• Title/Summary/Keyword: Formation of a business idea

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A Phenomenological Study Defining the Fundamentals between Artistic Stimulation and the Creation of a Product-Service Innovation Idea (학습자의 경영예술 창작 체험이 제품-서비스 혁신 아이디어 생성에 미치는 영향에 대한 현상학적 연구)

  • Yoon, Ayoung;Kym, Hyogun;Suh, Hyunju
    • Knowledge Management Research
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    • v.20 no.2
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    • pp.105-135
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    • 2019
  • This study investigates cognitive and emotional changes in individuals to clarify the principle between artistic stimulation and business innovation idea generation based on phenomenological research methodology. We conducted in-depth interviews with six participants who participated in the artistic creation program of business art, and derived meanings from their experience. As a result, we presented 4 essential categories, 8 main subjects, and 20 sub-subjects; 1) Optimizing rational and creative thinking, 2) Projecting oneself to the artist, finding balance, 3) Having room in mind to view the surroundings, finding insight into the world, 4) Eureka moment, crossing the boundary between business and art. We also found out participants of the program 1) Gradually expanded the criteria, 2) In chaotic directions, and 3) Leaded business creativity through from a non-form to reality throughout the project experience, The attempt to identify business phenomena by using phenomenological qualitative research methods had an academic significance regarding the unfamiliarity of the method in the business administration area. Moreover, this study broadened the possibility of promoting creativity by art in business areas. The study verified the categories and subjects of the business art, paving the way towards application in the real business situation.

A Study on the Entrepreneurial Intention of College Students in the Entertainment Industry with Idea Education and Support for Startup Infrastructure (아이디어 교육 및 창업 인프라 지원이 엔터테인먼트 산업 분야에 대한 대학생 창업의도 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.19-31
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    • 2021
  • This study tried to identify the characteristics of college students' entrepreneurial intentions in the entertainment industry, focusing on existing literature studies. Based on this, it was intended to suggest realistic educational alternatives for university student start-ups and implications for start-up management to university start-up officials and those in charge of national start-up support policy. Therefore, the implications of this study are as follows. First, technology(item) for idea creation education, which is an essential element in the entertainment industry, how to connect ideas and products, technology methods that can increase content value, and user characteristics education within the entertainment industry will need to be continued. In addition, along with the idea education, it is necessary to increase the understanding of start-up business management such as financing, human resource management, marketing, and operation management, and furthermore, confidence education should be provided so that the possibility of success in an entertainment start-up and a sense of adventure in a new job can be developed. Second, the space and equipment necessary for start-up (club room, student start-up room, entertainment-related equipment, etc.) should be provided centering on the opinion survey of students who are interested in starting a business, and various regulations of universities and government for student start-up should be relaxed. will have to In addition, education for the formation of entrepreneurial knowledge inside and outside of the school, special lectures and consultations by experts, and on-the-spot education, etc., should be made to create more practical entrepreneurial knowledge. something to do. Third, for students wishing to start a business in the entertainment industry, it is necessary to inform their families about the field situation of the entertainment industry accurately so that their children can develop a positive perception rather than a negative perception when choosing a business field. In addition, by promoting various successful cases of college students to their families after starting a business, families should be encouraged so that their children can develop a challenging spirit about starting a business. Fourth, it should be possible to form continuous clubs or gatherings with friends who wish to start a business in the entertainment industry, and furthermore, an opportunity to listen to the opinions of friends who actually started a business through these meetings should be provided. In addition, the meeting and the formation of friends should create a place for discussion about writing a business plan, how to succeed in starting a business, and management of startups, and psychological stimulation activities should be conducted so that each other's will to start a business arises. Fifth, various knowledge related to start-up (methods for securing funds, management of start-up organizations, grasping information about the market in which they want to start a business, etc.) should be cultivated, and how to write a business plan for the various entertainment industry fields they want to start up. You will also need to train them to be practical. Also, based on this knowledge formation, students themselves should be able to respond to risks and changes that may occur in entrepreneurship. Lastly, it is necessary to increase the understanding of business start-up management, and various psychological stimulation activities are needed to make the confidence and fear of starting a business disappear.

