• Title/Summary/Keyword: creative industry

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Dual mediating effect of aesthetic ability and self-worth between creative personality and creativity of Chinese college students (중국 대학생의 창의적 성격과 창의성의 관계에서 심미적 능력과 자아가치의 이중매개효과)

  • Zhang Li;Sun Wen;Chang Seek Lee
    • Industry Promotion Research
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    • v.9 no.1
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    • pp.275-282
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    • 2024
  • This study aims to determine whether aesthetic ability and self-worth dually mediate in the relationship between creative personality and creativity among Chinese design college students. Data were collected through a survey targeting 500 college students purposively sampled from a design major university in Guangdong, China. The collected data was analyzed using SPSS PC+ Win ver. 25.0 and SPSS PROCESS macro ver. 4.2. The statistical methods applied were frequency analysis, reliability analysis, correlation analysis, and dual mediation effect analysis. The conclusion of the study is as follows. First, creative personality, aesthetic ability, self-worth, and creativity all showed significant positive correlations. Second, college students' aesthetic ability and self-worth double-mediated in the relationship between creative personality and creativity. Based on these results, this study proposed a plan to utilize not only creative personality but also aesthetic ability and self-worth to enhance the creativity of college students.

Marine Finance and Port Logistics Industry's Development Schemes as a Creative-type Service Industry (해양금융과 항만물류산업의 발전방안 연구 -창조형 서비스산업을 근간으로-)

  • Gim, Jin-goo;Oh, Hak-Gyun;Lee, Jin-Joo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2014.06a
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    • pp.183-185
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    • 2014
  • The purpose of this paper aims at contributing to the national economic development through global competitiveness enhancement by marine finance's hub and marine logistics cluster by finance specialization and finance support as a creative-type service industry in global shipping port logistics. This study adopted the integrated approach and applied it to policy implementation to achieve the effectiveness. Creative-type marine finance development stages as a tool of policy implementation and the guide line for the time of policy implementation are followed by Stage 1(Construction & Growth Policy) for 2013~2016, Stage 2(Forstering & Activation Policy) for 2017~2019) and Stage 3(Continuous Development Policy) after 2020 until its completion. Korea has the inferiority over the competitiveness in global marine finance and needs a strategic approach to secure the liquidity of marine finance; interim, Islamic finance has been come to the force as a new alternative in financial transaction being accompanied by a spot transaction since the crisis of global finance. In order to create a potential slack of Korea in marine finance practice, in addition, this study suggests a consortium with the circle of Islamic finance as a clue of an easier policy implementation at the beginning stage.

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Processes and Outcomes of Creative City Policies: Case Studies on UK-Tech City (창조도시정책의 추진과정과 성과에 대한 연구: 영국의 테크시티 정책을 중심으로)

  • Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.4
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    • pp.597-615
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    • 2016
  • Since 1997 the United Kingdom has pursued creative industry and creative city development in accordance with the New Labor Party policy, strengthening its cluster policy by assigning creative city policies to traditional manufacturing-oriented regions. Tech City in London, one of the most successful examples of digital clusters, is an area in which diverse ecosystems for venture business integration have been established, as the once barren space began to spontaneously develop. For this region, systematic linkages including universities, private companies, start-ups, and accelerators have been added, along with the UK government's active support system. As a result of this opportunity, the scale of the UK start-up ecosystem has significantly grown, the number of local companies has surged, and brand effect has greatly improved. Tech City is an example of a well-balanced combination of public effort and private governance, based on the region's historical background and its potential for growth. It is an effective coordination of public policy and private active investment, services, research, and education. The market platform for institutional technology and commercialization, and aggressive investment shares in the risk, have lead to its growth as a start-up and an innovative city. Britain's efforts to expand the nationwide cluster for the future-oriented digital economy is most noteworthy.

Impact of Digital Technology on the Art Museum Industry's Business Model

  • Zou, Anna;Xu, Jingyi;Choi, Myeongcheol;Chen, Lingyun;Kim, Hannearl
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.116-121
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    • 2022
  • Digital technology has now pervaded and become an inseparable part of our daily life. The art museum sector is evolving into a business model that adapts to the new digital format due to the requirement for survival and development. This study examines the development state of China's art museum industry and investigates the current business model innovation trend in the art museum industry from three perspectives: reorganization and development of the art museum industry's business model theory; reconstruction of the art museum industry's display and marketing logic; and innovation of the art museum industry's operation mechanism, based on a systematic assessment of domestic and international research. This research can provide reference value for digital technology to drive the innovation of business model in art museum industry. Moreover, the study has important reference significance for the development strategy of art museum industry.

Cartoon Distribution Environment and Strategies for Sport Webtoon Development

  • MOON, Bo-Ra;HAN, Seung-Jin;SEO, Won-Jae
    • The Journal of Industrial Distribution & Business
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    • v.11 no.11
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    • pp.39-53
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    • 2020
  • Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.

Importance of School Art Education & Alterative (학교미술교육의 중요성 인식과 대안)

  • Jin, Jung-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.510-516
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    • 2012
  • Recently, along with mechanization, automation, modernization of industry, because of decrease in the conventional job that provide labor and receive wages, the industrial society that require production workers have become overcrowded. accordingly, the unemployeds are increasing. in the future, in preparation for IT, content industry that stand on the basis of knowledge industry, we have to develop competitive IT, content industry based on creativity. in the center of the progress, art education holds a special place. However, recent our education is so concentrated in college entrance examination that art education is losing its footing. this paper try to search the basis of creativity for future industry in the art education, emphasize the importance and invigoration of school art education. by the increase of artistic sensitivity that can be attained through art education, we can promote the whole man that can be creative, change one's way of thinking and develop the ability of carving one's way and leading future society. Therefore, we need future education that can promote the whole man that can be creative, change one's way of thinking through revitalized art education.

