Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.15
no.3
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pp.47-57
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2020
This study focuses on the proposition that the qualities and environmental conditions required for exploring entrepreneurial opportunities and realizing entrepreneurial opportunities depend on the types of entrepreneurial opportunities. In particular, this study aims to identify the type of entrepreneurial opportunities for laboratory start-ups, which have recently been gaining policy level attention. If the type of entrepreneurial opportunities for laboratory start-ups is identified as discriminative, appropriate start-up support policies and training programs can be established. For this study, eight major papers were identified among the papers of last 30 years related to the types of entrepreneurial opportunities. After, the classification attributes for each opportunity type were derived. Then, the existing theories of recognition, discovery and creative opportunities were organized, critically reviewed and reorganized. In addition, the substance of laboratory start-ups was verified according to the standardized classification attributes of the revised and reorganized opportunity types and newly classified as 'creative opportunity'. This study also presents networking capabilities and market orientation as examples of the capabilities needed for entrepreneurs of creative opportunity type. The implication of this study is that it makes it easy to discriminate ontological typology of entrepreneurial opportunity, derives important classification attributes, and that it organizes them conceptually. In addition, it critically reconstructs the problems of confusion in the existing typology, and based on this, the type of entrepreneurial opportunities for laboratory start-ups is determined as creative opportunity. These achievements can contribute to the improvement of start-up policies and start-up training programs according to the types of entrepreneurial opportunity and laboratory start-ups in the future, resulting in realization of actual results at the start-up sites.
Recently, the definition of work space contains so many meanings. Basically, this means space where handling various information and developing numerous creative activities. Moreover, the work space is important not only for individual itself but also organizational development. This research is studied for suggesting revitalization of advanced work efficiency, deriving motivation as well as creative operation support for harmonious communication. In order to make the better creative work places, "concentration and motivating interests between members of organization", "Necessity of environment for development and operational progress of work", "improvement and creativity of work and importance of the physical environment" and "harmonious communication and development of advanced community" should be considered. This research arranged based on ALCEMIS model and used actual examples on each step for better understanding of creative work spaces. ALCEMIS model is as follows: (1) Opportunity Finding (2) Fact Finding (3) Opportunity Definition (4) Idea Finding (5) Evaluate & Select (6) Plan (7) Acceptance (8)Execution' over the eight-step details to proceed through the 1. Discovert ((1)+(2)) 2. Dream ((3)+(4)) 3. Design((5)+(6)) 4. Destiny((7)+(8))y" It has been understood that many works related to creative jobs make good use of public spaces to progress operational improvement. The place where co-workers share with can create more effective and fulfilling outcome and satisfaction than independent and exclusive places. Especially creative jobs need this kind of spaces for better communication and cooperation.
In a situation where the demand for creative talent creating new values and ideas is increasing day by day in the 21st century, students dealing with technology in the IT field have quite insufficient communication skills of materializing ideas and logically visualizing them. Therefore, the importance of systematic means of expression and methodology that can convey ideas more effectively and sensitively in the IT field is increasing. In this study, we recognized the importance of idea visualization education in the IT field by reviewing the relevant theory and examining creative thinking system cases and sought a more systematic visual communication method by investigating the awareness on creative thinking and expression. The results obtained in this study are considered to not only provide academic value as basic research in building new education programs in the IT sector in the future but be an opportunity for further research associated with creative talent training.
In order to solve problems in an uncertain and complicated management environment of the modern world, a creative solution that combines diverse perspectives, knowledge, and effort based on diversity within an organization is required. Smart work environment provides an opportunity to express the potential diversity of an individual, extending the source of ideas to the organization, enhancing communication, and linking and sharing information and knowledge. So, this results in increased creative behavior. The purpose of this study is to investigate the effect of the process of connecting and sharing information and knowledge of organizational members on creative behavior and the effect of smart work environment in the process. The purpose of this study is to identify roles of job autonomy, self-efficacy, knowledge sharing and smart work environment in creative process. For the study, 353 surveys with work use group(156 people) and unused group(197 people). Statistical analysis included validity and reliability analysis, structural model analysis. The results showed that self-efficacy and job autonomy had positive effects on creative behavior and knowledge sharing, and job autonomy had a positive effect on self-efficacy. Knowledge sharing has a positive effect on creative behavior, and mediates the relationship between self-efficacy, job autonomy and creative behavior. Particularly, knowledge sharing has a more positive effect on smart work use group. In case of smart work use group, self-efficacy and job autonomy have a relatively high influence on knowledge sharing rather than direct influence on creative behavior appear. This result implies that the achievements of smart work are revealed in terms of knowledge sharing and creative behavior.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.19
no.2
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pp.141-157
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2024
This study analyzes the effect of enterepreneurial competencies on start-up performance through network activities for young entrepreneurs. Enterepreneurial competencies are composed of opportunity recognition competencies, marketing competencies, technical competencies, and creative competencies. A total of 354 questionnaires collected from young entrepreneurs residing in the country were used for empirical analysis. SPSS v28.0 and PROCESS macro v4.3 were analyzed based on the research model of a single-parameter single-mediated model. As a result of the analysis, first, it was found that among the enterepreneurial competencies, opportunity recognition competencies, marketing competencies, technical competencies, and creative competencies have a positive (+) significant effect on network activities. Among them, it was found that marketing competence has the greatest effect on network activities and technical competence has the least effect. Second, network activities were found to have a significant effect on start-up performance in a positive (+) direction. Third, among enterepreneurial competencies, opportunity recognition competence, marketing competence, technical competence, and creative competence were found to have a positive (+) effect on start-up performance. Among them, it was found that creative competence had the greatest effect and technical competence had the smallest effect. Fourth, network activities were found to mediate between enterepreneurial competencies and start-up performance. As for the relative effect size of the indirect effects of independent variables, it was found that marketing competence had the greatest effect on start-up performance and technology competence had the smallest effect. The academic implications of this study include investigating the significance and relationship of various variables, providing verification of theoretical frameworks related to entrepreneurship, identifying the main drivers of start-up success, and suggesting the importance of the network between enterepreneurial competencies and start-up performance. In addition, the practical implications of this study suggest the importance of marketing competencies for networking, and suggest differentiation of competencies. It emphasizes the strategic role of creative competence and provides guidance to policymakers for supporting start-ups on customized policies for fostering valuable start-ups.