A Study on the Curriculum Development for the Trade in Services (서비스무역 커리큘럼 개발에 관한 연구)

  • PARK, Kwang-So
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.69
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    • pp.741-762
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    • 2016
  • The importance of trade in services has been increasing day by day, but the research on it is insufficient so far in terms of basic information, statistics, influence, industrialization and so on. To foster of professional trader in services, we need curriculums, textbooks and training centers like academy or college in advance. We have well developed curriculums for trade in goods since 1960's in Korea, so we can transfer the trade in goods' curriculum to trade in services. There are some differences between trade in goods and trade in services basically, but we can borrow a lot of idea from trade in goods in terms of basic framework like international economics, international business and international commercial transactions. This study propose the basic framework for trade in services' curriculum. First, trade in services economics handle the basic concept, statistics, characteristics, theories etc. Second, trade in services business treat the global companies to expand their business to global market, so characteristics of service companies, marketing plan and strategies and so on. Third, international commercial transaction of trade in services concentrate for procedures and contracts in terms of formation, implementation and finish of contract. Finally, Services industries can be a future strategic industry to any contries, so there are some national and corporates' strategy for expanding their business. This study acts on the initial idea for curriculums of trade in services, so I am looking forward to many criticism and development from another researchers to develop the model curriculums and textbook for education of specialized trader in services.

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A Study on Digital Fashion Design Platform based on the 3D Virtual Fashion Technology (3차원 디지털 기술을 기반으로 한 디지털 패션 플랫폼 프로토타입 설계 연구)

  • Park, Jaehyun;Park, Minhee;Kim, Sun-Hee;Song, Youngho
    • Journal of Fashion Business
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    • v.22 no.2
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    • pp.88-106
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    • 2018
  • The domestic fashion industry is not able to exceed the level of fashion that exists in advanced countries due to the relatively weak design competitiveness and the differentiated capability of product development. In order for the domestic fashion industry to become a growth industry that is valued in the world market of infinite competition, a step-by-step support system that can demonstrate and maintain the creative ability of designers is needed. Therefore, this study proposes a template - based 3D virtual fashion technology and a digital fashion platform based on it. The proposed template - based 3D virtual fashion technology is designed to clearly communicate the intention of designers and to be able to instantaneously view the results, thereby reducing the time and cost of producing prototypes. In addition, the digital fashion platform based on the template is designed as a collaborative platform based on idea sharing, which dramatically improves the process of confirming the prototype and initiating the product planning and manufacturing stages. This new technology can contributes to the formation of a business environment and a new area within the existing fashion industry and can be utilized for the development of the fashion industry in the future.

A Study on the Cultural City Formation Factors Influencing Behavior Characteristic of Residents and Tourists (문화도시 형성 요인이 거주와 방문자의 행동 특성에 미치는 영향)

  • Hayul Kwak;Myeonggil Choi
    • Journal of Information Technology Applications and Management
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    • v.30 no.4
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    • pp.39-64
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    • 2023
  • The recent expansion of large cities for economic benefits has worsened cultural inequalities within urban areas, eroding unique cultural identities and social values and deepening mistrust between regions. To tackle this, the idea of creating cultural cities is gaining traction, involving urban branding and cultural elements to foster balanced local cultural development. Current research primarily concentrates on case analysis in cultural cities, lacking sufficient studies examining the interplay of factors through empirical analysis, This study investigated whether Cultural City Formation Factors, which are resources of a cultural city, have a positive effect on City Brand Equity, City Innovativeness, Brand Personality, and Behavior Intention. For this study, questionnaires were collected from 310 people who continuously experience culture and arts in Seoul, and empirical analysis was conducted on 292 copies of them. Consequently, a significant impact was observed among the factors influencing cultural city formation, city brand equity, city innovativeness, brand personality, and behavioral intention. Moreover, it was verified that city brand equity, city innovativeness, and brand personality positively contributed to mediating effects as well as sequential mediating effects. It is expected that the results of this study will be used to establish the foundation for effective urban management and the development of strategies for creating cultural cities.

A Study on the Equilibrium Theory of Business Administration Organization (경영조직의 균형이론에 관한 연구 -"바아나이드" 및 "마취-사이몬"의 이론을 중심으로-)

  • 이경희
    • The Journal of Fisheries Business Administration
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    • v.9 no.1
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    • pp.29-46
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    • 1978
  • The Equilibrium Theory is one of the key theories on the study of maintenance and continuance of organization. A contributor or participant of the business organization has been given the needed incucements and motivated to join in business. To keep this situation balanced is, so-called, the organization equilibrium. C. I. Barnard was the first to research this, and that J. G. March and H. A. Simon advanced it. Modern organization theory is not only the equilibrium theory but continuance theory of organization. That is, the continuance of business administration organization relies on the willingness to cooperate with which the participants in business try to devote themselves to business. The organization itself is not only combined with its members and assets but a kind of behaviour system which every member makes an effort to contribute. On a view of dynamics, organization remains, prospers and deceases in process of its formation, disorganization and reformation. But taking consideration into going concern, it is necessary that we should plan to strike a balance of business administration organization. We can write down the proposition of this theory as follows: The continuance and growth of organization=inducements contribution The basic idea of this theory was established by C. I. Barnard. But it implied many problems such as incorrect statistical measures and the defects of objectivity. These problems were more or less rearranged and improved by so-called March-Simon's equilibrium theory. Especially March-Simon's general models of organization equilibrium are a great success in this field. In the future, these problems mentioned above will be a challenge to workers in this field how we shall diminish the defects to the minimum and how perfectly we can progress it.

