• Title/Summary/Keyword: creative city

Search Result 230, Processing Time 0.023 seconds

The Emergence of the Sharing Economy: The Response Strategies of Pre-existing Taxi Industry Affected by Uber's Disruption

  • Kim, Kibum;Lee, Jeong-Dong
    • STI Policy Review
    • /
    • v.7 no.2
    • /
    • pp.60-84
    • /
    • 2016
  • What impact does the sharing economy have on existing businesses? This paper empirically examines how Uber transformed the taxi industry in New York City. Using a regression model controlling various potential influencing factors, we find no direct evidence that daily trips or revenue per taxi driver decreased since Uber entered the taxi industry. However, a closer investigation into other dimensions of taxi trips reveals that taxi drivers were forced to change their way of doing businesses to retain existing daily trips and revenue. Since Uber crowded out yellow taxis from the central area of Manhattan, yellow taxis responded by serving customers outside of the Manhattan borough. From enlarging their geographical coverage and serving customers that were previously ignored, yellow taxis were able to retain their previous level of taxi trips and market share. We also find that yellow taxis responded by improving their service quality to better serve customers' needs. Our result suggests that incumbents actively responded to Uber's entry and provided substantial benefit to consumers. Combined with the incumbent's response, the sharing economy transformed the existing market in a welfare-enhancing way. This paper provides managerial and policy implication on how incumbents affected by the disruptions of the sharing economy should respond. Even though it might be yet premature to examine the impact of Uber, results suggest that incumbents have effectively defended against Uber's entry so far. We conclude that the sharing economy and the existing economy can create positive value in our society through well-intentioned competition, complementing each other's weaknesses and strengths.

A Study on Types and Characteristics of Experience and Tourism Business Plan of Agriculture, Forestry and Fishery Sector for Basic Settlement Area Development Plan (기초생활권 발전계획 농림수산부문의 체험 및 관광사업 유형 및 특성에 관한 연구)

  • Lee, Kyung-Jin;Kim, Nam-Hyun
    • Journal of Agricultural Extension & Community Development
    • /
    • v.18 no.4
    • /
    • pp.825-860
    • /
    • 2011
  • For the first time basic settlement area development plan was established in 2010, in order to promote cooperative coexisting development among regions, as time that regional competitiveness determines national competitiveness started. Basic settlement area development plan is composed of 7 sectors and 24 general subsidy projects. It was judged that experience and tourism business as the center is required to be analyzed, which may have effect on activation of farm village, fishing village and mountain village, and inflow of city people, in agriculture, forestry and fishery sector in order that added value of agriculture and fishery is increased, and tangible and intangible resources are applied, and pure agriculture, forestry and fishery is developed. And currently farm village, mountain village and fishing village of our country faces desperate crisis situation that they cannot help groping for substitutive to create new revenue model, and agriculture and fishery of primary industry has limit of increasing income of farmer and fisherman. Agriculture, forestry and fishery experience and tourism business was classified by types, and then standard of 12 categories and 48 sections was prepared, for searching method to supplement and develop it. Trend of experience and tourism business was understood, and problem was found, and then it may be used as indicator material to carry out creative and differentiated business plan establishment and business operation, and may be opportunity to reject overlapped business among regions, and to promote balanced regional development.

The Analysis on the Creativity Festival (창의력 경연대회에 대한 분석연구)

  • Ha, Jong-Duk;Kim, Do-Youn
    • Journal of Gifted/Talented Education
    • /
    • v.19 no.1
    • /
    • pp.163-186
    • /
    • 2009
  • The Creativity Festival organized by The Korean Society for the Gifted is held Daejeon Metropolitan City contest in 1997 and national contest in 2003 and world Contest in 2005. The purpose of this study is to provide the base data and direction for Creativity Festival in future, by grasping general trends and changes during the last 12 years. The articles were examined in terms of their participant, contest management, question in the examination and end product. The major result of this research are summarized as follows: First, number of participant topped elementary part, followed by middle class part, high grade part, university/general part. Second, contest management is changed partially. Third, the question was mostly taken to evaluate problem solving of student, and instructive, common, times reflect. Finally, elementary student excels middle and high school in both quantity and quality at end product. Also, international student excels internal student in both quantity and quality at end product.

