• Title/Summary/Keyword: creative opportunity

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Methodological Implications of Employing Social Bigdata Analysis for Policy-Making : A Case of Social Media Buzz on the Startup Business (빅데이터를 활용한 정책분석의 방법론적 함의 : 기회형 창업 관련 소셜 빅데이터 분석 사례를 중심으로)

  • Lee, Young-Joo;Kim, Dhohoon
    • Journal of Information Technology Services
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    • v.15 no.1
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    • pp.97-111
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    • 2016
  • In the creative economy paradigm, motivation of the opportunity based startup is a continuous concern to policy-makers. Recently, bigdata anlalytics challenge traditional methods by providing efficient ways to identify social trend and hidden issues in the public sector. In this study the authors introduce a case study using social bigdata analytics for conducting policy analysis. A semantic network analysis was employed using textual data from social media including online news, blog, and private bulletin board which create buzz on the startup business. Results indicates that each media has been forming different discourses regarding government's policy on the startup business. Furthermore, semantic network structures from private bulletin board reveal unexpected social burden that hiders opening a startup, which has not been found in the traditional survey nor experts interview. Based on these results, the authors found the feasibility of using social bigdata analysis for policy-making. Methodological and practical implications are discussed.

Educational Effect of Universal Design Navigation Teaching Module (유니버설디자인 체험 강의 모듈의 교육적 효과)

  • 이연숙;장윤정;반자연;변혜령;서해양
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.140-143
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    • 2001
  • Since Universal Design emerged as a new design paradigm for future, the strategies of implementing UD in educational setting has been continuously pursued. Many university programs in North America especially explored the possibility and shared their experiences in the international conferences. In asia, however, no attempt was tried. This presentation will share the navigation teaching modules used in a undergraduate course “Interior Environment and Human Behavior” class, its methodology of experience and data analysis, and finally educational outcome. Since UD is a basic human oriented design, the modules surely provided affluent and realistic opportunity for students to feel emotional sympathy to understand a diverse range of users and to facilitate creative design solution for them.

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An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Opportunity or Threat?: Case Study of an Arts Entrepreneur Responding to Gentrification (위협인가 기회인가? 젠트리피케이션에 대응하는 예술기업가 연구 - 문래문화살롱 사례를 중심으로 -)

  • Lee, JooEun;Na, Hea Young;Chang, WoongJo
    • Korean Association of Arts Management
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    • no.50
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    • pp.147-175
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    • 2019
  • Gentrification is the process by which a working class or other disadvantaged area of a city changes into a middle class residential or commercial district. Gentrification, which has received much attention in arts management in recent years as part of a concern with urban regeneration, carries a generally negative connotation. In this paper, we interrogate this negative view of gentrification to explore ways arts entrepreneurship can convert the perceived threat of gentrification into opportunity. To this end, we examine the Mullae Cultural Salon in the gentrifying district of the Mullae Creative Village. Through a literature review of gentrification and arts entrepreneurship, we propose seven elements of art entrepreneurs responding to gentrification as an analytic framework for research. Our findings indicate that arts entrepreneurs were able to extend the maturity phase of gentrification and thus enhance the cultural and artistic value of the region for other artists and arts entrepreneurs.

Development and Effectiveness of STEAM Outreach Program based on Mathematics (수학을 기반으로 하는 STEAM 아웃리치 프로그램 개발과 효과성)

