• Title/Summary/Keyword: creative industry

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A Case Study of University Convergence Classes on Learners' Creative Ideas : Focusing on the development journal of the indie game of 'Woody' (대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 : '우디'의 인디게임 개발 일지를 중심으로)

  • Kim, Seong-Hee;Lee, Kyeong-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.153-160
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    • 2021
  • In recent universities, the new-normal era. There is a growing interest in nurturing creative thinking learners who have converged thinking necessary for the AI era based on big data. This study intends to propose the expansion of science liberal arts education necessary to meet the education needs of these universities. To this end, first the status of convergence education in universities and the elements necessary for the learners' creative ideas were examined. Second, learners who took a convergence lecture at a university will look at the development case of in which convergence thinking, creative thinking, and gaming are implemented. Based on this, we would like to propose an expanded organization and operation of science liberal arts education as a way to enhance the creative thinking of learners and their competencies through convergence classes at universities.

Development of Creativity-based Creative and Convergence Subject for Nursing University Students (간호대학생을 위한 창의성기반 창의융합교과목 개발)

  • Choi, Mi-Jung;Jin, Sang-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.83-91
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    • 2020
  • The purpose of this study is to develop creativity-based creative convergence subjects for nursing students. For the purpose of this study, the procedures are conducted that the needs analysis, setting educational goals, segmentation of educational goals, selection of educational contents and organization by F. Bobbitt's curriculum development model and the creative convergence subject was developed through the verification process of the validity of experts. Through a theoretical review, the contents of education in creative convergence subjects consisted of converging with other areas, focusing on creativity. It was presented as a liberal arts subject with two credits, and as an educational method, an online class utilizing blended learning and offline classes centered on activities by teams were presented. In addition, the curriculum was divided into understanding, application, synthesis, and deepening so that students could understand the concept of creative convergence thinking and apply it through thinking techniques and strategies, and finally improve their creative convergence thinking abilities through team projects.

Influence of Work Preference and Self-efficacy on Creative Leadership of Nursing Students (작업선호도, 자아효능감이 간호대학생의 창의적 리더십에 미치는 영향)

  • Choi, Mi-Jung;Heo, Myoung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.219-229
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    • 2019
  • The purpose of this study was to investigate the effects of internal and external motivation and self -efficacy on the development of creative leadership as a collective of self-leadership, servant leadership and problem-solving leadership. For the study, Amabile's work preference, self-efficacy test, and creative leadership test were conducted in 195 nursing students at G city. Correlation analysis and regression analysis were conducted through SPSS24.0 program. First, creative leadership showed a significant positive correlation with internal motivation and self-efficacy. Second, multiple regression analysis was conducted focusing on factors showing significant differences in correlation. As a result, self-efficacy and intrinsic motivation were the factors influencing creative leadership. There was 60% explanatory force. It is necessary to improve self-efficacy and intrinsic motivation in order to improve creative leadership.

A Creative Economy Development Strategy: The Case of Trenggalek Creative Network for Trenggalek Regency, Indonesia

  • AGUSTINA, Yuli;WINARNO, Agung;PRATIKTO, Heri;NARMADITYA, Bagus Shandy;FILIANTI, Filianti
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.12
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    • pp.1111-1122
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    • 2020
  • The purpose of this research aims to develop the creative economy sector of rural communities in Trenggalek Regency, East Java, Indonesia by mapping the creative economy sub-sectors in Trenggalek Regency. The creative economy industry has been shown to have a positive effect on GDP in many developing countries and developed countries. In urban areas, the creative economy is often associated with the development of advanced technology, such that it is unlikely to evolve in rural communities. However, the rural environmental landscape, which not only has a wealth of creative human capital but also a cultural heritage, also encourages the growth of the creative economy sector in rural areas. This qualitative research was conducted for 60 working days through in-depth interviews, focus group discussions, observation and literature review. More precisely, first, it identified the potential of the creative economy both sectorally and regionally. Second, it identified the leading creative economy subsectors and compiled a creative economic development road map. After defining and mapping the potential of the creative economy, four of the sixteen sub-sectors of the creative economy were identified to be developed through a strategic plan for the growth of the creative economy using urban branding, innovative industrial centers and renewable resources.

Current status and development trend of Chinese animation industry (중국 애니메이션 산업 현황 및 발전 추세)

  • Yang, Desheng
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.149-154
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    • 2022
  • In recent years, the development of China's animation industry has gradually increased its share of gross national product. Looking at the current status of the animation industry in China, there are still many shortcomings compared to the Korean animation industry. This paper focuses on the current status of the Chinese animation industry and future development trends, and the text first discusses the current development of the Chinese animation industry, and second, verifies the problems facing the current Chinese animation industry. Finally, it is of key significance in designing policy directions so that the creative animation industry can be fostered by building the right animation industry chain and training talent in related directions in the future development direction. These three directions are believed to promote the development of the Chinese animation industry in the future.