Design of Haebaragi Park (해바라기 공원설계)

  • 박찬용
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.29 no.1
    • /
    • pp.32-40
    • /
    • 2001
  • The purpose of designing Haebaragi park, legally designated as children park, is to make a place for children including residents performing outdoor recreation, various social interactions, and cultural activities. Design concept for space plan have twofold; the one is a positive and creative playing space and facilities for children, escaped from a monotonous playground, and the other is a cultural and social space for neighboring communities. The site having the area of 1,316.7 square meters, located in Nowon-Dong, Buk-Gu, Daegu metropolitan City, is just like a vest pocket park. The adjacent area had been developed a slum area with mixed ad visually conflicting land use patterns and low income groups. The children and residents living in the area do not have any public space suitable for playing and/or rest. After analyzing such locational characteristic as accessibility, land use of the communities, and potentials for park development, and such design concept as arrangement of facilities, efficient use of site, and functional allocation of park space, We have mad a plan for composition of spaces for various activities, provision of facilities based on estimation of user-demand and activities, and planting. In the design process, we have tried to harmonize functional spaces with facilities, and to organize all the functions as a whole. To improve urbanity and aesthetic shape of park design, we have introduced a central plaza, design of a pave floor, a torrent, large trees for shade, colonnades and so on. From this design project, we can develop the site as a children park for increasing creativities and various playing opportunities, and as a resident space for rest, cultural activities. In the future, it is required that many attempt to design and develop urban small space as a park for children and residents.

  • PDF

Urogonimus turdi (Digenea: Leucochloridiidae) from the White's Thrush, Zoothera aurea, in the Republic of Korea

  • Kim, Hyeon Cheol;Hong, Eui Ju;Ryu, Si Yun;Park, Jinho;Yu, Do Hyeon;Chae, Joon Seok;Choi, Kyoung Seong;Sim, Cheolho;Park, Bae Keun
    • Parasites, Hosts and Diseases
    • /
    • v.57 no.5
    • /
    • pp.461-467
    • /
    • 2019
  • Avian trematodes, Urogonimus turdi (Digenea: Leucochloridiidae), were collected from the intestine of wild birds, Zoothera aurea, 2013-2017 in the Daejeon Metropolitan City, Korea. The body was ellipsoidal, attenuated and/or round ends, 1,987-2,120 long and $819-831{\mu}m$ wide. The oral sucker was subterminal, rounded anteriorly, and $308-425{\times}351-432{\mu}m$ in size; the prepharynx and esophagus were almost lacking; pharynx was well-developed, $142-179{\times}78-170{\mu}m$ in size; intestine narrow, bifurcating just after pharynx, ascending to the oral sucker before looping posteriorly and terminating near the posterior end; ventral sucker larger, in almost median, $536-673{\times}447-605{\mu}m$ and approximately 1.5 times larger than oral sucker. A phylogenetic tree constructed with 18S ribosomal RNA showed inter- and intraspecific relationships. Based on these morphological and molecular findings, we report here a U. turdi from White's thrushes in Korea.

Description of Diplotriaena manipoli (Nematoda: Diplotriaenoidea) Detected in the Body Cavity of Garrulus glandarius brandtii from Republic of Korea

  • Hong, Eui-Ju;Ryu, Si-Yun;Chae, Joon-Seok;Kim, Hyeon-Cheol;Park, Jinho;Cho, Jeong-Gon;Choi, Kyoung-Seong;Yu, Do-Hyeon;Park, Bae-Keun
    • Journal of Veterinary Clinics
    • /
    • v.36 no.3
    • /
    • pp.133-138
    • /
    • 2019
  • The present study was performed to identify the nematodes recovered from the Eurasian jay, Garrulus glandarius brandtii, from Daejeon Metropolitan City, the Republic of Korea. Total five nematode worms were detected in the body cavities of two out of the twenty birds necropsied, and they were identified using morphological features, light and scanning electron microscope (SEM), and molecular (18S rRNA analysis) methods. The nematodes were all female Diplotriaena manipoli and had numerous eggs at different developmental stages in the uterus. The nematodes were long and slender measuring about 123-145 mm. The eight submedian cephalic papillae were arranged into four large, outer papillae and four small, inner-circle papillae. A pair of amphidal pores were located at the lateral portion of the mouth. The manubrium apex of trident was rounded and three branches of trident were bluntly rounded at the posterior ends. Using 18S rRNA partial sequence arrangements, DNA analysis of nematode worms was also carried out, and they were identified to be close to the Serratospiculum tendo based on a phylogenic tree analysis. To our knowledge, this is the first report on the molecular characterization and SEM study of D. manipoli.

