• Title/Summary/Keyword: Idea generation and development

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Game Design Education using PIT(Product Innovation Test) Technique (PIT 기법을 활용한 게임 디자인 교육)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1531-1537
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    • 2021
  • The quality of the game can be evaluated by its fun and functional stability. Among them, the quality area for fun is the essence of the game, so it is a very important factor to be considered from the point of view of a game designer. Usually, fun games with high originality and immersion are designed in the early stages of development, such as idea generation and concept setting. At this time, making it possible to verify the fun factor of the game has an important influence on the success of the game. In this study, the case of using PIT technique when teaching fun element design to students who are starting to study game design was introduced and the effect was analyzed. It is expected that the PIT technique will be used more actively in the game design education field for high-quality and fun game design.

An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

Proposal of methodology for AI-based new product development: ambidexterity approach (인공지능 기반 신제품 개발 방법론 제안: 양손잡이(Ambidexterity) 접근)

  • Chung, Doohee
    • Journal of Technology Innovation
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    • v.29 no.4
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    • pp.161-196
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    • 2021
  • This study presents a new methodology for developing AI-based products. It identifies the distinctive attributes of AI innovation that are different from existing methods, and presents a product design process and methodology reflecting these attributes. This study emphasizes that AI product development should be oriented toward an ambidexterity approach. This study proposes a design process and specific development method for AI-based products that including steps such as technology push oriented idea generation with morphological approach, market pull oriented consumer requirements analysis, product design refinement, etc. In order to verify the practical applicability of this methodology, an AI-based car infotainment system development strategy is derived as a case study. 13 innovative ideas were generated by the morphological approach and expert review based on technological possibility, and a total of 6 quality requirements were derived as new product development strategies through the analysis of consumer requirements by combining Kano and TOPSIS. The methodology proposed in this research paper can be usefully utilized for companies to pioneer new markets through AI-based products or to expand the market by upgrading existing products or services.

The Effect of Creative Education Program with HTE through Blended Learning on the Creative Problem Solving Capability of Middle School Students (블렌디드 러닝을 통한 HTE 창의교육 프로그램이 중학생의 창의적 문제해결력에 미치는 영향)

  • Sul, AhChim;Kim, Hyoungbum;Kim, YoungKi;Heo, Youn-Jeong
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.488-499
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    • 2021
  • This study investigated the effects of the HTE creative education program, which applies blended learning methodology as a convergence class strategy between offline and online, on middle school students' creative problem solving capability. As a result of applying for five creative education practice programs in the classroom, it turned out that there was a statistically significant difference (p < .05) in the case of idea manipulation, visualization, comparison, idea generation, and deliberation, subordinate constructs of creative problem solving capability. Also, the program turned out to be positively effective, with a 0.14 point improvement in the pre and post-means of all middle school students, showing from 3.65 to 3.79 points, and 72% of middle school students who participated in the program were satisfied, and 68% were interested. According to the results, HTE creative education programs using blended learning turned out to be effective as a customized methodology in the COVID-19 situation and the era of the 4th Industrial Revolution, where various creative talents are needed. Therefore, the need for the development of creative education programs on various related topics and teacher training for teaching and learning methodologies of blended learning.

What's happening to theatricality after the rise of New Historicism?: A Study of Newsbooks and Playlets During the English Civil Wars and Their Significance as Textual and Theatrical Forms (신역사주의적 극장성의 재고(再考) -17세기 중반 뉴스북과 플레이릿 연구를 중심으로)

  • Choi, Jaemin
    • Journal of English Language & Literature
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    • v.58 no.2
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    • pp.279-304
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    • 2012
  • Since the publication of Foucault's Discipline and Punish, theatricality has become one of the key concepts in New Historicism. By defining theatricality as the most definitive feature of early modern society and culture, New Historicists have promoted the idea that theatrical practices in every day life were eventually replaced by textual practices as the western society started to undergo modernization with the advent of print culture and technologies. This paper questions this linear model of English literature, the shift of literary practices from theatricality to textuality in the event of modernization, by closely looking at the ways in which newsbooks and playlets during the English civil wars appealed to their target readers. The early print-based literary commodities during the English civil war (i.e. newsbooks and playlets) were able to win the attention of their audience not by breaking away from theatrical energy and creativity but instead by embracing and taking advantage of them through the use of dramatic conventions, dialogues, and many others. The newsbooks and the playlets during the time, however, did not simply replicate the dramatic forms and experiences of the previous generation. Instead, as the case study of Craftie Cromwell exemplifies, they went further to produce a different mode of theatricality by reshaping everyday lives into serialized drama, whose resolution is always already delayed and postponed into the ever-receding future. In conclusion, the study of the newsbook and playlets during the civil wars suggests that the textuality of modern times, materialized in print forms, have been co-evolved with the development of new theatricality, whose contents and forms are susceptible to the changes of everyday reality.

