• Title/Summary/Keyword: culture-creative industries

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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.

An Activated Analysis of the Development of Animation in Taiwan (대만애니메이션의 발전과 그 동향 분석)

  • Jo, Jeong-Rae
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.40-47
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    • 2014
  • Animation in Taiwan has been profoundly influenced by the production of labor intensity for American and Japanese in the early days of its development. This phenomenon of the labor intensity reached peak in the 1980s. Information Bureau of Taiwan began to establish a system of supportive funding for its animation industry in the 1990s. During this period, the animation industry in Taiwan gave special emphasis to the theme of the local culture and to the creative works of the animation. By the 2010s, the elements of Chinese culture were introduced in the animation production in Taiwan. Through cross-national cooperation in production with other advanced countries, the Taiwan-made animation was successfully expended to the international market. However, the animation industry in Taiwan is facing the following problematical challenges: Firstly, the Taiwan government gives special attention to the financial support of animation industry rather than training university students to become professional experts in animation production. Secondly, there is no professional higher institution established to train specialized professional animation film-makers. Thirdly, Due to the lack of the cultural inspiration and the original mind, the form of its creative animated production is primarily imitated from other advanced countries. And fourthly, despite the fact that there is a cooperation and exchange programs between Taiwan and other foreign animation industries.

Processes and Outcomes of Creative City Policies: Case Studies on the UK, France, Australia, Japan and Korea (창조도시정책의 추진과정과 성과에 대한 국제적 비교연구: 영국, 프랑스, 호주, 일본, 한국을 사례로)

  • Shin, Dong-Ho;Lee, Jeong Rock;Lee, Byung-Min;Bae, Jun-Gu;Na, Ju-Mong
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.4
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    • pp.583-596
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    • 2016
  • Since the 1970s, advanced industrial economies have been suffering from rapid de-industrialization. While the impacts were more serious in the areas specialized in heavy industries, these old industrial areas are struggling with problems of high unemployment, environmental contamination and destruction of urban landscape. To tackle such problems and rebuild urban economies, some authors, such as Richard Florida and Charles Lanrdry, have suggested a new economy centered on "creativity." Adopting this suggestion, many countries have been attempting to create creative cities. Authors of this paper individually conducted a case study research on a few selected cities of England, France, Australia, Japan and Korea. This paper synthesizes the results of such research to compare and analyse the processes and mechanisms contributed to developing the creative cities in each country and draw theoretical and policy implications from the individual research.

Current State of Animation Industry and Technology Trends - Focusing on Artificial Intelligence and Real-Time Rendering (애니메이션 산업 현황과 기술 동향 - 인공지능과 실시간 렌더링 중심으로)

  • Jibong Jeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.821-830
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    • 2023
  • The advancement of Internet network technology has triggered the emergence of new OTT video content platforms, increasing demand for content and altering consumption patterns. This trend is bringing positive changes to the South Korean animation industry, where diverse and high-quality animation content is becoming increasingly important. As investment in technology grows, video production technology continues to advance. Specifically, 3D animation and VFX production technologies are enabling effects that were previously unthinkable, offering detailed and realistic graphics. The Fourth Industrial Revolution is providing new opportunities for this technological growth. The rise of Artificial Intelligence (AI) is automating repetitive tasks, thereby enhancing production efficiency and enabling innovations that go beyond traditional production methods. Cutting-edge technologies like 3D animation and VFX are being continually researched and are expected to be more actively integrated into the production process. Digital technology is also expanding the creative horizons for artists. The future of AI and advanced technologies holds boundless potential, and there is growing anticipation for how these will elevate the video content industry to new heights.

Nail Art Design Applied Jean Dubuffet's Assemblage (Jean Dubuffet의 앗상블라주(Assemblage)를 응용한 네일아트 디자인)

  • Jang Ae-Ran
    • Journal of the Korean Society of Costume
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    • v.55 no.4 s.94
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    • pp.29-37
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    • 2005
  • Beauty Art is an act which makes a face beautiful using various methods such as permanent, manicure and make-up. Recently, Beauty Art is recognized as the personal culture expressing the value of beauty and spirit. Therefore, there are growing interests in the comprehensive study of Beauty Art nor only from the beauty industries but also from academia, because Beauty Art is the high value-added field and Is recognized as a style of the dress. The purpose of this study is to open a new view to understand the Nail Art as a fold of experimental plastic art. The arctic expression is added to Beauty Art to develop it from the routine technique of the make-up and hairstyling to creative art. Assemblage is adopted to provide Beauty Art with fine harmonious expression which develop Nail Art into interesting and unique art area. Assemblage meaning compounding or collection is a technique through which three-dimension is added to two-dimension paintings, and which is an expression of an art work by recollection of miscellaneous articles or waste materials. Assemblage is a term which Jean Dubuffet coioned first in order to differentiate collage used by Picaso or Braque. Here, I present Nail Art Designs which applied Jean Dubuffet's works focusing on Automaticity and Happenstantial phenomena of materials, Materialization, and Directness. These features are characteristics of Assemblage which basic frameworks are fantastic collection, accumulation, constructive collection, and object collection.

