• Title/Summary/Keyword: creative product performance

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Lost in Cultural Studies: Searching for an Exit in Drama/Theatre/Performance Studies (문화연구에서 길을 잃다: 한 드라마 연구자의 출구 찾기)

  • Choi, Sung Hee
    • Cross-Cultural Studies
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    • v.21
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    • pp.189-211
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    • 2010
  • The purpose of this paper is to 1)examine the current state of cultural studies in Korea with a focus on recent discourses about its 'crisis' and 2)attempt to find some ways out of these dilemmas in drama/theatre/performance studies. As Raymond Williams redefined 'culture' as 'a whole way of life,' performance studies has expanded the boundary of 'performance' from traditional performing arts onto almost everything that can be studied and analyzed 'as' performance. Performance is not only the final product on display but a whole process that includes training, workshop, and rehearsal of culture. According to Richard Schechner, workshop and rehearsal are the most critical and creative 'liminal' phases that allow traditional knowledge and alternative challenges to coexist in conflict and intentionally delay the final decision by putting itself in a perpetual process. From this view, this essay attempts to find an-no matter how limited and temporary-answer to or a possible exit from political and theoretical aporias of cultural studies.

The Static and Dynamic Growth Patterns of High-Tech Ventures in Korea

  • Park, Sangmoon;Bae, Zong-Tae
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2001.10a
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    • pp.233-236
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    • 2001
  • This study explores on the static and dynamic growth patterns of high-tech ventures in Korea. We developed an integrative framework with target market (local vs. global), product/market maturity (existing vs. emerging), and technological capability (follower vs. pioneer). We also identified seven new ventures strategies as follows: i) reactive imitation, ii) proactive localization, iii) import substitution, iv) creative imitation, v) early market-entry, vi) global niche, and vii) global innovation. With five successful Korean new ventures, we found different competitive behaviors and performance among new venture strategic types. This study also observed two different growth patterns: growth through strategic replication and growth through strategic change. It depends on whether they are pursuing similar strategy over time or different strategy within for growth. In addition, we found that creative imitation plays a stepping-stone role in two-step internationalization processes. Although this study is exploratory and needs more empirical studies, it can provide new ventures with meaningful guidelines for growth and internationalization with a dynamic perspective.

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The Exploratory study of Capacity Building for Creative Incubation Center: Focus on the University Business Incubator (창조적 보육센터 역량강화 방안에 관한 탐색적 연구: 대학 보육센터를 중심으로)

  • Choi, Jong-in;Byun, YoungJo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.2
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    • pp.135-144
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    • 2016
  • Korean government has invested about 400 million dollars to the business incubator using the facilities and human resources of universities and research institutes and successfully operated to contribute the economic development(1.6 billion dollars sales, 5,500 companies) and job creation(16,000 employee) in the end of 2013. Although incubators have grown rapidly, there is limited performance, like a hardware centered support, limited exploitation of resource in the university, less collaboration with the community, less star companies. This research provide a alternative capacity building direction based on the creativity and resource dependence theory. Specifically this paper suggest a building creative incubating center, traversing the valley of death, accelerator for the CPM(Capability, Product, Market) linkage, organic implementation of university resources.

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Investigation of Domain-specificity and Domain-generality of Creativity in Young Children (창의성의 영역 한정성과 영역 보편성에 관한 분석과 탐구)

  • Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.10 no.2
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    • pp.47-69
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    • 2000
  • One of the most controversial issues in contemporary research of creativity, whether a person"s creativity is domain-specific or domain-general, was investigated with 109 second grade children in the present study. The purposes of this study sere to empirically examine (1) the relationships among children's creative performances measured by three product-based assessments (story-telling, collage-making, and math word problems) in three domains, and (2) the relationships between children's general creative thinking sills, measured by two divergent thinking tests, and children's creative performances. The findings of this study support the position that creative ability in young children is rather (but not absolutely0 domain-specific. Children exhibited a range of creative ability across different domains rather than a uniform creative ability in diverse domains, indicating there is considerable intra-individual variation in creative ability by domain. Divergent thinking measures did not have great power in predicting creative performance in at least two of three, if not all, domains assessed in the study. It is implied from the study that it is not possible to reliably predict a child"s creative ability in one domain based on his/her creative ability in other domains or his/her overall divergent thinking ability. Implication of the study in connection with educational practices for gifted children is discussed.

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A Study on the Fabrication and Performance Evaluation of Worm Gear Reducer (웜기어 감속기 제작 및 성능평가에 관한 연구)

  • Lee, Dong Gyu;Zhen, Qin;Jeon, Min Hyong;Kim, Lae Sung;Lyu, Sung-Ki
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.17 no.1
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    • pp.1-7
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    • 2018
  • We aimed to develop a high quality 3.5 ton class swing reducer by studying the efficiency improvement of the reducer through the optimum design and performance evaluation of the assembled, high efficiency, lightweight 3.5 ton swing reducer. Based on the optimal design of the worm and worm wheel, the optimal manufacturing method of the worm wheel, the optimized casing design, and the optimum design of the output pinion, Respectively. Therefore, in this paper, to improve the efficiency of the worm gear reducer system, we will develop the manufacturing technology and verify the mass production by combining the manufacturing process design, processing and assembling technology according to the optimization design. We have conducted research to realize mass production by product verification such as product efficiency, reliability and durability according to optimal design of worm gear reducer.

