• Title/Summary/Keyword: 문화산업정책

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A Study on the Local Cultures Design Using New Media (뉴미디어를 활용한 지역문화디자인 연구)

  • Lee, Hyun-Woo;Kim, Byung-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.469-472
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    • 2012
  • This Paper studied out prototype and the structure of Convergence on Cultures Industry and started with issues based on Local Cultures Design in New Media. platform with the New Media have the information that aims to develop relationships with Local Culture. In a world where the paradigm is changing the Convergence of all ages, transcending national borders in the mediator role of modern could have been important. Under this Situation, this study has a significant meaning because it proves that the Local Cultures Design in Degital Contents is analyzed by New Media.

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A Study on the Estimation of Demand Function for Chinese Movie Products (중국 영화 상품의 수요함수 추정에 관한 연구)

  • Li, XuZhe;Meng, HaiYang;Bae, Ki-hyung
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.35-36
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    • 2018
  • 영화는 하나의 높은 부가가치의 문화상품이며 영화산업도 한 나라의 문화를 반영할 수 있는 전력적인 산업이다. 중국 영화는 1978년 개혁 개방 이후 빠르게 발전하여, 특히 2016년부터 중국 정부는 "중국 영화산업 촉진 법안"을 반포하여 중국 정부는 영화산업을 적극적으로 지지 및 촉진하여 미래에 대해 강한 성장세를 보일 수 있다. 그러나 중국 영화 산업의 제도가 선진국과 달라, 또한 중국의 영화 심사제도의 경직성과 영화산업 구조의 불균형성으로 인해 중국 영화공급 및 수요에 항상 불균형에 빠져있는 문제들이 있다. 이런 문제점을 극복하기 위해 본 논문은 중국 영화에 대한 수요함수를 추정함으로써 정부의 정책 수립 및 산업적 지도에 도움이 되거나 투자자에게 참고도 되는 목적이다. 이러한 연구의 목적을 달성하기 위하여 본 논문은 Eviews 8.0 이용해 중국 통계국의 통계 데이터를 분석하여 중국 영화 상품에 대한 수요함수를 추정하는 중심으로 실시하였다. 향후 중국 영화 상품 수요함구가 좀 더 미시적인 소비자 선호별, 지역별 구분하여 엄밀한 분석을 필요하다.

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A Comparative analysis of cultural power as a soft power among national power (국력요소 중, 소프트파워로서의 문화경쟁력 비교분석 연구)

  • Choi, Chang-Hyun;Park, Jeong-Bae;Kim, Jong-Geun
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.55-68
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    • 2014
  • In this study, we performed an empirical research on how cultural power affects soft power as one of the elements of National Power. To fully exert the force of cultural power, appropriate level of "resources for power" need to be disseminated into cultural elements. Utilization of these resources need to appropriately developed and produced in quality and quantity when needed. This activity should be ensured with "composite support competence"; which is the combination of support organizations and their potentials. Indicators of cultural power includes society favorability rating, cultural favorability rating, E&D industry competitiveness index, and T&T competitiveness index. According to analysis of cultural power by each country, cultural industry (E&D) competitiveness index and travel and tourism (T&T) competitiveness index shows relatively high correlation. This research aims to analyze the "cultural power as soft power" of South Korea, China and US, and how they are different and how their resources of power are represented in their E&D and T&T competitiveness.

A Study on the analysis of Chinese metaverse status (중국 메타버스 산업정책 현황 분석에 관한 연구)

  • In-Suk Jung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1151-1157
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    • 2023
  • It raises questions about how China, dominated by the socialist system and the Communist Party, will change in the era of artificial intelligence. We predict how the Chinese socialist system will change in the meta-world where SNS is developed, communication is conducted within the meta-verse world, and artificial intelligence is operating in many fields. In order to do so, it is necessary to understand the characteristics of the Chinese state and the characteristics of national policy, as well as the metaverse policy proposed by the Chinese state. The development of the metaverse was emphasized at the 5th session of the 13th National People's Congress in 2022, and in May of that year, the Central Party School of the Communist Party of China published the <Metaverse Industry Manual for Party and Political Officials>. Therefore, in this paper, we will analyze China's metaverse policy and forecast the direction of development of the metaverse industry that China wants to pursue.

프린팅월드 - 미국의 디지털 인쇄산업 가격정책 트렌드

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.12 no.8
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    • pp.120-123
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    • 2013
  • 최근 미국에서는 디지털인쇄기와 와이드포맷프린터를 운영하는 인쇄사를 대상으로 2012년부터 2013년까지의 경영 트렌드에 대해 조사한 결과를 발표했다. 대상 디지털인쇄 업체들은 가격경쟁력을 가장 중요한 경쟁도구로 꼽았다. 이는 우리나라와 크게 다르지 않은 모습이다.

