-196
    • /
    • 2015
  • With widespread use of smart phones, SNS has been growing rapidly. Companies are required to do its utilization and a preemptive response. However, taking advantage of SNS is still insignificant in the companies. Compared with traditional marketing, people still consider the SNS marketing unfamiliar. This study is aimed at widening the breadth of understanding of marketing activity using SNS and inquiring into its effective applications. In an effort to achieve this research objective, first, this study analyzed the aspect of real applications by reviewing diverse practical business cases. Second, this study provided the momentum of the understanding of SNS marketing-based knowledge. The effective method of producing consumer-intimate products and services lies in customers' participation in development and production. SNS marketing is the very communication and gives ear to a customer's voice. Earnest and creative SNS marketing will play a role as a stepping-stone for businesses to move much closer to a customer.

Effectiveness of Designing and Applying SW Classes Using Havruta (하브루타를 활용한 SW 수업 설계 및 적용의 효과성)

  • Kim, Changhee
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.15 no.4
    • /
    • pp.137-148
    • /
    • 2019
  • This paper is designed to examine the effectiveness of Computational Thinking and programming awareness by designing and applying programming classes using Havruta. In the present society, where the Fourth Industrial Revolution was in full swing, the capacity to be equipped has changed, and the education has been changed accordingly. Programming education is logically capable of thinking and improves comprehensive problem solving skills. This direction of programming education allows us to get ideas for solving problems based on computing thoughts and to create our own creative results. However, because they require the grammar of the programming language and many additional abilities, they are not easy for learners, and individual differences in competencies make learning less immersive and interesting. In this paper, to solve the problems of the uniform programming class, this study is designed and applied to the class applying the Jewish traditional teaching method, Havruta's teaching method, to find out the effect of computing thinking and programming perception.

A Study on design management of the design industry and 10 strategic industries in Busan Metropolitan City (부산광역시 10대전략산업과 디자인산업의 디자인경영에 관한 연구)

  • Park, Kwang-Cheol;Cho, Kyoung-Seop
    • Management & Information Systems Review
    • /
    • v.30 no.4
    • /
    • pp.293-314
    • /
    • 2011
  • The current study investigated the position of future strategy analyzed from the perspective of design management in relation to 10 strategic industries implemented through 3 steps based on promising growth and advancement of Busan industries and evidence provided from a study on the development program of design industry in Busan. It elucidated the role of design industry as a key role from the perspective of design management in an age of creative revolution of futures values. It analyzed the associations between composition of future strategy and design industry in 10 strategic industries of Busan, and explained the relationships with the strategic industries. The perspective of design management involves that design as a ground of values is an industry of the future values, which performs a key strategic function and role, and a theoretical investigation examined the relationships between main functions of design management and business management. Chapter 3 organized items proposed in the design development program in Busan and examined goals and systems which become basic formation of establishment of design strategy in Busan and conditions for design industry in the associations with strategic industry. Chapter 4 described priorities of practicability by step through analyzing and grouping top 30 projects in Busan industry including meanings as key strategy, position relations, and policy priorities by analyzing elements of design management of strategic industry and describing and analyzing the concept of promoting Busan design. The theme of the present study is to change perception of design management as a key value and a condition to decide creativity industry into future industry and to evaluate vision of Busan design industry and meanings proposed as proceeding strategy. The early 21st century is an age when agrarian society has changed into industrial society is dominated by knowledge economy of the information revolution and one should prepare for the growth phase of creative innovation based on creative revolution of the 4th wave of creative society by design management which has become a center in 2000s on the whole. With the advent of creative paradigm and based on the function and role of the current creative economy age new innovation DNA of design management will be created. Design process has changed through information and knowledge-oriented trends of digital through convergence between industries from industrial design to convergence of industries, and it is expected that integrated design of value creation using information and technology will play a key role in Busan design industry development and top 10 strategic industries.

  • PDF

A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show (디지털 패션쇼를 통한 3D 가상 의상 표현 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Young-A;Kim, Anna;Kim, Naeun;Kim, Cheeyong;Ko, Hyeong-Seok
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.4
    • /
    • pp.529-537
    • /
    • 2013
  • *IT technology has been rapidly introduced to the clothing and fashion industry, and especially fashion shows have been changed very fast to keep up with the current digital era. In this research, the author designed virtual clothes, and investigated whether it is possible to make them similar to actual clothes and then performed a digital fashion show with these virtual clothes. This research discussed, based on case development and studies, whether a digital fashion show can express the designer's idea more creatively than the existing fashion shows and what needs to be improved for the effectiveness of digital fashion shows. As a result, the virtual clothes have been recognized to be very similar to actual clothes and facilitate creative expressions that are hard to be presented in actual fashion shows. The adaptation of 3D virtual clothes to real fashion industry in the future can make new contents through the innovation of distribution and industry.

An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
    • /
    • v.20 no.3_spc
    • /
    • pp.295-314
    • /
    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

Study on the Fashion Design Applying Pictures of Butterfly in the Korean Folk Paintings (조선 민화 나비를 응용한 의상 디자인 연구)

  • Lee, Jong-Min;Lee, Mi-Ryang
    • The Research Journal of the Costume Culture
    • /
    • v.14 no.5
    • /
    • pp.828-839
    • /
    • 2006
  • These days, by the accelerated developments of science and industries and the menaces of war and terror, humans have come to have instinct to recur and nostalgia to nature and thereby many art works and designs with natural objectives have begun to be produced. Also the design in 21st century requires creative products based on cultural speciality of the countries. As the examples, we may easily find the images of the countries from visual expressions or products when we get in touch with the products of so called advanced countries in design i. e. U.S.A. Japan, Germany, France, Italy, countries of Scandinavian peninsular. This study, in such stream of the times, was to express our culture's own originality on clothing design with butterfly that is one of natural thing as the material but limited the boundary to realistic butterflies in folk drawings of the times of Chosun. As for the technique of expression, used digital textile printing for best expression of the fine lines, realistic shapes and peculiar colors of the butterflies in Chosun folk drawings and used diverse materials as materials for printing for diversity of the designs. Thereby this thesis is purposed to grope the products with superior competitiveness in the world market by presenting the realistic butterflies in Chosun folk drawings as motives with cultural value native to Korea and applying them to clothing designs.

  • PDF