  • Hwang, Sunwook;Kim, Namjun;Son, Jeongsuk;Song, Wonhee;Lee, Kapjung;Choi, Seongja;Lew, Kyounghoon
    • Communications of Mathematical Education
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    • v.31 no.4
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    • pp.389-407
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    • 2017
  • Many researches related to STEAM education have been actively conducted for developing elementary and secondary school students' comprehensive and logical thinking ability in relation to creativity education in Korea. Each sub factor of STEAM education requires creative thinking with the ability to be merged together to solve problems as integrated or combined forms in the fields of Science, Technology, Engineering, Arts, and Mathematics. Also, these STEAM activities and experiences should be carried out at various places outside the classroom in school. Although various educational programs to enhance mathematical creativity have been emphasized for elementary and secondary school students, recent tendency to focus on classroom learning in the school makes it difficult to develop creative thinking ability of students. This research is mainly based on the result of the project "Development and Administration of STEAM Outreach Program in 2016" supported by KOFAC(Korea Foundation for the Achievement of Science & Creativity). The purpose of this research is to develop a STEAM outreach program including students' activity books, teachers' manuals and administration manual that can maximize STEAM-related interest of students, and to provide a chance for elementary and secondary school students to experience creative thinking based on sub factors of STEAM. The STEAM competency total score and the perception of convergence education were significantly increased for all students participating this program, but some sub factors showed different result by school levels. The STEAM outreach program developed by this study is designed to emphasize STEAM education especially 'based on' mathematics in order to provide students with the opportunity to experience more interest in the field of mathematics and will be able to provide an interesting creative STEAM outreach program that utilizes a variety of activities which, we expect, would help students to consider their career in the future.

A Study on Development Plans to Engage Local University Students in Landscape Improvement Projects in Rural Areas - The case of on the Revitalization Project of Rural Center of Geumsan-eup - (지역대학생의 농촌경관 개선사업 참여를 위한 발전방안 연구 - 금산읍 농촌중심지 사업을 대상으로 -)

  • Park, Eun-Yeong
    • Journal of Korean Society of Rural Planning
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    • v.24 no.2
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    • pp.91-100
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    • 2018
  • This study aims to identify more reasonable and efficient development plans to engage local university students in landscape improvement projects in rural areas. To survey university students, residents, administrators and experts involved in such projects on important considerations in this regard, SWOT analysis was employed to identify important factors, followed by analytic hierarchy process (AHP) to evaluate their relative importance, identify problems and suggest implications for improvement. The results are summarized as follows: the relative importance of the SWOT group was in the order of opportunity, strength, threat, and weakness. For each SWOT factor, the relative importance of strengths was in the order of students' aspiration and passion, availability of creative ideas and designs, and improved attachment to their community. The relative importance of weaknesses was in the order of the lack of spontaneous participation of residents, short preparation periods and insufficient budgets, and the lack of experience in similar projects. The relative importance of opportunities was in the order of young students' activity itself being a boost factor to the community, students' endeavors arising a consensus among residents, and students feeling a sense of duty as representatives of their school. The relative importance of threats was in the order of projects being one-shot, temporary events, immaturity, and differences in preferences between older and younger generations. To draw an overall ranking of the sub-factors evaluated, the overall relative importance of the decision-making factors was evaluated. Among the sub-factors for each SWOT group, young students' activity itself being a boost factor to the community as an opportunity factor was shown to be the most important, while the lack of experience in similar projects was shown to be the least important as administrators and experts made appropriate interventions in each stage.

A Study on the Practical Methodology of Engineering Education through the Making of Smart Mirror (스마트 거울의 제작을 통해 이루어진 공학 교육 실천 방법론에 관한 연구)

  • Seo, Myeong-Deok;Kwon, Ji-Young;Chang, Eun-Young
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.9-15
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    • 2018
  • A digital signage is constructed using a speech recognition based API, and VRSM (Voice Recognition Smart Mirror) that obtains information such as weather, map, exercise information, schedule, and image by user's voice command so as to be different from other commercialized products is proposed. This course provides an effective method of engineering education through the process of being evaluated as the result of independent graduation certification system, and also it had been the opportunity to design and produce works for 3 semesters by 2 students one group in the majors. Through the comprehensive capstone design, it has experienced engineering approach and creative thinking opportunity. We have won the best academic prize by participating in the academic conferences of the institute about the interim result, and obtained the results of the prize contest in other academic conferences. The improvement in practical skills obtained through this process proved to be beneficial for self-confidence and job-seeking opportunities through actual employment.