Development of e-textiles using LED and application of sports wear (LED를 이용한 e-textiles 개발과 스포츠웨어의 적용에 관하여)

  • Park, Jinhee;Kim, Jooyong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.1
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    • pp.103-113
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    • 2019
  • The purpose of this study was to develop an e-textile using LEDs that can enhance visual and functional effects, and to identify their applicability to sportswear. By applying the design elements of fashion design concretely with LEDs, an e-textile design module is developed and that module is applied to the product, so LED application design can be proposed for use in a practical product. E-textiles have been divided into five categories, and their usefulness were verified by applying e-textiles to men's and women's sportswear. The product beign considered has a built-in tilt sensor, which illuminates the LEDs according to the user's movements, and allows the LEDs to be turned on or off in accordance to the user's preference. E-tatoo is a type of LED application that enhances the appearance by placing LEDs on a small area, emphasizing origin points, just like an actual tattoo. Designed with LEDs arranged in a straight line and various curved forms, e-strips can provide a function that matches the characteristics of each section of clothing or fashion item. E-wappen uses about 7-10 LEDs to give motifs a strong sense of visibility, thus adding to their vibrancy. E-panels and e-clothes were able to produce creative and high-value textures. It is also expected to be used for special purposes or bags as it is possible to produce high value-added textures that are creative and aesthetically beautiful. For instance, a progressive LED string on the straight line of female leggings can further emphasize rhythmic movements during exercise, and e-wappen also serves the purpose of nighttime protection. It is also believed that the application of dance or dance-related sportswear will make the movement of the performance more intense and lively.

A Study on the Effects of Entrepreneurship and Innovation Activities of Venture Enterprises on the Increase Firms' Revenue (벤처기업의 기업가정신과 혁신활동이 기업 매출 신장에 미치는 영향에 관한 연구)

  • kim, In-Sue;Yoo, Kyeong-Sik;Kim, Yoon-Dong
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.329-341
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    • 2017
  • In order to analyze how the entrepreneurship affects the commercialization performance in relation to R&D input factors, technological innovation and technology in the course of technology commercialization process. Korean manufacturing venture companies has been surveyed. The structural equation model showed technology commercialization mechanism driven by entrepreneurship. Innovativeness is one of the most important factors in the success of venture firms. Technology commercialization was dependent on innovation rather than the input of research and development resources. Technological innovation shows mediating effects in the influence of entrepreneurship on commercialization performance, but technology capability has relatively small effect. Commercialization process of new product development and product improvement was different. The government needs to actively support R&D strategies and commercialization infrastructure in order to promote innovation, assist R&D workforce and enhance product commercialization in venture companies.

Investigation of Domain-specificity of Creativity and the 3-year follow-up (창의성 영역문제의 탐색 및 재접근)

  • Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.15 no.2
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    • pp.1-34
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    • 2005
  • This study is composed of 2 parts. Study 1 empirically examined (1) the relationships among children's creative performances measured by three product-based assessments (story-telling, collage-making, and math word problems) in three domains, and (2) the relationships between children's general creative thinking skills, measured by two divergent thinking tests, and children's creative performances. Study 2 is a three-year follow up study of the study 1. Study 2 followed up some (71) children who participated in study 1. In study 2, long-term stability of the performance based assessment involving story-telling, collage making, and math problem making were examined during the three-year time period. In addition, study 2 tried to look at the methods effect of the domain issue of creativity, comparing self-report scale and performance-based assessment. The findings of this study support the position that creative ability in young children is rather (but not absolutely) domain-specific. The long-term stability of the performance-based assessments compares favorably with stability figures for other creativity tests. Results also indicate that there are some method effect in explaining the domain issue of creativity. Implication of the study in connection with educational practices for gifted children is discussed.

A Study on the Achievement Motive and the Creativity of the Employee (종업원들의 성취동기와 창의성에 관한 연구)

  • 김재붕
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.44
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    • pp.13-32
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    • 1997
  • The modem society has been talked as the age of uncertainty, the age discontinuity and the information society. The future society is forcasted the creativity society. Both the achievement motive and the creativity be suggested as an important factors to accomplish the individual goals and organizational performance. The achievement motive has the major implications in increasing the level of achievement motive between high and low creative group. The employee creativity is the emergence in action of a novel relational product, growing out of the uniqueness of the individual on the hand, and materals, events people or cirumstances of his life on the other. It has been treated as an impotant factor to solve the complex management ploblems for the management. The major purpose of this study are (1) to review the theory of an achievement motivation and the creativity, (2) to provide both management and scholars with the practical and useful implications on the development of the employee cretivity in improving the management performance.

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An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.