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Exploring Influence of Network Structure, Organizational Learning Culture, and Knowledge Management Participation on Individual Creativity and Performance: Comparison of SI Proposal Team and R&D Team (네트워크 구조와 조직학습문화, 지식경영참여가 개인창의성 및 성과에 미치는 영향에 관한 실증분석: SI제안팀과 R&D팀의 비교연구)

  • Lee, Kun-Chang;Seo, Young-Wook;Chae, Seong-Wook;Song, Seok-Woo
    • Asia pacific journal of information systems
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    • v.20 no.4
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    • pp.101-123
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    • 2010
  • Recently, firms are operating a number of teams to accomplish organizational performance. Especially, ad hoc teams like proposal preparation team are quite different from permanent teams like R&D team in the sense of how the team forms network structure and deals with organizational learning culture and knowledge management participation efforts. Moreover, depending on the team characteristics, individual creativity will differ from each other, which will lead to organizational performance eventually. Previous studies in the field of creativity are lacking in this issue. So main objectives of this study are organized as follows. First, the issue of how to improve individual creativity and organizational performance will be analyzed empirically. This issue will be performed depending on team characteristics such as ad hoc team and permanent team. Antecedents adopted for this research objective are cultural and knowledge factors such as organizational learning culture, and knowledge management participation. Second, the network structure such as degree centrality, and structural hole is used to analyze its influence on individual creativity and organizational performance. SI (System Integration) companies are facing severely tough requirements from clients to submit very creative proposals. Also, R&D teams are widely accepted as relatively creative teams because their responsibilities are focused on suggesting innovative techniques to make their companies remain competitive in the market. SI teams are usually ad hoc, while R&D teams are permanent on an average. By taking advantage of these characteristics of the two kinds of teams, we will prove the validity of the proposed research questions. To obtain the survey data, we accessed 7 SI teams (74 members), and 6 R&D teams (63 members), collecting 137 valid questionnaires. PLS technique was applied to analyze the survey data. Results are as follows. First, in case of SI teams, organizational learning culture affects individual creativity significantly. Meanwhile, knowledge management participation has a significant influence on Individual creativity for the permanent teams. Second, degree centrality Influences individual creativity significantly in case of SI teams. This is comparable with the fact that structural hole has a significant impact on individual creativity for the R&D teams. Practical implications can be summarized as follows: First, network structure of ad hoc team should be designed differently from one of permanent team. Ad hoc team is supposed to show a high creativity in a rather short period, implying that network density among team members should be improved, and those members with high degree centrality should be encouraged to show their Individual creativity and take a leading role by allowing them to get heavily engaged in knowledge sharing and diffusion. In contrast, permanent team should be designed to take advantage of structural hole instead of focusing on network density. Since structural hole can be utilized very effectively in the permanent team, strong arbitrators' merits in the permanent team will increase and therefore helps increase both network efficiency and effectiveness too. In this way, individual creativity in the permanent team is likely to lead to organizational creativity in a seamless way. Second, way of Increasing individual creativity should be sought from the perspective of organizational culture and knowledge management. Organization is supposed to provide a cultural atmosphere in which Innovative idea suggestions and active discussion among team members are encouraged. In this way, trust builds up among team members, facilitating the formation of organizational learning culture. Third, in the ad hoc team, organizational looming culture should be built such a way that individual creativity can grow up fast in a rather short period. Since time is tight, reasonable compensation policy, leader's Initiatives, and learning culture formation should be done In a short period so that mutual trust is built among members quickly, and necessary knowledge and information can be learnt rapidly. Fourth, in the permanent team, it should be kept in mind that the degree of participation in knowledge management determines level of Individual creativity. Therefore, the team ought to facilitate knowledge circulation process such as knowledge creation, storage, sharing, utilization, and learning among team members, which will lead to team performance. In this way, firms must control knowledge networks in permanent team and ad hoc team in a way mentioned above so that individual creativity as well as team performance can be maximized.