• Title/Summary/Keyword: creative industry

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Signification Education for Communication of Creative Semiotic System on Social and Cultural Value - Focused on Advertising Story - ('사회문화적 가치'에 대한 창조적 기호계(semiosphere)와 의사소통을 위한 의미 표현 교육 - 광고스토리를 중심으로 -)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.145-153
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    • 2019
  • The present study is a discussion in which the flow of 'social and cultural values' inherent in the creative advertising story is considered against Bart's symbolism and the creative symbol system, and attempted to reproduce the work through the cognitive thinking of the inmates. The interaction of correct social and cultural communication is not just a strategy for persuasion and effectiveness. Starting with these issues, I thought that experiencing the 'symbolic production' and 'cognition interpretation' of the most creative, aesthetic and implicit advertising stories was the realization of concrete cultural values. The reason why I pay attention to advertising as a target tool of the original school is that it gives anyone access to the social and cultural values based on the productivity of meaning, the sharing of meaning and social small-call work by paying attention to the most implicit symbols in a short period of time. I also think that with the trend of the times, it is well worth it as a tool of positive communication for social and cultural member harmony and solving future problems. The reality of social and cultural advertising stories conducted in conjunction with the analysis of meaning at the cognitive thought level is very appropriate to apply in creative classes for college students. The Dong-A Ilbo is a discussion that suggested that the work of realizing the cognitive meaning of advertising stories, a "symbol complex" based on creativity in a complex, multi-media era, will become an age-old communication tool to join university students' strategies for solving future problems

Efficient Problem-Solving Idea Generation in the Design Phase VE of Construction Projects using Business Creativity Codes(BCC) (건설 설계VE의 효율적 문제해결 아이디어 도출을 위한 비즈니스 창의성 코드(BCC) 활용방안)

  • Kim, Huy-Qyou;Park, Young-Taek
    • Journal of the Korea Institute of Building Construction
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    • v.16 no.4
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    • pp.367-379
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    • 2016
  • Although the importance of creative thinking is rapidly increasing in the new century, the generation of creative ideas and its application in the construction industry have been considered relatively difficult. Thus there have been a few studies on the subject that how to apply creative thinking tools with empirical evidence in the construction industry. Value engineering(VE) has been widely applied in the design phase of construction projects due to the government regulation, Brainstorming has been the most prevalent idea generation techniques in the VE activities during the past several decades. Contrary to popular belief, the performance of brainstorming is not so good. It is known as the brainstorming myth. This paper proposes the business creativity codes(BCC) as an alternative idea generation tool in the design phase VE of construction projects. In order to examine the effectiveness of the BCC, 50 successful field cases awarded in the design VE competition of government agency are used. The result shows that the BCC can be used as an effective idea generation tool in the design phase VE construction projects.

'Reminiscence' emersed in creative industry in terms of Storytelling Significance and Application (문화콘텐츠에 나타난 '레미니상스(Reminiscence)'에 대한 스토리텔링 측면의 의미와 활용)

  • Jeong, Eui-Tae;Jung, Kyoung-He
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.477-485
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    • 2018
  • Beyond the mid-2010s, there has been increasing cases of using 'Reminiscence' as a trigger for recalling 'Past' in pre-production process of creative contents. In previous researches on this phenomenon, it has been recognized that retro, recall, compassion, and memory are similar. In order to look closely to grasp the psychological tendency of the contents user in detail, the study about 'Reminiscence' was conducted. The researcher analyzed 'Reminiscence' as a process of restructuration based on the experience and desire of the person individual which were derived from the past and further analyzed it as a lack of desire due to the time can never return. The study hopefully can make a balance against the cutting edge content distribution technology biased production tendency.

A Linkage Analysis between Research and Industry in Basic Research (기초연구의 분야별 산업연계구조 분석)

  • 송충한
    • Journal of Korea Technology Innovation Society
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    • v.3 no.3
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    • pp.113-124
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    • 2000
  • In the knowledge based economy, it's important to know the place where the proper knowledge locates as well as to produce the creative knowledge. This paper intends to clear up the linkage structure between research fields and its application areas. 2,135 proposals submitted to Korea Science and Engineering Foundation were analyzed to investigate the relationship between research fields and application areas. The results are as follows; first, 51.8% of the basic research is devoted to the advancement of knowledge, second, 40.8% of that is applicable to the industry, third, 5.8% and 1.2% of that contributes to environment and social welfare.

