• Title/Summary/Keyword: culture-creative industries

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A Policy Community Model for 'Creative Cultural Contents Tourism' Infrastructure : A Case Study on Seongnam City ('창의적 문화콘텐츠관광' 기반조성을 위한 정책공동체 모형 -성남시 사례를 중심으로-)

  • Kim, Hyeong-Soo
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.177-190
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    • 2013
  • Recently, our society is seeing cultural value in a new light, perceiving it as an element that creates new values added. Reflecting this trend, the local governments in various levels focus on reviving the regional economies by enhancing cultural competencies and developing the culture and tourism industries. This research is conducted to perform the policy project 'administrative support plans to make Seongnam a hub of international culture and tourism,' which was proposed as part of the urban renewal strategy of the city. This study proposes the establishment of 'policy communities' to build the infrastructure for 'creative cultural content tourism' as a plan to accomplish the policy goal pursued by Seongnam. The focuses include what the policy communities are, how they work, and what the local government has to do with them for a successful implementation of proposed policies, by theoretically examining the composition variables of policy communities. In particular, the study concentrates on how to reconstruct the infrastructure for the culture content technology (CT) in the IT-based city and to transform itself into a city of "creative cultural content tourism". If the policy communities are formed under the proposed model in this paper, it is expected that they will become the viable alternatives in the field.

Eco-car Manufacturing Activities as Engineering Design Education Subject in Suzuka National College of Technology

  • Mori, Kunihiko;Sakamoto, Hidetoshi;Ohbuchi, Yoshifumi
    • Journal of Engineering Education Research
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    • v.15 no.5
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    • pp.25-30
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    • 2012
  • "The engineering education program for environmental intention and value creation" has been executed from 2008 to 2010 in Suzuka National College of Technology, which program was promoted as "Good Practice for Education" by Ministry of Education, Culture, Sports, Science and Technology Japan. "Eco-car project" is one of these practical ecology/environment education programs. The project's members have been learning and researching the environmental managements by the process of design, manufacturing, and assembly of solar car, highly effective fuel consumption car (Eco-run car), electric vehicle and fuel-cell car. Also this project was supported by some professional experts of the local industries and community. The students learned the actual industrial technique, the engineering management and the structure of local industries by this project. In this paper, the environmental intention engineering design education with local industry collaboration is introduced.

The Program Evaluation and Analysis of Creative Research Initiatives (창의적연구진흥사업 사업평가 및 분석)

  • 변명문
    • Journal of Technology Innovation
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    • v.12 no.1
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    • pp.161-188
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    • 2004
  • The objective of this research is to evaluate the Creative Research Initiative Program (CRI), a national R&D program funded by the Ministry of Science & Technology in Korea. The evaluation of CRI covers the following research questions; 1) Have it set a unique position and characteristic distinguished from other government-funded R&D programs\ulcorner 2) Are the achievements of the program relevant to its goal\ulcorner 3) What is its performances and how much is it achieved its goal\ulcorner The results are the followings; 1) CRI is perceived as a pure basic research, distinguished from other national basic research programs, such as the Coal Oriented Basic Research Program and the SRC and ERC. 2) CRI is a well-adapted R&D program in confront of the environmental changes and R&D needs, as well as follows the planned R&D areas. 3) CRI have performed well in the raising-up world-class research leaders and the nation-wide diffusion of creative R&D culture, while it got few performances in the overcoming the limitation of the existing technologies and the independent development of original key technologies for future industries. However, the duration of the program, 5 year, is too short to expect concrete outcome, such as creating original technologies. Many of the outcomes of CRI gets a lot of attention from top class scientists in the world, it is expected to generate various R&D performances in the future.

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A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1353-1358
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    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.