The Analysis on the Spatial Characteristics and Inter-organizational Network Structure Change in the Creative Industry: Focused on Design Industry (창조산업의 공간적 특성과 기관별 네트워크구조 변화 분석 : 디자인산업을 중심으로)

  • Choi, Hae-Ok
    • Journal of the Economic Geographical Society of Korea
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    • v.15 no.1
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    • pp.116-130
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    • 2012
  • This study focuses on analyzing the design industry in creative industry in the context of upbringing growth engine of regional development policy and strategy. This research probe the spatial characteristics and inter-organizational network structure change from 2000 to 2010 using social network analysis(SNA) in terms of structural, spatial and temporal aspects. first, with the statistical data of design industry, this research evaluate spatial distribution and agggglomeration compared with 16 cities and 7metropolitan scales in Korea. Next, the group of density in the knowledge network of design industry explained with the spatial characteristics and inter-organizational network evolution in time series. After considering the government policy and strategy providing as a result of establishing regional innovation center strengthen cooperation among industry-university-research center.

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Integrating Creative Problem Solving into the Field of Fashion Education

  • Oh, Keunyoung
    • Fashion, Industry and Education
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    • v.15 no.1
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    • pp.59-65
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    • 2017
  • Fashion professionals these days agree that changes in the fashion business are essential and highly value creativity as a genuine source for generating new ideas in fashion products as well as fashion business practices. As fashion professionals deal with problems of which solutions do not exist or that need innovative solutions for brand or product differentiation in the fast-paced environments, interest in creativity and creative problem solving in the field has increased; therefore, fashion educators have realized that there has been an increasing need for incorporating creativity or creative problem solving into the fashion curriculum. In this study, the researcher intended to review previous research on the use of creative problem solving in classrooms in various disciplines including the field of fashion education to provide insights and suggestions for fashion educators to integrate creative problem solving into the fashion education curriculum. Previous attempts to apply creative problem solving to solve issues in fashion classrooms have mostly limited to promoting divergent thinking techniques. It is suggested for fashion educators as well as fashion students to consider creative problem solving as a process consisting of the four distinct stages in which both divergent and convergent thinking techniques should be properly utilized stimulating various thinking strategies.

A Service-Oriented Architecture for Computational Creativity

  • Veale, Tony
    • Journal of Computing Science and Engineering
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    • v.7 no.3
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    • pp.159-167
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    • 2013
  • Creativity is a long cherished and widely studied aspect of human behavior that allows us to re-invent the familiar, and to imagine the new. Computational creativity (CC) is a newly burgeoning area of creativity research that brings together academics and practitioners from diverse disciplines, genres and modalities, to explore the potential of computers to be autonomously creative, or to collaborate as co-creators with people. We describe here an architecture for creative Web services that will act as a force magnifier for CC, both for academic research, and for the effective deployment of real CC applications in industry. For researchers, this service-oriented architecture supports the pooling of technologies in a robust interoperable framework, in which CC models are conceived, developed and migrated from lab settings to an industrial strength platform. Industry developers, for their part, will be able to exploit novel results of CC research in a robust, low-risk form, without having to re-implement algorithms from a quickly moving field. We illustrate the architecture with the first of a growing set of creative Web services that provide robust figurative language processing on demand.

CROSS-BORDER INNOVATION: THE EFFECTS AND DEVELOPMENT STRATEGY OF CHINESE MUSEUM CULTURAL AND CREATIVE PRODUCTS

  • Jiang, Taijun;Jin, Shanyue;Jin, Xuehua
    • International Journal of Advanced Culture Technology
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    • v.9 no.2
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    • pp.1-9
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    • 2021
  • Focusing on China's profound historical/cultural heritage, as well as its favorable environment for the expansion of cultural and creative industries (CCIs), this paper considers the unique attributes of Chinese museum cultural and creative products (MCCPs) from the angle of cross-border development, and summarizes the main forms and effects of cross-border innovation in relation to Chinese MCCPs. It also examines the chief problems of Chinese MCCPs' cross-border growth at three levels - the national policy system, product development, and design and marketing - to explore countermeasures and suggestions for cross-border novelties and the advancement of products.

A Study on the Vitalization of Value Assessment for Contents (콘텐츠 가치평가 활성화 방안 수립 연구)

  • Lee, Dong Wook;Choi, Jae Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.311-325
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    • 2014
  • The content industry is the core of the creative economy. The content industry is a fast-growing and high value-added industry, but becomes a high risk market on the other hand. Content related enterprises are difficult business environment. Thus, the accurate evaluation of content on its value is essential. But, it is hard to assess the value of content because of its intangible characteristics. This study is enabled improving the financing conditions of enterprises through the vitalization of value assessment for contents. Improve financial accessibility is required composition, means of access financial diversification, financial ecosystem to vitalization of value assessment for contents. In addition, the system should be established to support the economic activities of the creative content sector companies. The content industry should develop a new strategy for sustained growth. But, we believe that the accordance and cooperation from related parties, including contents producers, contents developers and governmental departments, are definitely required to boost the game contents industry. We hope that the more efficient methods are vitalizing the contents industry.