• Title/Summary/Keyword: creative ecosystem

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A Comparative Study on the Factors of Entrepreneurship Ecosystem Activation: Based on GETR Data (기업가정신 생태계 활성화 요인에 관한 국가간 비교연구: GETR(글로벌기업가정신트렌드리포트)자료를 중심으로)

  • Park, Jae Hwan;Kim, Bong Moon;Kim, Yong Tae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.1
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    • pp.23-30
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    • 2018
  • Recent global economic recession and recession of employment have made various efforts to revitalize entrepreneurial ecosystem by presenting entrepreneurial spirit and creative talent development as national top priority strategy in major developed countries. Based on data from the Global Entrepreneurship Trend Report (GETR), which has been conducted by the Venture Small Business Division and the Korea Entrepreneurship Foundation since 2015, the study will be conducted by the entrepreneurs of 10 countries in 2015 and 2016 The components of mental ecosystem were compared and verified. The results showed that entrepreneurship education effect and entrepreneurial environment showed positive relationship with entrepreneurship of individual and organization. Also, entrepreneurship education effect, entrepreneurial environment, individual entrepreneurship. On the other hand, organizational entrepreneurship was not found to have a significant effect on entrepreneurial type (livelihood / opportunistic entrepreneurship). In this study, entrepreneurship education as a lifelong education is required in order to enhance entrepreneurial ecosystem in Korea and to increase the quality of entrepreneurship which is increasing quantitatively. Finally We emphasizing the importance of creating a favorable entrepreneurial environment and offer some suggestions.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

A Study on the Direction of 'Korea Game Forum' ('대한민국게임포럼'의 방향성 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.43-52
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    • 2014
  • The direction of the Korea Game Forum is to check on the nature of games and to create a positive ecosystem of the game industry. And it would also be to promote the public understanding of the cultural and artistic values of games so as to promote the good effects image, and to induce supporting policies of the government, which will strengthen the global competitiveness of the game industry. Thereby the Forum would contribute to the establishment of the government policies on game industry, and lead the positive game manufacturing climate, which will induce the spreading of good game movement in the industry.

The Effects of Novel Engineering on Improvement of Creative Problem-Solving Ability (노벨 엔지니어링이 창의적 문제해결력 향상에 미치는 효과)

  • Hong, Ki-Cheon;Lee, Woo-Jin;Kim, Semin
    • Journal of Industrial Convergence
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    • v.18 no.3
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    • pp.83-89
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    • 2020
  • This paper describes the effects of Novel Engineering(NE) on improvement of creative problem-solving abilities. We performed two classes for control and experience group. They are all 5th grade students. Core concept of the NE lesson is ecosystem and interaction with 8 hours long. We designed a lesson able to integrate subjects like Korean, Science and Practical Arts. Then we performed pre-and-post t-test on creative problem-solving ability. The experimental results showed that NE lesson has a high effects on 4 sub-elements like self conviction and independence, diffusion thinking, critical thinking and motivational component. The research showed that NE class is a good teaching-learning method to cultivate various competencies for our children. NE is a convergence learning model integrating various problem-solving paradigms ever researched. Thus we expect that NE is a foundation for convergence curriculum model to lead our children to their future and get settled to all schools.

Improvement Directions of Regional Science and Technology Policies in the Context of Creative Economy Paradigm: the case of Daegu and Gyungbuk regions (창조경제 패러다임에서의 지방과학기술정책의 개선방향: 대구.경북의 사례를 중심으로)

  • Kim, Taewoon
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.1
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    • pp.45-68
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    • 2014
  • This research addressed improvement directions and problems of regional science and technology(S&T) policies in Daegu and Gyungbuk regions in terms of 'Creative Economy' which was a new paradigm of Park Gunhye Government. Creative Economy stressed the construction of an ecosystem in regional research and development activities, and thus it was deeply associated with building a regional innovation system(RIS). There were several problems to strengthen RIS with regional S&T policies of the regions as follows: limits in meeting regional needs due to excessive attraction of central government's projects into regions; the high ratio of programs for future basic research potentials; the lack of programs assessing and coordinating the policies; and the lack of experiences and expenditure of research institutes and firm supporting organizations. Due to these problems, the role of the policies in building RIS did not seem to be effective. Therefore, the policies need to be improved through the following measures: the expansion of regional own policies focusing regional needs; the enhancement of policy coordination by shifting to systematic approach; the expansion of soft supporting programs for constructing innovation systems; and the enhancement of stability and ability of research institutes and firm supporting organizations.

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Innovation Cluster and Regional Development In Daejeon Regional (대전지역 혁신클러스터와 지역발전)

  • Ryu, Duk-Wi
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.2 no.3
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    • pp.103-122
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    • 2007
  • Innovation clusters developed or evolved around a specific region IS the key element of national innovation system and determine national competitiveness. Recognizing the importance of innovation clusters, Korean government has made "Daedeok Special R&D Zone" in 2005. This paper examines the success factors of famous Cluster in advanced countries and China, and proposes the strategy for regional development in Daejeon through boosting Daedeok Innovation Cluster. Although 30.5% of government R&D investment is being concentrated in Daedeok along with 10% of the country's doctorate degree holders, it is lack of increasing revenue by linking corporate R&D with a creative and challenging entrepreneur spirit. The core of the innovation cluster is the integration and mutual networking of the main participants. This paper suggests strategies for developing as a world class innovation cluster, global networking and clustering, venture ecosystem formation, commercialization the knowledge by interacting with market. It also explains the necessity of regional integration for cluster to cluster linkages in the East Asia Region.

