• Title/Summary/Keyword: creative industry

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Influence of Creative Leadership and Self-Efficacy on College Adaptability : Focused on a Nursing College (창의적 리더십, 자아효능감이 학교적응력에 미치는 영향 : 일 간호대학을 중심으로)

  • Choi, Mi-Jung;Heo, Myoung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.487-495
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    • 2019
  • The purpose of this study was to investigate the effect of creative leadership and self-efficacy on college adaptability of nursing students. For the study, 380 students of G city nursing students were subjected to creative leadership test, self-efficacy test and college adaptability test. Correlation analysis and multiple regression analysis were conducted through SPSS24.0 program. The results of this study were as follows: First, college adaptability showed a positive correlation with self-efficacy and subordinate factors of creative leadership such as personal leadership, servant leadership, and problem-solving leadership. Second, as a result of the multiple regression analysis on the factors that showed significant difference in correlation, the factors that contribute to college adaptability were personal leadership, servant leadership, and self-efficacy in order of 41.1%.

A Study of Necessary Elements of Game Character Storytelling (게임캐릭터 스토리텔링의 필요 요소 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.169-178
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    • 2017
  • In order for the game industry to grasp the initiative of the global industry, it is time to positively need storytelling that can move the emotions of gamers over graphical appearance. Also, in the era of the 4th industrial revolution where the point of contact between virtual and reality spreads widely, it seems that the game character industry will rapidly emerge. Therefore, the author recognizes the importance of the character industry in the future, and based on the accumulated game research, he has identified 10 elements necessary for character storytelling. The ten elements are as follows. Design of life, design of race, design of occupation, design of PC and NPC, design of monster, design of personality, design of conflict, design of protagonist, design of external image, design of birth and death.

Reconsideration on the Agglomeration Factors of Cultural Industries

  • Hanzawa, Seiji
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.375-388
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    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

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Research on the revitalization of cultural prototype content industry

  • Hur, Kang
    • International Journal of Contents
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    • v.6 no.2
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    • pp.14-20
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    • 2010
  • Korean Cultural Content Industry is developing creative cultural content based on internationally acknowledged manufacturing capacity, however, in order to become cultural industry with international competitiveness, it has to be planned and made in OMSU way. This research studied and analyzed successful cases of cultural content digital restoration and excellent cases of OSMU-type that has been developed and supported by Korean Culture and Contents Agency. This study suggests the direction of growth on the basis of movement of cultural content industry and cultivating plan of human resources.

The Role of Amenity in Determining Residential Preference of Creative Workers (도시 어메니티가 창의인력 거주지 결정에 미치는 영향)

  • Kim, Hyun-Woo;Lee, Du-Heon;Lim, Hee-Sun
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.39-49
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    • 2017
  • Opening of a new economic paradigm in the transition to the Fourth Industrial Revolution, the human capital engaged in industry or occupation based on individual creativity is called creative workers. The workers of this kind regards 'quality of place', known as amenity, as an important factor in choosing a residential area. This paper analyzes how the effect of city amenity influences on residential preference of creative workers in comparison with production workers. First, as of 2014, the total number of creative workers are 5.73 million (23.2% of the total workforce), and more than half (58.6%) are concentrated in Seoul and Gyeonggi area. Second, the excess residence rate of the creative workers (number of residents/number of jobs) is high in metropolitan areas. Third, when comparing with workers in productions sector, the selection of residence location for creative workers are significantly influenced by certain city amenities such as education. The outcome of analysis is expect to be utilized as a preliminary work for making policies which promotes number of creative workers at the regional level.

A Study on User Experience through Analysis of the Creative Process of Using Image Generative AI: Focusing on User Agency in Creativity (이미지 생성형 AI의 창작 과정 분석을 통한 사용자 경험 연구: 사용자의 창작 주체감을 중심으로)

  • Daeun Han;Dahye Choi;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.667-679
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    • 2023
  • The advent of image generative AI has made it possible for people who are not experts in art and design to create finished artworks through text input. With the increasing availability of generated images and their impact on the art industry, there is a need for research on how users perceive the process of co-creating with AI. In this study, we conducted an experimental study to investigate the expected and experienced processes of image generative AI creation among general users and to find out which processes affect users' sense of creative agency. The results showed that there was a gap between the expected and experienced creative process, and users tended to perceive a low sense of creative agency. We recommend eight ways that AI can act as an enabler to support users' creative intentions so that they can experience a higher sense of creative agency. This study can contribute to the future development of image-generating AI by considering user-centered creative experiences.