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기초연구의 분야별 사업연계구조에 대한 분석

  • 송충한
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2000.11a
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    • pp.109-121
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    • 2000
  • In the knowledge based economy, it's important to know the place where the proper knowledge locates as well as to produce the creative knowledge. This paper intends to clear up the linkage structure between research fields and its application areas. 2,135 proposals submitted to Korea Science and Engineering Foundation were analyzed to investigate the relationship between research fields and application areas. The results are as follows; first, 51.8% of the basic research is devoted to the advancement of knowledge, second, 40.8% of that is applicable to the industry, third, 49.9% of engineering and 20.2% of natural science research is applicable to the industry.

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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.

A Study on Industry and Learner's Demand-Based Curriculum Development on Nursing Education : A Case of P University (산업체 및 학습자 수요 간호 교육과정 개발에 관한 연구 : P 대학의 사례)

  • Shin, Hwa-Jin
    • Journal of Korean Clinical Health Science
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    • v.4 no.4
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    • pp.769-781
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    • 2016
  • Purpose. The purpose of this paper was to analyze the educational needs of industry which will hire learner and to develop curriculum to meet the demand. Methods. This study was a descriptive research based on survey results. In each questionnaire, the number of responses and ratios were measured to determine the priorities of the questionnaire items and the education demand was evaluated based on these priorities. Results. The core competency keywords for nurses in industry are knowledge, technology, and communication. In the industry needs for curriculum development, the importance of education to be strengthened for nurse training was found to be core basic nursing skills, nursing process application ability, communication ability, creative nursing problem solving ability, personality and foreign language ability. Conclusion. This study has laid the groundwork for the development of competency based curriculum based on environmental factors and reducing the problems of mis - matching between industry and education.

A Study on Connecting the Tourism Industry with Local Indigenous Industries - Focused on Tendou City in Japan - (지방고유산업과 관광사업의 연계방안 모색에 관한 고찰 - 일본 텐도우(天童)시를 중심으로 -)

  • Bae, Jung-Nam
    • Journal of Environmental Science International
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    • v.25 no.9
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    • pp.1299-1309
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    • 2016
  • In order to vitalize the local area of Tendou City in Japan, this study chose a local indigenous industry and sought ways to connect the tourism industry with it. An inventory of local indigenous industry was assembled using relevant literature, field surveys, and interviews with local people. The Japanese chess industry was selected for a case study in connecting tourism with industry. Local indigenous industry was defined as an industry related to the local culture that uses local resources (and thus introduces possible industrialization). This industry can be easily marketed is to the rest of Japan or abroad. People in charge of local indigenous industry should understand the meaning and effects of connecting to the tourism industry, while people in tourism should acknowledge that local industry is good marketing material. Three steps are suggested: 1) to display the industrialy process of Japanese chess production: to tourism in safe and comfortable surroundings; 2) to offer amenities and producetion facility tuors; and 3) to offer tourists an opportunity to experience Japanese chess productions first hands.

A Study on the Successful Factors in Building Food Culture Streets (음식문화거리조성 성공 요인에 관한 연구)

  • Um, Young-Ho
    • Culinary science and hospitality research
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    • v.12 no.1 s.28
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    • pp.157-172
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    • 2006
  • Food Culture is formed in a unique culture heritage in some areas harmonized with social factors mixed with geographical conditions, natural environment, culture and religion. The more the life skill develops highly, the more people focus on improvement of the life skill in order to realize a delightful and convenient life, and plan an increase of production. Recently food-service companies have changed very quickly with economic environment. Such change will be continued and its speed will be more faster than now. Many food-service companies will disappear for weak competition, if they don’t manage adequately in such a case. Therefore, food-service companies have to search for an efficient, unique and creative management strategy. In such a viewpoint, Kyunggi-do designated five local cities as a model of Food Culture Streets greeting Welcoming Year of Kyunggi-do in 2005. The purpose of this study is to serve the healthy food to visitors visiting the Food Culture Streets and to do public relations about the excellence of their traditional food. In addition, this study includes improving tastes and qualities of food through education about cooking skills, management strategies and the best service with unique and creative menu development. Accordingly, we need to analyze the factors continuously on the business of food culture streets, and intend to use them as a database for high quality education and activity of food service industry in the future.

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Study on Social Media Business Model Design through Visual Thinking (시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구)

  • Park, Sang Hyeok;Sung, Haeng Nam;Cho, Hyun Dal
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.289-297
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    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.