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Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

Vertical Integration and Production System Analysis of Korean Popular Music Industry in Creative Economy Era 2000-2013 (창조경제시대의 한국대중음악산업 수직계열화와 생산시스템 분석 2000-2013)

  • Kim, Ki-Deog;Choe, Sok-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.44-53
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    • 2014
  • This study seeks to analyze vertical integration structure of Korean popular music market focused on corporation concentration and production system by applying production of culture perspective of Peterson, Subject of analysis is Melon weekly music chart(2000-2013), which is No.1 digital music distributor. The result showed vertical integration structure of Korean popular music industry was different from America. Vertical integration of American major was based on open system to be responsible for promotion and distribution by M&A of independent label but entrusted them-with total production to cope-with uncertainty of music market. On the other hand, Korean system was in charge of pure distribution only as digital service provider and it showed modified vertical structure because traditional value chain was destroyed by changing digital music environment. Especially found seriousness of oligopoly by distribution company of conglomerate affiliation. and this is harm against building healthy industry ecosystem in creative economy era and it needs improvement through study of advanced case, open system.

A Study on the Application of Biophilic Design Pattern in Educational space (아동 교육 공간의 바이오필릭 디자인 패턴 적용 분석)

  • Choi, Joo-young;Park, Sung-jun
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.3
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    • pp.3-14
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    • 2020
  • The purpose of this study is to discuss the planning direction of educational spaces to support children's healthy and creative learning based on bio_philic theory. This study analyzed the characteristics of the application of biophilic patterns in children's education space through case analysis. The conclusion of this study is summarized as follows. As a result of the analysis of children's classroom space, the pattern of 'A(Visual connection with nature), F(Dynamic & Diffuse Light), K(Prospect)' shows high application rate, but the pattern of 'C(Non-Rhythmic Sensory Stimuli), G(Connection with Natural Systems), I(Material Connection with Nature)' shows low application rate. In particular, there is a lack of connection with patterns such as hearing, smell, touch, taste stimulation and water experience, and curiosity through exploration of nature about 'B(Non-visual connection with nature), E(Presence of Water), N(Risk/Peril)' changes in nature and ecosystem. In the corridor and rest space, the pattern of 'A(Visual connection with nature), D(Thermal & Airflow Variability), F(Dynamic & Diffuse Light), G(Connection with Natural Systems), K(Prospect)' shows high application rate, but 'B(Non-visual connection with nature)' shows low application rate. In addition, the application of patterns related to the stimulation of curiosity through direct exploration of nature and the exploration of the patterns of 'E(Presence of Water), N(Risk/Peril)' is insufficient. Therefore, in the case of classroom spaces, the active use of nature as it is should be considered within the scope that does not cause visual confusion, and it should provide an area that can be experienced through the five senses. And corridors and rest spaces should be designed to introduce more active natural elements as spaces to recover stress caused by learning. In other words, the characteristics of children's education facilities need to be connected between classroom space, corridor, rest space and external space. This study is meaningful in that it analyzes and derives the application characteristics of 'biophilic design' which affects the 'Attention Restoration' of children's educational spaces through foreign cases.

Ammonia Adsorption Characteristic of Reusable PAN/zeolite Fibers Made by Electrospinning (전기방사로 제작된 재이용 가능한 PAN/제올라이트 섬유의 암모니아 흡착 특성)

  • Ro, Yeon Hee;Chung, Woo Jin;Chang, Soon Woong
    • Korean Journal of Environmental Agriculture
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    • v.39 no.4
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    • pp.281-288
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    • 2020
  • BACKGROUND: Generally, ammonia occurs from agricultural waste disposal. Ammonia is known as a harmful substance to the human body and has a bad influence such as eutrophication on the ecosystem. It is possible to remove the ammonia by ammonia adsorption method using natural zeolite, without external influence. However, due to the natural zeolite shape, it is hard to reuse. METHODS AND RESULTS: Electrospinning method can produce fiber with constant diameter. Moreover, electrospinning method has no limitation for selecting the material to make the fiber, and thus, it is valuable to reform the surface of adsorbent. In this study, reusable membrane was made by electrospinning method. The highest removal efficiency was shown from the membrane with 20% of zeolite included, and it has been verified that it is possible to reuse the membrane through chemical treatment. The highest ammonia removal efficiency was about 92.4%. CONCLUSION: In this study, ammonia adsorption characteristics of zeolite fibers were studied. Electrospinning method can produce zeolite fiber with even distribution. Ammonia can be removed efficiently from ion exchange ability of the natural zeolite. The result of adsorption isotherm indicated that both Freundlich model and Langmuir model provided the best fit for equilibrium data. And study on desorption has demonstrated that the ion exchange from zeolite was reversible when 0.01 M NaCl and KCl solution were used.