A Study on the Production of Stage Costume of Creative Musical 'This is my destiny…' (창작뮤지컬 '이것의 나의 운명인 것을…'의 무대의상 디자인 연구)

  • Im, Jeong-Mi;Lee, Jong-Hoon;Beom, Seo-Hee
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.193-199
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    • 2009
  • Now, the proportion of musical was strength in the stage art part to the past considerably as called musical boom. After 1990's, as if it was rise as rise of musical exclusive theater, it was development seriously in Korean musical. But presently, the examined musical product state as the ratio of import musical and creative musical is about 6 to 4 or 7 to 3, it was a inferiority of creative musical in a flood of import musical. So, this study researched for example Kim Kyun Hyoung' writing and Yu Min Suck' production, creative musical 'This is my destiny...' - played by Dept. of multimedia and film, Honam University in september 2007 - this researcher should give much theoretical and substantial assistance to stage costume producer by studying about producing costume of a aria story, a mental state. As I have studied sofar, in designing a stage costume for musical, the overall comprehension of the musical actor's bodies have to be considered. Though performing the manufacture of the really performance work. It is a field that needs various professional knowledge, and only when a musical is produced based on such theories, it will be possible to deliver the theme of the me of the play more effectively, becomes help in the efficiently theatrical costume manufacture realistically and express the various symbolical meanings.

Constructing Content Producing Group with Creativity under Media Convergence Environments (미디어 융합 환경 하에서 창의적인 콘텐츠 생산그룹의 구성에 관한 연구)

  • Kim, Joong-Gyoo;Lee, Chang-Hoon;Jang, Young-Cheol
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.137-146
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    • 2009
  • This paper aims to propose a framework of content creating group with creativity under new convergence environments. The framework is built based on content concept hierarchy(deep/surface) relating with the creativity of group members. The diversity of group members(potential creativity) decrease and change into creative abilities in one unified view at each content concept hierarchy in time. To do this, three methods of building a creative group(interaction-base, direction-base, hybrid) are proposed. Cooperating processes and operators are designed to promote creative abilities in the content producing group. These cooperations are considering new media convergence industry's job road map(IPTV) and fundamental content attributes(semantic, narrative, discourse). In the framework, creative content is produced with the help of member's cultural openness, media richness and synchronicity, hierachical adaptability on dissimilarity. Deep level creativity of cognitive semiotics on moving image content is composed of psychological, transformational, situational creating abilities in the structure of group members. Designing analogy, metaphor, symbol operators help members to traverse deep structure of content concept hierarchy. Our framework has strong points to relate fundamental content deep structure with structure of content producing group and to induce creativity on cognitive structure of human being.

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A Consideration on the Change of Korean Musical and the Characteristic of Musical Costume (한국 뮤지컬의 변천과 뮤지컬 의상의 특성에 관한 고찰)

  • Kim, Hee-Jung
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1112-1128
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    • 2010
  • This study aims to know the trace of Korean musical, consider musical depending on its type, arrange characteristic of musical costume and find out the developmental direction of Korean musical costume with potentials as a culture industry. For study method, the data were collected from thesis, academic journal, book and internet web-site concerning musical costume, literatures were considered and performance costume photos, which were captured via musical performance site, were analyzed. The history of Korean modern-day musical is regarded as starting with (1966) in the full scale. Although foreign musical was imitated in 1970s~1980s, it may be called the growth period of Korean musical because the period showed the commercial possibility. Since 1990s, large-scaled musical securing good work and popularity was popular. In 2000s, musical industry was abundant quantitatively and qualitatively as investment or popularity was significantly expanded. The type of Korean musical are divided to opera musical of European, Broadway musical of American and creative musical of Korean. The costumes used in opera musical of European and Broadway musical of American are borrowed from original works through license or were manufactured in Korea by referring to the costumes of original works and using similar materials or fabrics. The costumes used in creative musical of Korea are designed by either domestic or foreign designers and produced in Korea.

Representation Forms of Personal Style on the Fashion Blogs (패션블로그에서 퍼스널 스타일 표현형식)

  • Suh, Sung Eun
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.689-697
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    • 2014
  • This study aims to analyze the representation forms of bloggers' personal style on the fashion blogs and enlighten their values which can be actively applied to design and marketing in fashion industry. Image representation of fashion bloggers is reflected by the characteristics in the digital environment, which are the creative manipulation of expression and the production of virtual and fantastic images by taking advantage of the composite medium such as images, music, videos, articles, etc. Also real time updates in blog indicate the latest trends in terms of the representation of image as the actual currency. The study conducted case studies of 5 women's personal fashion blogs through the verification of a variety of global fashion media and blog ranking sites: Style Bubble, Style Rookie, The Cherry Blossom Girl, The Blond Salad, and Fashion Toast. Research findings are as follows. First, the application of creative design elements is indicated as symbolic items, self-made designs, DIY, and various mix and match emphasizing design elements such as color, patterns, proportion, etc. Second, the virtual representation is very highlighted on the story telling applied by film like production or digital effect. Third, the commercial application with mainly sponsored wardrobe and designer collaboration indicates promoting a updated trend as well as a specific brand or designer to make their business profits.