The purpose of this study is to investigate American traditional values and American culture in English education. The understanding of American culture in English education requires the analysis of world changes in the global age. The history of American English, the formation of American society, and the background of natural environment are described in relation to the traditional American values of the earliest settlers, such as multi-culture, individual freedom, frontier heritage in the West, equality of opportunity and wealth and material abundance. Hence the case studies of students' project presentations on the American culture in English education exemplify the reflection of American traditional values in the current American life and society. It is concluded that project-based method with regard to cultural studies in English education reveals very positive learning effects by driving students' interests and active participation through the student-centered, creative, and cooperative project presentations.
Proceedings of the Korea Technology Innovation Society Conference
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2005.05a
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pp.46-59
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2005
After the IMF jurisdiction period, the Korean economy experienced a venture boom. Korean venture enterprises had been recognized that high profitable and high technology capacity based. These ventures also have contributed to national added value tolerably. In particular, Korean information technology (IT) venture companies got away the order of economy concentrated big companies, which were taken the opportunity of new economy to make suggestion of the future courses and to open an e-Korea era. However, IT ventures firms or dotcom enterprises have had difficulties through sinking down their bubbles and slumping technology sector from the first half of the 2000. In consideration of Korea IT venture companies' conditions, Korean government introduce new national vision in order to go ahead of intelligence based society form knowledge based. Korea is planning new investment to meet with the challenge of globalization proactively by national band named u-Korea. As following a step in IT infrastructure, it will give Korean IT ventures new demand creative technologies and services by new technological windows of opportunity. This situation is expected that will become an economic take-off. This paper will look for the way to stimulate Korean IT ventures' competence and present new frontier of IT ventures turnaround.
Astronomical outreach activities for the general public who are unfamiliar to astronomy is a challenging task. It requires creative thinking to solve the problem. The amateur astronomical clubs in a number of cities in Indonesia routinely schedule observations at public parks. The interaction between these clubs and formal education institutions is established by face to face interaction and assisted by social media. The physics teachers who took astronomy courses in university are potential resources to enlarge the outreach scope by creating astronomical clubs as an extracurricular activity. Recent progressive trends in astronomy dissemination for the disabled are also a great opportunity to assist the disabled in experiencing hands-on activities based on formal and informal education.
The purpose of this study was to provide a basis information for the education direction of 'creative engineering design' lesson to highschool students and pre-technology teachers by analyzing pre-experienced the d epartment of technology professors' recognitions, according to the newly opened unit 'creative engineering design' in 2009 revised highschool technology home economics education curriculum. The survey questionnaire was composed of 34 questions and collected from 16 department of technology education professors. The data was analyzed by SPSS program. The results of study were as follows : First, in 'creative engineering design' educational objectives, the highest average level(M) of response was problem solving ability, the opportunity of engineering experience and creativity improvement were followed. In the response about 'creative engineering design' educational contents, the average level(M) of the creative thinking method education was the highest(3.94). and the following important level was the write training education for presentation. Second, in the 'creative engineering design' educational areas, the professors preferred the idea conception, design, and production manufacturing area. In the teaching learning method, the average level(M) of design-based learning method was the first. and PBL, problem solving method were favored Third, in the 'creative engineering design' lesson manage, the secure of practice room and material cost, and the check of the progress situations were needed preferentially. In the education assessments, various and combined assessment preferred such as production, portfolio, and presentation. Fourth, in the pre-technology teachers' lesson of the university course, the product manufacturing level was preferred production to improve uncomfortable thing in life. The major difficulty in product manufacturing was the lack of major knowledge and product conception.
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.
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