Exploration on Secondary Education Undergraduates' SNS Communication Patterns and Perception : Focused on KAKAOTALK (사범계 대학생의 SNS 소통 행태 및 인식 탐색 : 카카오톡을 중심으로)

  • Park, Sun-Hee;Kim, Sung-Mi
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.27-37
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    • 2018
  • The purpose of this study is figure out secondary education undergraduates' communication patterns and perceptions of use in KAKAOTALK, one of the most frequently used Social Network Service(SNS). The mixed method research was conducted of survey about 86 students and in-depth interview 10 of them. The chief implication of research showed that it has been firstly functioning them to sustain public and private network and to be an universal tool of expression their opinion, idea, themselves, however, they still regard face-to-face communication important. Secondly, they think that KAKAOTALK is a part of their everyday lives and regarded a communication space to freely express themselves and to adjust and manage their image. Thirdly, they psychologically solved their loneliness and were encouraged, moreover, the contents of communication were different according to usd of public or private team chat room. It needs a follow-up study comparatively to analyze other generation's cognitive psychological values in SNS and to suggest digital culture literacy guideline.

A Study on RFID Code Structure for Traceability System of Electric Vehicle Batteries (전기자동차 배터리 추적 시스템을 위한 RFID 코드체계 설계에 관한 연구)

  • Kim, Woo-Ram;Chang, Yoon-Seok
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.12 no.4
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    • pp.95-104
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    • 2013
  • As global warming and depletion of fossil fuel are considered as urgent problems, the development of electric vehicle (EV) is getting more attention by automobile industry. However, the wide adoption of EVs is not coming yet, because of many issues such as long recharging time and high cost of batteries etc. As an alternative solution to the conventional battery charging EV, the idea of battery exchanging EV is introduced. To realize the battery exchanging business model, one should solve the issues of ownership and reliability of battery. To address such issues, the concept of battery sharing should be considered together with good traceability system. In this study, we studied RFID code structure to provide better visibility and traceability for shared EV batteries. The proposed RFID code and code generation system is based on GRAI-96 of EPCglobal and included factors such as chemical, physical, and manufacturing features. The designed code can be also used as the ID of each battery.

Sustainable Development and Sustainability Marketing - Integration of customer and socio-ecological aspect in Marketing concept - (글로벌 기업 환경 변화의 새로운 패러다임으로서 지속가능한 발전과 마케팅 - 지속가능마케팅의 의사결정 지향적 컨셉 -)

