• Title/Summary/Keyword: business art

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Current Literature Analysis of Arts and Cultural Management

  • Woo-Jun JANG
    • The Journal of Industrial Distribution & Business
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    • v.15 no.4
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    • pp.27-33
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    • 2024
  • Purpose: Arts and cultural management are a field with unique meaning and significance. This study is uniquely based on the focus of arts and cultural management on social and cultural sustainability sets it apart from other related study fields. Through delving into arts and cultural management, one can quickly gain skills vis-à-vis creativity and innovation in traditional and emerging media platforms. Research design, data and methodology: The current researcher relied on the descriptive research design, arriving at and evaluating the findings. The descriptive research design was the most ideal because of the need to evaluate the various literature sources systematically and later describe them without undue influence. Results: This research's core finding of art and cultural management in the current literature may be split up four findings, such as (1) Art and Cultural Management is Fast Embracing Digital Innovations and Related Elements, (2) Data and Analytics in Art and Cultural Management, (3) Interdisciplinary Nature of Arts and Cultural Management Elements, and (4) Arts and Cultural Management Face Numerous Challenges that Define it and its Future. Conclusions: All in all, based on the literature findings, the present research concludes that It is incumbent upon the various stakeholders, such as the government, to prioritize the arts and cultural management field through adequate budgeting and allocation of money.

Case study on Management Strategies of Korean Satellite- DMB Companies: Treasure Island Strategy of Entertainment and Movie Contents:

  • Kim, Seung-Wook;Kim, Kee-Hong
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.57-66
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    • 2008
  • The best value proposition for the customers of satellite-DMB (hereinafter referred to as the "S-DMB") business in an environment of fierce competition shall be securing the best killer contents and distribute them in reasonable price as a mobile contents platform provider. In an era of merging the broadcasting with the communication, although many new players tapping into the market with state-of-the-art media such as digital convergence, the key to success in the market is dependent on whether the respective digital contents providers retain competitive digital contents which suit the taste of customers. Considering such market conditions, the purpose of this study is to look over the management examples of Korean S-DMB providers which is carrying out business in digital multi-media market and opening up the market, and to analyze the management strategies of domestic S-DMB companies to be the champion in the market.

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Comparison of University Students' Creativity by Grade: Focusing on Korea and China

  • Zhou, Fang Xu;Kim, Chae-Bogk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.7
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    • pp.151-158
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    • 2016
  • The 21st century is an era of knowledge innovation. Under the era background of knowledge explosion and information explosion, the competition among countries is ultimately talent competition. High-end talents are the core element of national competitiveness. Today, with the rapid development of science and technology and knowledge changing with each passing day, the cultivation of students' creativity is the requirement of social development and national progress. This paper makes a comparison between the creativity of business school students in China and Korea with questionnaire survey. Empirical study and comparative study with university students by grade in China and Korea are performed. The test results indicates that there are differences between Korean and Chinese students. Also, university students' creativity are different by grade. This study finds internal reasons for creativity differences and puts forward counter measures and methods for improving students'creativity.

A Study on the Relationships among Audience Motivation, Viewing Flow, Satisfaction, and Loyalty in Watching Interactive Drama: Focused on Chinese Audience (인터랙티브 드라마의 시청동기, 몰입, 시청만족도, 시청충성도 간 관계에 관한 연구: 중국 시청자를 중심으로)

  • Du, Zhen;Kim, Sung-Kyung;Limb, Seong-Joon
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.157-170
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    • 2022
  • Purpose - The purpose of this study is to understand the motivating factors of Chinese audience who watch the interactive drama, and suggest the effects of audience' motivation on viewing flow, satisfaction, and loyalty. Design/methodology/approach - To achieve the purpose of the study, a questionnaire survey on the Internet was conducted from September 26, 2021 to October 14, 2021, and data from 332 Chinese respondents were collected. Findings - Findings of this study are 1) audience motivation of watching the interactive drama is composed of 6 factors including the pursuit of entertainment and information, curiosity, interaction, sense of control and indirect experience; 2) the pursuit of entertainment and information, interaction and indirect experience have positive effects on viewing flow; 3) all six factors of audience motivation have positive effects on audience satisfaction; 4) four motivating factors including the pursuit of entertainment, curiosity, interaction and indirect experience have positive effects on audience loyalty. 5) viewing flow and audience satisfaction respectively has some partial mediating effects on the relationship between audience motivation and audience loyalty. Research implications or Originality - Results of this study suggest that in order to increase audience loyalty to interactive dramas, in addition to fulfilling the pursuit of entertainment, which is the basic motive for watching any drama, it is important to fulfill motivating factors related to the unique characteristics of interactive dramas such as curiosity, interaction, and indirect experience. In order for these motivating factors to lead to audience loyalty, it is more effective when viewing flow and audience satisfaction are accompanied.

