• Title/Summary/Keyword: 문화창의산업

Search Result 150, Processing Time 0.025 seconds

A Study on the Effect of Small Maufacturing Businesses' Company Culture on Organizational Performance (중소제조업의 기업문화가 조직성과에 미치는 영향에 관한 연구)

  • Kim, Young Il;Kim, Kwang Su;Kim, Ki Wan;Lim, Sang Ho
    • Industry Promotion Research
    • /
    • v.1 no.2
    • /
    • pp.27-32
    • /
    • 2016
  • This study analyzed the effect of small maufacturing businesses' company culture on organizational performance. The study results showed that personal culture(one's organizational commitment) positively affected job satisfaction and improving creativity. Organizational culture(harmony of organization) and environmental culture(importance of environmental factors) didn't significantly affected organizational perfirmance. Also, organizational commitment was varied by employee's position, harmony of organization was varied by age, education and continuous service year, job satisfaction and creativity was varied by education. This study provided implications for analyzing the importance of personal organizational environmental factors and dicovering individual diffrences of the employees.

A Case Study of University Convergence Classes on Learners' Creative Ideas : Focusing on the development journal of the indie game of 'Woody' (대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 : '우디'의 인디게임 개발 일지를 중심으로)

  • Kim, Seong-Hee;Lee, Kyeong-Wook
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.1
    • /
    • pp.153-160
    • /
    • 2021
  • In recent universities, the new-normal era. There is a growing interest in nurturing creative thinking learners who have converged thinking necessary for the AI era based on big data. This study intends to propose the expansion of science liberal arts education necessary to meet the education needs of these universities. To this end, first the status of convergence education in universities and the elements necessary for the learners' creative ideas were examined. Second, learners who took a convergence lecture at a university will look at the development case of in which convergence thinking, creative thinking, and gaming are implemented. Based on this, we would like to propose an expanded organization and operation of science liberal arts education as a way to enhance the creative thinking of learners and their competencies through convergence classes at universities.

Reading Culture of Industrial Workers in the National Industrial Complex - Case studies of Siheung Smart Hub Complex - (국가산업단지 근로자 독서문화 실태 분석 연구 - 시흥스마트허브단지를 중심으로 -)

  • Hoang, Gum-Sook;Ahn, Inja;Kim, Soo-Kyoung
    • Journal of Korean Library and Information Science Society
    • /
    • v.45 no.1
    • /
    • pp.297-317
    • /
    • 2014
  • This study is to produce baseline data, in its purpose of improving the quality of life of industrial workers as well as the business competitiveness, though improvements in reading culture. The data produced in this study will be based on questionnaire, regarding sub-topics of the reading environment, the status of reading culture, and remaining demands. The results argue that the responding workers in Siheung Smart Hub Complex had inadequate environment of reading, while had weak status of reading culture. We propose the ways of improvements in the reading culture of the worker in Siheung Smart Hub Complex, as well as their reading infrastructure.

Analysis on The Spatial Distribution of Music Industry Value Chain in Seoul (음악산업의 공간적 분포 연구 -서울시 음악산업 가치사슬을 중심으로-)

  • Hong, Boyeong;Kim, Kyung-min
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.18 no.3
    • /
    • pp.335-347
    • /
    • 2015
  • Music industry is considered as a creative industry, which tends to locate within a city. However, there is very few paper analysing spatial patterns of music industry in Korea. This study aims to understand music industry's value chain and its location pattern; whether it is clustered or dispersed. In detail, music industry contains five sub-industry: planning, manufacturing, distribution, sales and performance. Locational pattern of each sub-industry is tested by GIS and hot spot analysis. There are several findings from this research. First, value chain of music industry make clusters and have a spatial autocorrelation. Second, the result shows that music industry makes a hotspot area at Gangnam, Guro, Mapo and Jongro-Junggu.

  • PDF

A Study on the effect of Secondary Work of Game on Users and Game Companies (게임의 2차 창작물이 유저와 게임사에 미치는 영향에 관한 연구)

  • Kim, Min-Ju;Kim, Ji-Hye;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.289-292
    • /
    • 2019
  • 매년 수많은 게임이 출시되면서 유저들이 게임을 즐기는 방법도 다양해졌다. 이중 게임을 바탕으로 유저가 창의성을 더해 2차 저작물을 제작하는 방법이 주류를 이루고 있다. 자신이 좋아하는 게임에 대한 애정을 표현하는 한 가지 방법이라고 할 수 있으며, 이러한 2차 창작 활동은 유저의 심리적인 만족감을 채워주는 것과 동시에 게임의 홍보기능도 한다. 하지만 게임사마다 2차 저작물과 관련된 규제가 다르며 유저들은 그 규제를 모르는 경우가 많아 원저작자의 권리를 침해하기도 한다. 본 논문에서는 2차 창작 활동에 대한 유저의 의견과 게임사의 정책 및 대응을 조사하고 유저와 게임사 모두가 만족할 수 있는 방안을 제시하고자 한다.