A Study on Connecting the Tourism Industry with Local Indigenous Industries - Focused on Tendou City in Japan - (지방고유산업과 관광사업의 연계방안 모색에 관한 고찰 - 일본 텐도우(天童)시를 중심으로 -)

  • Bae, Jung-Nam
    • Journal of Environmental Science International
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    • v.25 no.9
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    • pp.1299-1309
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    • 2016
  • In order to vitalize the local area of Tendou City in Japan, this study chose a local indigenous industry and sought ways to connect the tourism industry with it. An inventory of local indigenous industry was assembled using relevant literature, field surveys, and interviews with local people. The Japanese chess industry was selected for a case study in connecting tourism with industry. Local indigenous industry was defined as an industry related to the local culture that uses local resources (and thus introduces possible industrialization). This industry can be easily marketed is to the rest of Japan or abroad. People in charge of local indigenous industry should understand the meaning and effects of connecting to the tourism industry, while people in tourism should acknowledge that local industry is good marketing material. Three steps are suggested: 1) to display the industrialy process of Japanese chess production: to tourism in safe and comfortable surroundings; 2) to offer amenities and producetion facility tuors; and 3) to offer tourists an opportunity to experience Japanese chess productions first hands.

he Effect of Mindfulness of Exhibition Design Employees on Jab Performance Through Self-Efficacy, Jab Satisfaction (전시디자인기업 구성원의 마음챙김이 자기효능감 직무만족을 통해 직무성과에 미치는 영향)

  • Jung, Soohyung;Hwang, Changyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.1
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    • pp.57-75
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    • 2018
  • The growth of the Exhibition Design Industry has been exponential both internationally and domestically since the composition and fusion of Artistic Culture and information. Since the introduction of various Display Techniques, such as, augmented reality, Virtual Reality, and 3D interactive applications, the Exhibition Display Industry has seen innovative development. Furthermore, this has transpired a new wave of change and globalization in social network and thru creative Exhibition Design this has become a turning point in the Exhibition Design Industry. The aim of this research is to find Influencing factors of domestic Exhibition Design Industry members. These factors thru self-efficacy and job satisfaction will study objectively to find what influences duty result and help members of Exhibition Design Industries to work comfortably and to increase productivity we are proposing effective and efficient development methods. To do this, we are suggesting a research model applied on variables of the mindfulness theory which is based on the emphasized unconsciousness which represents the existence of the mind. To objectively verify this research model, we have conducted surveys on Exhibition Design Industry workers and a Material Designer in Seoul.

Study on the Influencing Factors about Purchase and Service Delivery Process of Artistic Structure (건축물 미술작품의 구매와 서비스 전달과정에 대한 영향 요인)

  • Kim, Mi Young
    • Journal of Service Research and Studies
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    • v.2 no.2
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    • pp.115-123
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    • 2012
  • Part of public arts, environmental sculpture not only enhance the beauty of a building, but also a landmark having intimate values with the city environment and symbolic meanings. 'Space storytelling' is not only a connecting bridge between the space and human, but also plays a role in promoting creation of story like a catalyst. Storytelling is expanding to many related industries and one of which is artistic structure, and the storytelling of residental space is getting widely applied to establish the competitive superiority. The purpose of this study involves logically examination the service deliver process of space storytelling based on the residential space. And this study expected to research the influencing factors about purchase and service delivery process of artistic structure.

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A Study on the Development of Souvenirs as Local Cultural Tourism Products - Focused on developing souvenir design - (지역 문화관광상품으로서의 기념품 개발 연구 - 기념품 디자인 개발 중심으로 -)

  • Hwang, Gyun-Jeong
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.73-79
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    • 2020
  • With the recent strengthening of local autonomy and the recognition of the culture and tourism industry as a driving force for the fourth industrial revolution, the importance of research on the revitalization of the local culture and tourism industry is further emphasized. Thus, in this paper, the concept and type of local culture and tourism products were summarized and the research direction was presented through this. As a research method, the internal and external factors of the culture and tourism industry in Korea were used as the SWOT analysis method. In the text, three representative sites were selected and analyzed for the development of local cultural and tourism products, and Seoul, Jeju Island, and Gyeongju all found that they lacked local cultural and tourism products. It also found another value through its role of cultural development as well as the economic aspect of the development of cultural tourism products. In order to revitalize the local culture and tourism industry, which has become more important, the government proposed measures to promote differentiated creative products, efficient marketing, and legal security in various ways. In order for this study to be better data for researchers in the culture and tourism industry and related industries, research should be conducted with detailed surveys that could not be conducted due to various restrictions in the future.

Seeking for engineering education direction through performance analysis of financial aid project (재정지원 사업의 성과분석을 통한 공학 교육 방향 모색)

  • Kang, Myung-A
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.2
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    • pp.61-67
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    • 2018
  • The purpose of this paper is to explore the educational direction and present improvements of the local college of engineering through the business feasibility and analysis of the universities that conducted financial support projects to improve engineering education. For this study, we analyzed a three-year of survey on the business satisfaction of the university that implemented aid for innovation in engineering education. A result of statistical analysis on the performance of the education programs and operations that performed by the participants in the project shows that the overall satisfaction rate of the support projects has increased from 73.8% to 83.4%, but the average rate of the related industries has relatively decreased. The research shows that the satisfaction level of creativity and problem-solving ability of new employees in task performance was low so that the overall satisfaction level of the business decreased. We are going to come up with improvement plan to develop creative problem solving skills through the design of program for engineering education innovation in the future.