A Case Study on Collaborations in 3D Printing Fashion (3D 프린팅 패션에 나타난 콜라보레이션(Collaboration) 사례연구)

  • Park, Suyeon;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.66 no.7
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    • pp.124-138
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    • 2016
  • The present study observes collaboration methods in which 3D printing was a part of the fashion manufacturing process, expression methods of such cases, and their ripple effects. As a result, the three types of collaborations between fashion designers and other industry fields, fashion brands and 3D printing companies, and fashion designers and artists. Case analysis results and ripple effects found according to each collaboration method were as follows. First, in collaborations found were between fashion designers and other industry fields, 3D printed fashion works with futuristic images were seen through the fusion of future industries, which claim to support cutting edge digital technology, and creative fashion design. As they were mainly collaborations between automobile industries with cutting edge images or digital related industries and fashion designers, they were expressed as a new form of experimental clothing, and were used as strategies to improve future corporate images of the high tech industry. Second, in collaborations between fashion brands and 3D printing technology businesses, the sporting good brands and the shoe industry attempted to let their products be known through the promotion of functional material or ergonomic technology. While they emphasize practicality by mainly using flexible material, they were mainly proposed as functional sporting goods for famous players or as shoe accessories, so methods are still used for public distribution as brand promoting marketing strategies. Third, with collaborations between fashion designers and artists, creative pieces were shown through the grafting of 3D printing technology, the artistry of artists, and the experimentation of fashion designers. In particular, the innovative value of fashion as art was created through the union of the artistic 3D modeling technology support of artists and the creativity of designers. Like this, 3D printing fashion can graft the cutting edge nature of fashion to other industry fields through collaborations, enhancing pacesetting images, and in the fashion field, it can improve possibilities for innovations in the fashion industry through the support of 3D printing technology businesses and artists, raising expectations towards future human living.

A Study on the Three-dimensional Expression of Fashionable Textiles based on Analyses of 3D Scanning and Textile Properties -Focus on the Work of Iris van Herpen- (패션소재의 입체적 표현에 대한 3D Scanning 및 소재특성 분석 연구 -Iris van Herpen의 작품을 중심으로-)

  • Lee, ReA;Kim, Jongjun
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.124-133
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    • 2016
  • Currently the fashion industry is developing to create a novel culture due to the very sensitive and knowledge-oriented advancement of the IT industry. With fast turnover of information, consumers have come to have a more diverse desire for purchasing. Cubical expression techniques, which empathizes formativeness, can be a creative expression method adjusting into the trend of this era. Along with functional aspects of consumers, even in a textile manufacturing sector, new materials are required to meet sensitive and emotional aspects. Consumers' desire for new and creative designs and the development and adoption of new materials are essential to meet their emotions. The IT industry and fashion industry are forced to combine and a 3D apparel CAD system has been developed, enabling virtual clothing to be represented within a computer virtual space. All processes such as design, pattern creation, sewing and simulation are possible in 3D level. Digital clothing can shorten the production process time and is very effective in that it can reduce clothing waste generated during the sample production. This paper reviewed the works of Dutch designer, Iris van Herpen, who has developed formative designs. She tries to build, construct, and sculpt employing diversified materials other than soft textile materials, as shown in her series of fashion shows. The materials include films, 3D printed polymers, stiff and sheer organza, and artificial leather textiles. A few characteristics of her works have been selected in order to prepare patterns exhibiting the traits. The paper further focused on the physical features of the textile materials used to express similar techniques and its various forms were reviewed.

Policy Vision on the Cultural Contents Industry as a New Growth Power in the 21 Century (21세기 신성장 동력, 문화콘텐츠 정책의 방향)

  • Kim, Jeong-Hun
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.171-180
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    • 2007
  • The purpose of this paper is to find an policy vision and action plans for the growth of the Korean cultural contents industry as a new growth power in the 21th century. For this purpose, I referred to sundry records to analyze the characteristics, industrial situation and the prospects of the cultural contents industry. I also made an analysis on the outcome of the cultural contents policy with the help of the official concerned in the Ministry of Culture and Tourism, which made it possible for me to draw a few urgent problems of Korean cultural contents industry. With these preceding analyses, I proposed the strategy and action plans of the government policy for the Korean cultural contents industry as follows : strengthening the creative power of the cultural contents industry, systemizing the healthy circulation of the cultural contents, and improvement of the cultural welfare on the basis of contents.

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Developing and Evaluating New ICT Innovation System: Case Study of Korea's Smart Media Industry

  • Kim, Eungdo;Lee, Daeho;Bae, Kheesu;Rim, Myunghwan
    • ETRI Journal
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    • v.37 no.5
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    • pp.1044-1054
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    • 2015
  • The smart media (SM) industry has demonstrated that it has the characteristics to increase user innovative activities, enhance open innovativeness, and increase the segmentation of innovation value. This study introduces and evaluates an innovation system that reflects the characteristics of the SM industry. We categorize the SM industry into hardware, network, platform, and content industries and perform an AHP analysis (based on a survey of 96 experts) to evaluate the relative importance of the factors/factor groups affecting the creation of innovation. The results show that 'collaboration activity" is a more important factor than other innovation factor groups (financial support, R&D, policy environment, human resources) in the SM industry. The results also show that the important factors/factor groups differ by industry.