A Study on the Development Model of Life-Type Tourism Destination - Focusing on the Japanese Practical Case - (농촌지역 생활형 (휴양)관광지 발전모델 연구 - 일본의 사례를 중심으로 -)

  • Park, Gu-Won
    • Journal of Korean Society of Rural Planning
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    • v.21 no.4
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    • pp.139-155
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    • 2015
  • This study was conducted to effectively develop rural tourism in Korea. For the purpose, tourism that can develop with local industries and cultures together was designated as life-type tourism and development models of such tourism were reviewed based on an understanding that province-oriented tourism is necessary. An analysis of three actual cases of Japan led to following results. First, life-type tourist destinations can be developed in connection with making local areas based on their special themes, can be developed in relation to their life cultures based on their peculiar life cultures and can be developed in creative forms using characteristic environment and organizational culture of those areas. In pursuing life-type tourist attractions, it will be possible to make practical development using it with those three basic models. Second, it is important to form a flow covering the entire regions based on their own special themes, to build cyclical structure of regions and tourism and tourism and industries and to create overall conditions that can help local residents get benefits and join together, in order to develop such life-type tourist destinations. Development of life-type resort tourist destinations needs roles of practical organizations that can effectively manage them, but such organizations should be dynamic and should be distant from management of money as much as possible.

A Study on national responsibility to foster cultural contents and legal principles of vulgarity regulation

  • Cho, man-hyeong
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.33-38
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    • 2016
  • Constitution declares culture is area that without any interference from the state space, and so creates each person creative energy. It is a typical movie in culture. The film will be referred to as an important expression form as well as high value-added industries of cultural creativity of ethnic communities. Intervention of the state is necessary that by competing mechanisms of diverse opinions and ideas caused harm. State intervention is only to be operated at a minimum. The vulgarity causes young people have impulsive tendencies and affects adults adversely on on issues, regulation is possible for children and youth protection. This paper aims to suggest a new legislative measure about the legal principles of vulgarity regulation to solve this kind of problem efficiently. Some standard allowed vulgarity regulation on the principles of control.

Impact of Digital Technology on the Art Museum Industry's Business Model

  • Zou, Anna;Xu, Jingyi;Choi, Myeongcheol;Chen, Lingyun;Kim, Hannearl
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.116-121
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    • 2022
  • Digital technology has now pervaded and become an inseparable part of our daily life. The art museum sector is evolving into a business model that adapts to the new digital format due to the requirement for survival and development. This study examines the development state of China's art museum industry and investigates the current business model innovation trend in the art museum industry from three perspectives: reorganization and development of the art museum industry's business model theory; reconstruction of the art museum industry's display and marketing logic; and innovation of the art museum industry's operation mechanism, based on a systematic assessment of domestic and international research. This research can provide reference value for digital technology to drive the innovation of business model in art museum industry. Moreover, the study has important reference significance for the development strategy of art museum industry.

A Study on the Cartoon Style in Image Contents (영상 콘텐츠에 나타나는 만화적 표현에 관한 연구)

  • Lee, Young-Sook;Lee, Heon-Woo
    • Cartoon and Animation Studies
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    • s.24
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    • pp.65-82
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    • 2011
  • Since the arrival of the internet, numerous creative content industries have been active online. In particular, additional training has been necessary due to higher interest in e-Book publishing, and the opening and expansion of the online comics industry. However, as for the study of film grammar, there is a lack of research on lively and diverse expression in cartoon directing. In this study, animation and painting techniques, with examples of cartoons being expressed cartoon is intended to provide the possibility of directing. In addition, the comics industry one source multi user to the related industries is a key element with the value-added industries. So in other media expressed a wide range of research on the techniques of comic culture shall serve as key elements of the content looks.

A study for characterizing personal ornaments designing education (대학 장신구 교육의 특성화를 위한 연구)

  • 김병찬
    • Archives of design research
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    • no.16
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    • pp.149-158
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    • 1996
  • Personal ornaments designing has a great influence on present-day life and culture and allied industries, but the current collges fail to provide its productive and creative programs because it is considered as just a part of metal crafts. Most colleges present programs only for producing items of pure fine art crafts, and therefore fail to present the programs that help the student to understand the related industries and their management. This study seeks to point to the problems of current personal omaments designing education in order to help to find its remedies, and tries to present long-term and short- term plans for them. I belive when the colleges develop their own suitable programs based on these plans, they will strengthen their ability to survive in this privailing open-door compryiyive world, widen their opportunities to contribute to related industries, and help the students to play better roles in the society.

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A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.102-107
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    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.