Enterprise Content Management and its Impact on Information Lifecycle Management

  • Landro, Art
    • Proceedings of the CALSEC Conference
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    • 2004.02a
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    • pp.43-48
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    • 2004
  • The Explosion of Content ·Over 80% of enterprise content is unstructured(Fulcrum Research) ·Content volume is growing by over 200% per year (Forrester Research) ·There are all kinds of Unstructured Content including Documents, Output, Web, Rich Media, Code etc ·ECM Market growing to more than >$2.6 Billion in 2003. (Frost & Sullivan)(omitted)

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A Study on the Determinants of Culture and Art Consumption of One Person Households (1인가구 문화예술 소비에 영향을 미치는 요인에 관한 연구)

  • Choi, Soonhwa
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.151-160
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    • 2021
  • This study aims to analyze the determinants of culture and art consumption of one person households using 「2019 National Art and Culture Activity Survey」. Based on previous research, cultural and economic capital, health perception, and residence were selected as independent variables, and 1,755 single household data on cultural attendance, art education, and demographics were extracted to analyze the relationships. Zero-inflated negative binomial model was employed as cultural attendance variable includes many zeros. It was found that education has a significant impact on cultural attendance possibility and frequency. However, art education in childhood, income, health perception, and residence were found to have selective effects, and unique characteristics of single households influences the findings. This study contributes to developing relevant research by focusing on the single households and provides implications to boost cultural consumption. Finally, directions for future research, such as considering psychographic variables, were suggested.

Intercultural Approach on the Business Negotiation among Korean, Chinese and Japanese Culture (한중일 비즈니스 협상과 문화의 고찰)

  • Kim, Mie-Jung;Chae, Dae-Seok
    • International Commerce and Information Review
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    • v.12 no.2
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    • pp.409-438
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    • 2010
  • According to Sun Tzu's Art of War, "if you know yourself and your enemy you win hundred battles out of a hundred." This is also apply for international business field. International business negotiation will not be failed if you know counter party's behavior and understand their culture and customs. The cooperative approach is known as interest-based negotiation. Interest-based negotiation is particularly effective in a global business characterized by diversity. We often need to reach agreement with people who are different from us - culturally, ethnically, or economically. If we cannot get beyond the differences, they can create obstacles to agreement. To do this, we need to focus on the interests of the parties instead of on the parties' differences. Every culture has their own distinctive feature that the people from outside seems not understand but they must have the optimistic attitude which complies with. The purpose of this paper, from the point of view above, is to examine cultural differences that could make sure comparative advantage in business negotiation of the enterprises who eager to expand their market or to invest internationally. This paper especially shows cultural deferences among Korea, China and Japan in terms of business we must consider.

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Information Technology Investment and Effectiveness: Analyzing the Current State of the Art and Performing Empirical Research (정보화 투자비용 및 투자효과: 국내기업 현황 분석 및 실증 연구)

  • Park, So-Hyun;Koo, Bon-Jae;Ham, Yoo-Keon;Lee, Kuk-Hie
    • Information Systems Review
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    • v.8 no.3
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    • pp.201-223
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    • 2006
  • This study surveys the current state of the art in the field of IT investment and performance in domestic finns and investigates the statistical significance of various hypothesis of previous relevant researches. Data of 145 information systems of 133 firms have been collected. The amount of IT budget in 2005 has increased to the level of 2.53% of gross revenue of the firms and IT business value has also increased as compared to the previous year. As results of MANOVA test, it has been found that the amount of IT budget does not affect the level of IT business value. In other words, the relationship between IT investment and IT business value does not exist. And among ten factors which has been known to determine IT business value in previous researches, only three factors have been found to affect the level of IT business value: the technical quality of information systems, CIO leadership in the context of resource allocation and decision makings, and the capability and commitment of the user department. These finding provide insight for both practitioners and researchers.

China, the United States and Japan's animation film creation style of comparative study (중·미·일 애니메이션영화 창작스타일 비교연구)

  • Yang, jian-hua
    • The Journal of Korean Philosophical History
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    • no.39
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    • pp.221-235
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    • 2013
  • Through the comparative analysisand inductive research on main creation styles of Chinese, American and Japanese animation films, a conclusion can be given out, which means that the animation film style of each country can hardly be formed without their own traditional painting art, aesthetics habits and ways of thinking. It is these characteristics that form their unique animation film style. America emphasizes realism art, development and utilization of new technology, Japan pays sepcial attention totraditional painting art and comic stories. In business aspect, they bring about different business models relying on the experience of satisfying the diverse needs of domestic and global entertainment markets. When it comes to the content field, they carry forward universal values and meet the individualistic heroismso that a variety of business animation films and art animation films find their ways into the global market and acquire great popularity among audiences from all over the world. Through the comparasion of American and Japanese animation films, a new view to analyze the animation films of China is created. Animation creation is largely based on the need of socialist ideology from 50s to 80s. Even though the purposes of animation film creations returned to satisfying the diverse requirements of commercial markets and audiences, the consequences, such as the break gap of creations and talents, the lack of diverse creative styles and commercial market operation mechanism, sitll affect China's animation films today. Japan found thier position from the American model and became successful. Nowadays, China need find our own creative style and position from American model and Japanese model. And the systematic reformings that are detailed in the government managements, industry standards, internationalized talents cultivation and accumulation are the essential point.