A Study on Characteristics of Ecological Expression in Shigeru Ban's Architecture - Focus on the Paper Tube Architecture of Hanover Expo 2000 Japan Pavillion (시게루 반의 건축에 나타나는 생태적 표현특성에 관한 연구 - 하노버 엑스포 일본관의 종이튜브건축을 중심으로 -)

  • Cho Hyeon-Mi
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.75-85
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    • 2005
  • The 1990s' characteristics of Ecological architectural design would be choosing the traditional materials of the region's, the creative usage of construction methods, the expressive properties of materiality in spatial forms and so on. The overall organic relationships between human and men-made environments have been sublimated by the expression of poetic qualities of perception in ecological man-made environment. Hannover Expo 2000 did set up an opportunity to exposure the fact that Ecological Architecture will be the major trend in 21st Century's Architecture and its exploration in possible ways will be the most important matter. Japanese Architect Shigeru Ban's Japan Pavilion in this Exposition has shown the meaning of this turning point in Ecological Architectural thinking, which would be recognized as the convincing possibilities for the future architectural practice to the public. Thus this research has the purpose to study the meaning of the constructing action in Shigeru Ban's recent architectural space-making practice with the Paper Tube structural system. The creative foundation of Shigeru Ban's own method to apply paper tube -that is impossible material to pre-estimate- and other materials in the creation of architectural spaces would be searched in this paper. The period to this research will be between 1990s and 2000s, and the subject will be the experimental architecture of Shigeru Ban. The range of this research Is including the process of development in the paper tube architectural structure and joint system. This study would contribute to understand the intrinsic value of Shigeru Ban's Ecological architecture of the paper tube system, in which the relationship between the regional environment and human regaining the ecological abiogenesis.

A Study on Dress Design with Application of Spiral Form (나선형(螺旋形) 모티브를 응용(應用)한 복식(服飾) 디자인 연구(硏究))

  • Park, Hee-Soon;Yang, Sook-Hi
    • Journal of Fashion Business
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    • v.6 no.2
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    • pp.53-66
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    • 2002
  • The spiral form, which comes from the organic form of natural phenomenon such as growth of creatures, has been used as a factor of formative shape in various fields of art until now. In conjunction herewith, this study intends to discover and express the life force and the formative beauty of natural substances with the organic spiral forms into clothing design, using various creating methods and materials such as Korean traditional paper. The natural substances with the spiral structure, such as seashells, land snails, passion flower, curled flower, growing chart of plants, Impatiens textori was used as subjects of the designs. The seven pieces of work were completed with attempts to develop aesthetic forms through the presentation techniques and methods via restructuring process of simplification, partial transformation and consolidation. Through such process the conclusion of this study is as follows: First, the nature, with unlimited possibilities, could be subject of human formative activities, leading to the creative world of formative art for designers. Second, adaptation of the spiral organic forms of nature into the contemporary clothing designs proved the motif as a source of inspiration of diverse subject, in recognition with its innate formative beauty as well as external shape. Third, design expressions via restructuring process of simplification, partial transformation and consolidation with designer's subjective point of view were adequate for the creations of contemporary fashion designs. Fourth, the Korean traditional paper, as a fine material for various shape according to the handling method, could be used appropriately in the contemporary clothing designs, expressing our aesthetic senses. Fifth and finally, expansion of the realm of formative expression of clothing through the development of possibilities of expression in contemporary clothing would enhance the creative possibilities of clothing design as formative art. In conclusion, the expression of clothing design as formative art was developed on the emphasis of re-creation of natural objects of the organic spiral form. For the future study, the applications of spiral form into everyday clothing designs, consolidating artistic senses and practical senses, are expected as opportunity of proposing developmental possibilities of the contemporary clothing designs.

A Catch-up Strategy of the K-Pop Firms in the Latecomer Environment (후발산업국 환경에서의 K-Pop기업 추격전략)

  • Choi, Hyundo
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.119-131
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    • 2015
  • The rise of K-Pop in the latecomer environment is unusual. There is little research on K-Pop from the catch-up perspective though it would yield some insight into a strategic direction of creative industries in the latecomer environment. Thus, this study aims to compare the firm capability, market development, and product strategy of K-Pop firms with ones of manufacturing firms during the catch-up period. It reveals first that K-Pop firms developed project execution capability to carry out discrete projects effectively by adopting in-house (vertical) system in music production and increasing the size of firms. Second, they pursued global market and utilized the window of opportunities based on a proven music genre. Third, K-Pop firms pursued the incremental innovation in the product development. Since these characteristics have many similarities with the catch-up strategy in the manufacturing sector, Korean catch-up experience could provide valuable insight into the development of creative industries in Korea.