  • Nam, Sang-Min;Kim, Jong-Ho;Noh, Jung-Koo
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.3
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    • pp.83-108
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    • 2007
  • Since the 1992 UN Conference for Environment and Development held in Rio de Jaineiro, Sustainable Development has become the global thesis. More than 170 countries signed the Agenda 21 for the sustainable action plan, and adopted the sustainability concept as the key concept of dealing with the environmental, social, ethical, and economic problem. Sustainability is one of the main marketing challenges in the 21st century. By integrating social and ecological criteria, marketing may can make valuable contributions to sustainable development. Regarding the sustainability marketing, it is difficult to find the domestic marketing research on the thesis of sustainable development, and this is the definite evidence that the Korean marketing researchers do not realize the importance of the thesis of sustainable development which is internationally suggested as the new paradigm of change. The purpose of this study is to build the conceptual background and explore the research direction in order to introduce and adopt the concept of sustainable development in the domestic marketing research field. The present paper proposes a comprehensive conception of sustainability marketing, defined by six step: analysis of social-ecological problems; analysis of consumer behavior; normative sustainability marketing; strategic sustainability marketing; instrumental sustainability marketing; and transformative sustainability marketing. The aim of the paper are to clarify the concept of sustainability marketing. To accomplish this research purpose we discuss the sustainable development which is the conceptual background of sustainability marketing, analyze the characteristics of the sustainability marketing, and finally summarize the research results and present the suggestions for further research. Sustainability marketing embraces the idea of sustainable development, a development that meets the needs of the present without compromising the ability of future generation to meet their own needs. Sustainability Marketing goes beyond conventional marketing thinking. If marketing is about satisfying customer needs and building profitable relationships with customers, sustainability marketing may be defined as building and maintaining sustainable relationships with customers, the social environment and natural environment. By creating social and environmental value, sustainability marketing tries to deliver and increase customer value. Sustainability Marketing aims at creating customer value, social value and environmental value. Sustainability marketing integrates social and ecological criteria into the whole process of marketing, and can be differentiated in six steps: (1) Analysis of the social and ecological problems, generally and specifically with respect to products which satisfy customer needs and wants; (2) Analysis of customer behavior with special aspect to social and ecological concerns; (3) Corporate commitments to sustainable development in the mission statement, development of sustainability visions, formulation of sustainable principles and guideline, setting of socio-ecological marketing objectives and goals (normative aspects of sustainability marketing); (4) Sustainability segmentation, targeting and positioning, and timing of market entry(strategic aspects of sustainability marketing); (5)Integration of social and ecological criteria into the marketing-mix, i.e. products, services and brands, pricing, distribution and communication(instrumental aspects of sustainability marketing); (6) Participation in public and political change processes, which transform existing institutions towards sustainability(transformative aspects of sustainability marketing). The first two steps begin with an analysis of the company situation. In sustainability marketing it is crucial not just to know consumer needs and wants, but also to find out about the ecological and social problems of products along their whole life cycle. The intersection of socio-ecological problems and consumer wants sets the ground for sustainability marketing. Step three to five describe the implementation of sustainability marketing. Social and ecological criteria are fully integrated into the mission statement, strategies and marketing-mix. Step six is one of the specifics of sustainability marketing. It is about the commitment of company to sustainable development and their active participation in public and political processes in order to change the existing framework in favor of sustainability.

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Development of the Korean Film Industry and Its Spatial Characteristics: Gangnam Region of Seoul as A New Cluster in A New Renaissance? (한국 영화산업의 발전과 공간적 집적 특성: 새로운 부흥의 중심지로서 서울 강남지역의 등장 ?)

  • Choo Sung-Jae
    • Journal of the Korean Geographical Society
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    • v.41 no.3 s.114
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    • pp.245-266
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    • 2006
  • This study aims to explain the emergence of Gangnam Region of Seoul as a new cluster of the Korean film industry in the context of its history of growth, recent development characteristics, and its production system. Statistical analyses of Korean industries and in-depth interview surveys to film producers were conducted. The results of the analyses show that there has been obvious tendency of film makers' move from Chungmuro, a traditional cluster of the Korean film industry, to Gangnam and many births of new film makers in Gangnam. This new cluster, however, is operating on informal networking between film makers and related personnel, not on formalized production system composed of specialized functions and labor market. Therefore, it can be called as loosely-articulated cluster. This form of cluster has much to do with production milieu of Gangnam, such as advantages of obtaining information and consumer trend, diverse atmosphere which makes it easier to meet diverse people, favorable environment to embed creativity and fresh idea, etc. This trend of the film industry to orient a specific area can be explained in conjunction with the uniqueness of the film industry, such as uncertainty, project-based work, generation gap between film makers, participation of large companies or increasing size of investment.

Development of Template for Automatic Generation of Presentation Layer in J2EE-Based Web Applications (J2EE기반의 웹 애플리케이션을 위한 프리젠테이션 계층 자동생성 템플릿 개발)

  • 유철중;채정화;김송주;장옥배
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.2
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    • pp.133-145
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    • 2003
  • Web applications based on J2EE($Java^{TM}$ 2 Platform, Enterprise Edition) were occurred for solution to overcome the limitations in time and space that the former applications had. Recently, lots of solutions using frameworks are being suggested to develope applications more quickly and efficiently. In this paper, we propose the template for several processes and types, which should be taken in presentation layer of web applications. This idea was based on the fact that web applications developers can concentrate on their specific tasks with independent manner in layered architecture. This template is XML-typed document that shows information about presentation layer of Web applications, which the user wants to compose. This template is inputted to the code generator. After then, the code generator generates skeleton code in presentation layer automatically after parsing information of XML documents. It means that we can develope Web applications more efficiently, by constructing skeleton code which inherits from hot spot classes of framework. Using this template and code generator, developer can develop Web applications with little practice and also is easy to cooperate with other developers to develop them just in time with distributing the standard development process.