  • PDF

Research on art contents based on 4th industrial technology -Focusing on artificial intelligence painting and NFT art- (4차 산업 기술 기반의 예술 콘텐츠 연구 -인공지능 회화와 NFT 미술을 중심으로-)

  • Bang Jinwon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.613-625
    • /
    • 2024
  • This study analyzed the convergence case of AI painting and NFT art, art content created based on digital technology, an innovative technology of the 4th industrial technology, and explored its characteristics. Digital technology that innovates the paradigm of life in the 21st century is being used in creative art, and AI painting and NFT art that use it as an expression tool are changing the way they perceive and accept art. AI painting using big data and artificial intelligence technology is evolving into interactive daily art, and NFT art using blockchain and NFT technology is becoming the art of the metaverse with economic and cultural values. Therefore, this study attempted to explore various aspects and values of these digital convergence arts. For the study, representative examples of AI painting and NFT art were classified into cognitive creative AI painting and language generative AI, art economic NFTs, and art and cultural NFTs, and their characteristics, contents, and meanings were analyzed. It is hoped that the results of this study will contribute to the development of AI painting and NFT art, which are digital convergence arts.

우리나라 대학생의 창업인식 조사를 통한 창업교육 고도화 방안

  • Song, U-Yong;Gwon, Hye-Jin
    • 한국벤처창업학회:학술대회논문집
    • /
    • 2017.08a
    • /
    • pp.69-89
    • /
    • 2017
  • 본 연구의 목적은 우리나라 대학의 도전적 창업문화 정착, 대학생의 창업역량 강화로 글로벌 경쟁력을 갖춘 창업 확대에 필요한 창업교육 방안을 제시하는 것이다. 4차 산업혁명 시대 창업의 국가경제적 의의와 함께 대학생의 진로 대안으로서 주목받고 있지만 우리나라 대학생의 창업인식은 낮은 수준에 머물고 있다. 대학생의 창업아이템이 글로벌 경쟁력을 갖출 만큼의 창의성이 뒷받침된 기술기반 창업과는 거리가 먼 경우가 많다. 최근 정부 및 대학에서 창업의 중요성을 인식하고 다양한 지원정책과 교육 프로그램을 운영하고 있다. 그러나 창업문화 확산을 통한 창업도전의 저변 확대, 시장과 산업 트랜드를 바꿀만큼의 시장 전환적이며, 창조적 파괴가 동반된 창업을 활성화하는 데에는 부족함이 많다. 이에 본 연구는 H대학교 신입생 1,092명을 대상으로 설문조사를 실시하여 대학생 창업인식을 분석하고 대학의 창업교육 고도화를 위한 유의한 사실을 발견하였다. 실태조사 결과를 이용하여 본 연구는 다음과 같은 창업교육 고도화 방안을 제시하였는데. 첫째, 생애주기적 진로대안으로서 창업의 의의 인식, 둘째, 학생의 개인적 특성에 기초한 맞춤형 창업교육 프로그램의 개발 운영, 셋째, 창업 전문성을 갖추면서 동시에 교육자로서의 역량을 갖춘 대학 내 외부 전문가들을 네트워킹하여 이론-실무의 우수한 창업 교육자 풀 구성 넷째, 효과적 창업교육 전략 및 프로그램 개발과 실행을 위한 구체적 대안으로 창업교육 목적의 명확화, 교육목적에 부합하는 실천적 교육 콘텐츠 개발 및 국내외 우수 창업교육 콘텐츠의 적극적 활용, 창의적 문제해결 능력 강화를 위하여 교육학적으로 효과적인 방법의 모색 등을 제시하였다.

  • PDF

An Exploratory Study on the Demand & Supply to Senior friendly industry to Culture Contents Technology(CT) R&D (문화콘텐츠기술(CT) R&D 연계 고령친화산업의 수요와 공급에 관한 탐색적 연구)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.10 no.12
    • /
    • pp.3848-3855
    • /
    • 2009
  • Many social and environmental changes emerged by the increasing of the number of the aged to entrance the aged society. This study explored the current supply status on Contents Technology R&D(research and development) of CT ministries and market policies(senior friendly industry) targeting to elderly consumers and the needs and demand of elderly generation to knowledge information technology. In, 2008, Ministries announced the sixth category of CT R&D's fundamental planning. The 'public culture service' to elderly and handicapped person is one of CT R&D category. This study investigated the information technology participation(internet participation rate, blog and internet cafe commitment) and contents technology to the elderly. The research indicated the desired needs of elderly consumers are creativity contents, emotional & experience and communication needs. These three factors of CT R&D to elderly consumers meets the needs non-game factors such as health, economic stability and information seeking in entertainment game.

A study on the effect of regional economy of cultural city development industry (문화도시조성사업이 지역경제에 미치는 영향에 관한 연구)

  • Choi, Ji-Yeon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.7 no.2
    • /
    • pp.365-373
    • /
    • 2012
  • Culture is the essential requisite to improve the resource of city competitiveness and the quality of life. The modern society hope to make the city, more regional and able to be expressed creativity, combining with culture industries for the purpose continuous economic growth and regeneration city. This development industry of cultural city constructed employment and the production of income due to the operations by infra-construction. And It inspired civic awareness about Cultural History. In addition, It presented the effective direction of national aspects caused by improving the identity and the value of ethnicity, culture.

Possibility of Territorial Characteristics of Korean Artifacts (공예문화상품의 현황과 발전방안)

  • Kim, Woun-Seog;Kim, Sung-Min
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.12
    • /
    • pp.74-82
    • /
    • 2007
  • The territorial characteristics of the korean artifacts refer to the characteristics of the korean artifacts works that bring out what is popular in some geographic areas and that which carry features that depict territorial uniqueness or something which form regular tradition of certain territories. Native craft artists can fully utilize and create works according to their material characteristics and therefore, are able to produce many beautiful craft art pieces. Territorial characteristics have provided artists some enriched materials to choose from so that eventually they can reflect their spiritual subjectivity in their work.