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A Study on Promotion plans of the Cultural Contents Industry from a Perspective of Simulacre - Focused on Characters - (시뮬라크르 관점에서 문화컨텐츠산업의 활성화 방안에 관한 연구 -캐릭터를 중심으로-)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.269-280
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    • 2006
  • In the 21st century, a nation's industrial success will depend on her cultural industry. Thus, Korea has been investing much in the cultural contents industry, expecting high. A nation's potential in the industrial contents industry will be determined by 1) IT infrastructure, 2) digital convergence, 3) rich cultural heritage and 4) government's effective policies. Nevertheless, our cultural contents industry is not as much homogeneous as that of the United States or Japan, but only some parts of it have grown much. So, our cultural contents industry is not very stable, which means that it would grow in a short term but not in a long term. One of the ways to promote the cultural contents industry effectively may be derived from Jean Baudrilliard's theory of simulacra. The aim of this study is to review the ultimate simulacra required of our cultural contents industry, focusing on Disneyland which Jean Baudrilliard emphasizes as the most perfect simulacra.

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Entrepreneurship and Market Leadership in Culture Industry (문화산업에서 기업가정신의 발현과 마켓리더십)

  • Han, Yoo-Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.417-426
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    • 2020
  • The culture industry has been considered very important as firms utilize human creativity as the main source for providing high-value-added services. In this industry, the inspirations and ideas of individual creators have been stressed rather than the roles of entrepreneurs so far. However, in recent years, due to the influence of "Hallyu" or the Korean Wave, entrepreneurial firms have actively participated in producing a variety of products embracing cultural value. In this vein, the entrepreneurship-related elements such as the degree of leaders' innovativeness, risk-taking environment, first mover advantage, employee compensation, and tolerance to failure were selected to investigate their effects on market leadership. As a result, it was observed that risk-taking environment, first mover advantage, employee compensation, and tolerance to failure had a positive effect whereas leaders' innovativeness was not statistically meaningful. These findings show that the creation of an atmosphere where employees' creativity can be fully appreciated is more important than the leader' insight-driven innovativeness. The results of this study indicate that when companies formulate strategies and the government initiate policies in the culture industry, entrepreneurship should be incorporated as a crucial element.

인터뷰 - 류명식 디자인단체총연합회 신임 회장

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.13 no.1
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    • pp.82-85
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    • 2014
  • 류명식 (주)해인기획 대표이사가 구랍 10일 서울 플라자호텔 메이플홀에서 개최된 (사)한국디자인단체총연합회(이하 디총) 정기총회에서 제10대 회장으로 선출됐다. 디총은 26개 디자인 관련 학회 및 단체를 회원으로 하는 대한민국 디자인계 대표 단체다. 디자인 정책개발, 회원단체 지원, 디자인 풍토 조성, 디자인을 통한 국가 사회 기여 등을 위해 1995년 한국디자인법인단체총연합회라는 이름으로 출범, 2004년 현재의 명칭으로 변경했다. '세계디자인정책포럼'과 '국가디자인정책포럼' 등을 통해 우리나라 디자인 산업 발전에 크게 기여하고 있다. 국내 디자인 관련 학계 및 단체를 대표하는 수장으로 선출, 인쇄인의 자긍심과 위상을 크게 높인 류명식 신임 회장을 만나 앞으로의 계획에 대해 들어봤다.

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A Study on the Relationship between Price Policy and Average Event Period (요금정책과 평균 이벤트 기간과의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.61-62
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    • 2019
  • RPG장르를 기준으로 게임이용등급별 게임들의 평균 이벤트 기간의 차이를 조사, 분석한 결과, 게임이용 등급별 게임들의 이벤트 실시 기간의 평균의 차이를 보이지 않고 있음을 알 수 있다. 이에 본 연구에서는 정액제와 부분유료화 등 요금정책을 기반으로 정액제를 실시하고 있는 게임과 부분유료화를 실시하고 있는 게임간의 이벤트 실시 기간의 평균의 차이를 연구하였다.

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A Study on the Spill-over Economic Effect Analysis of Cultural and Creative Industries in Henan Province, China (중국 허난(河南)성 문화창의산업의 경제적 파급효과 분석)

  • Zhang, Binyuan;Jia, Tingting;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.363-373
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    • 2021
  • The purpose of this research is to analyze the Spill-over economic effect of the cultural and creative industries(CCI) in Henan Province, China. The research object is the CCI of Henan Province, which is mainly based on five sectors out of 42 industries in the industrial association table of the Statistical Bureau of Henan Province, China in 2017 (culture, sports; recreation and research sector; experimental development and integrated technical services sector; information transmission, computer services and software sector; education sector, etc), and is analyzed through secondary integration and redefinition of the CCI of Henan Province. Through the analysis of Henan Province Industry Association Table, this paper provides some enlightenment to the future direction of the cultural and creative industries. The main analysis results are as follows. The total production inducement of the CCI in Henan province is 48,848 billion yuan, and in particular, the production inducement coefficient of the industry in Henan province is 2.72809, 2.23909 (total of columns and rows), Index of the power of dispersion is 0.26325, and the index of the sensitivity of dispersion is 0.87535. Income induction coefficient is 0.55211, production tax induction coefficient is 0.09291. Because CCI of Henan Province has full development potential, the government needs to provide active support and policy support, in addition to the need for legal provisions and supervision of market management. In order to improve the innovative development of the CCI, it is necessary to develop a new model of "CCI+X".