Case Study of Software Education for Students of Child Welfare Center (지역아동센터 학생 대상 소프트웨어교육 사례)

  • Han, Kyu-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.12
    • /
    • pp.1578-1587
    • /
    • 2019
  • Software education enhances creative thinking and critical thinking for students living in the era of the Fourth Industrial Revolution, and helps them choose jobs in software-related industries. This study is an example of software education applied to the vulnerable students of the child welfare center to narrow the software gap and achieve the equity in education. This education was conducted in Unplugged activity, Entry coding, and Physical computing classes for 170 students from 20 institutions in South Chungcheong Province, North Chungcheong Province, and Daejeon city in Korea. The curriculum utilized a total of four types of student and teacher level materials, with a total of 10 hours of classes per child welfare center. In addition, the surveys of the students and institutions confirmed that this education influenced their interest in software education and their desire for continuous software education.

The Features of Ukrainian Media Art in a Global Context

  • Hridyayeva, Tamara O.;Kohut, Volodymyr O.;Tokar, Maryna I.;Stanychnov, Oleg O.;Helytovych, Andrii A.
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.4
    • /
    • pp.229-240
    • /
    • 2021
  • The article seeks to explore Ukrainian media art and its features in a global context. In particular, it performs an in-depth analysis of the stages of its development from video art of the 1990s, media installations of the 2000s, and to various digital and VR technologies today. Due to historical circumstances, the development of media art was quite rapid, as young artists sought to gain new experience in media art. Most often, their experience was broadened through international cooperation and studying abroad. The paper analyzes the presentation of Ukrainian media art outside the country during 1993-2020 and distinguishes the main thematic areas of the artists' work. It examines how artists present and reveal the peculiarities of the Ukrainian worldview, aesthetics, and culture through the problematization of certain aspects and themes in their work. Specifically, among the principal topics which are problematized in the work of media artists are a sensory experience, limited sensory capabilities, gender issues, the Chernobyl tragedy, the development of utopian models of the city, and global communication. The leading themes of Ukrainian artists also include revolution and war. Notably, political and social sentiments determine the unique energy and vitality of contemporary Ukrainian art, create a revolutionary creative environment, and unite media artists in group art projects. It is concluded that by showing, exhibiting, and presenting them outside the country, artists shape the image of Ukrainian art in a global context.

The Effect of Class Practice-oriented Coding Instructor Training Course on the Creativity Improvement of Preliminary Coding Instructors (수업 실습 중심 코딩 강사 양성 과정이 예비 코딩 강사의 창의성 향상에 미치는 효과)

  • Kim, Yongmin
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.6
    • /
    • pp.563-572
    • /
    • 2020
  • In this study, through a total of 73 lectures and practice for 14 days, preliminary coding instructors developed teaching materials for elementary and junior high school students and verified the effectiveness of the coding instructor training course. The coding instructor training course was hosted by the "◯◯ Creative Economy Innovation Center" for 25 preliminary coding instructors, and was conducted at the "◯◯ University", and 15 elementary and junior high school students who participated in the class were openly recruited. The teaching materials were developed according to the procedure of the ADDIE model based on the results of the pre-requirement analysis conducted with 20 incumbent elementary school teachers majoring in computer education. As a result of running a training course for coding instructors focusing on classroom practice, it was found that the creativity of pre-coding instructors improved.

Research on the Expression Features of Naked-eye 3D Effect of LED Screen Based on Optical Illusion Art

  • Fu, Linwei;Zhou, Jiani;Tae Soo, Yun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.1
    • /
    • pp.126-139
    • /
    • 2023
  • At present, naked-eye 3D appears more and more commonly on the facades of urban buildings. It brings an incredible visual experience to the audience by simulating the natural 3D 3D space effect. At the same time, it also creates enormous commercial value for city publicity and commercial advertisements. There is much research on naked-eye 3D visual effects, but for right-angle LED screens. Right-angle LED screen's brand-new expression method that has only become popular in recent years, how to convey a realistic naked-eye 3D effect through two LED screens combined at right angles has become a problem worth exploring. To explore the whole design ideas and production process of the naked-eye 3D impact of the right-angle LED screen, this paper is a preliminary study aimed at understanding the performance principle and expression features. Before the case analysis, first, understand the standard virtual 3D space construction techniques. Combining it with the optical illusion phenomenon, according to the expression principle of the naked-eye 3D effect of the right-angle LED screen, it can be summarized into seven expressions: Shadow, Color contrast, Background structure line, Magnify object, Object out of bounds, Object floating, Fusion of picture and background. By analyzing the optical illusion phenomenon used in the case, we summarized the main performance characteristics of the naked eye 3D effect. The emergence of right-angle LED screens breaks the limitation of a single plane of optical illusion art, perfectly combines building facades with naked-eye 3D visual effects, and provides designers with a brand-new creative platform. Understanding its production principles and main expressive features can help designers enter this innovative platform better.