• Title/Summary/Keyword: 문화창의산업

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Difficulty Analysis of an Introductory Computer Programming Course for non-Major Students (비전공자 대상의 컴퓨터 프로그래밍 입문 교양 수업에서의 학습자의 어려움 분석)

  • Kim, Jaekyung;Sohn, Eisung
    • Journal of Creative Information Culture
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    • v.7 no.2
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    • pp.69-77
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    • 2021
  • In the past, computer programming was a course taken by students of computing domain majors. With the advent of the fourth industrial revolution, students in all major fields are taking it as the general required course. However, students have difficulties in learning new subject such as unfamiliar computational problem solving approach and general purposed programming language, which can lead to negative phenomena such as learning effectiveness, confidence, and decreased interest. In this paper, the causes of difficulties experienced by non-majors students while learning programming language are analyzed and identified through qualitative and quantitative research on questionnaires, journals, and achievements. Thus, we suggest that designing an educational plan that minimizes difficulties.

An Implementation of Service Framework for Public Culture Contents in the Convergence Environment of Spatial Information and Culture Contents (공간정보 및 문화콘텐츠 융합 환경에서 공공 문화콘텐츠 서비스 프레임워크 구현)

  • Hong, Dae-Ki;Song, Byeong-Sun;Lee, Nam-Young
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.195-201
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    • 2010
  • Globalization, conversions, and OSMU (One Source Multi Use) in modern cultural industry is expanding fast, and global competition is soaring with a changing environment today. In fact, the development of one nation depends on its cultural creativity. Yet, there is an increasing need for a connection between space and culture since globalization homogenizes a nation's unique cultural identity and provides low level of utilization in digital cultural contents in terms of saving, conserving and maintaining data. In order to invigorate the cultural industry, there must be some information that provides public culture contents, which they can be freely searched, displayed, and re-produced. Ultimately, these public culture contents should be able to provide Culture Space. This text discusses how individuals produce the Culture Space, which provides digital information of time and space, from a relationship between culture and space. It also introduces the public Culture Contents service framework in order to provide culture information and combined Culture Contents.

A Study on Creative Industry Development Vision based on Digital Contents (지식창출형 콘텐츠 기반 창조산업 육성방안)

  • Noh, Si-Choon;Bang, Kee-Chun
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.47-53
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    • 2012
  • Economic crisis, efforts to overcome the digital content industry development at home and abroad have been racing in the country's future lies in the digital content industry. Therefore, the digital content industry through vision, model identification knowledge-based global digital content market-based deployment is required. For research purposes the digital content industry to derive an alternative to national industrial development that will lay the groundwork. The deployment order for the first digital content industry, SWOT analysis performed to derive the Korean-specific model. As a result, measures based on the advancement of digital content industry as a long-term vision and specific goals are presented as staged. The age of convergence of the u-media content markets in government, corporations, consumers, and these form the structure of a virtuous cycle distribution systems for energy by being active, synergistic effects are obtained. Above all, based on the content industry to secure internal and external growth is key. Vision of the digital content, the growth momentum of the national social development policies to be used as a role model by changing the way a series of courses is required.

The Establishment of the Third Medium and Long Term Development Plan of the Comics Industry and the Policy of Training Professional Manpower (3차 만화산업중장기발전계획 수립과 전문인력양성 정책)

  • Kim, Byoung Soo;Lee, Won Seok
    • Cartoon and Animation Studies
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    • s.32
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    • pp.189-220
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    • 2013
  • It is expected that interests and supports for 'the creative economy' will increase considerably since the establishment of the Park Geun Hye Administration. According to a report with respect to its cultural policy handed in by the Minister of Culture to the president on March 28, 2013, the administration will set up a basic plan of establishing regional fusion-typed laboratories including such genres as story telling, animations, games, cartoons, performances, etc. in May this year, and opening contents Korea laboratories across the country by the first quarter in 2014 as part of its core task. Furthermore, it will focus on implementing such policies for training professional manpower as creative mentoring programs, expansion of education for field employees and expansion of a creative education for young students, including a plan to train 1,000 creative contents talents by 2017 as described in the report. Since the Comics Promotional Law took effect in August 2012, the Korea Culture and Content Agency and the Comics Industry have been establishing the third plan for medium and long term development of the comics industry together. One of the most important policy is about training professional manpower. "Joint Business with Creative Talents," in which the amount of 4.5 billion won was invested, has already been implemented, and "Support Business for Field Employees of Comics Creating Enterprises," in which the amount of 0.6 billion won was invested, has been performed so far through the Korea Comics Contents Agency upon the request of the Comics Industry. The government's plan to train professional manpower is interlocked with its foundation and employment policies, and thus, this will be a good opportunity for colleges and universities that have comics related majors, especially for those that need proper measures for bring their graduates a chance to get a job. Accordingly, it seems that if the government develops more aggressive policies, reflects this on the third medium and long term development plan of the comics industry, and then organizes policy and study meetings led by the learned societies to implement this, it will be able to generate a significant synergy effect. This Article will concentrate on first examining the flow and patterns of the policy to train special manpower by the comics industry, the Ministry of Culture and related institutions since the establishment of the Comics Promotional Law, analyzing some problems in the first and second medium and long term development plan of the comics industry to be implemented from 2003 through 2013 and the third medium and long term development plan to be announced in June 2013 to train professional manpower, and then suggesting an effective direction and some alternatives to train professional manpower in universities in a medium and long term way.

A Study on K-Wave's Business Expansion: Based on Creativity Type Model (한류의 비즈니스 확장에 관한 연구: 창의성 유형 모델 기반으로)

  • Song, Minzheong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.39-54
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    • 2018
  • This study aims to expand K-Wave business. For this, it firstly investigated previous studies and pointed out limitations of the current scope of the K-Wave business. Therefore, as a theoretical background, it attempts to construct an analysis framework based on four types of creativity type model and to redefine the concept of K-Wave business, which refers to a series of business activities that create, utilize the asset, and reuse the originality of intellectual property assets. This study analyzes the business activities of K-Wave's asset creation, utilization, and talent linkage during 2013~2017. The scope of the asset creation covers the highest ranked movies, dramas, and K-pops, while the utilization of those is analyzed in cosmetics, food, and fashion industries. The personal talent is the source of new K-Wave value creation and Webtoon IP is analyzed. As a result, in the case of movies and dramas, the representative market is China, which is the result of the efforts to avoid the continuation of China's regulation and the development of local OTTs. It is confirmed that the product development for Chinese consumers is active as activities of K-Wave utilization in cosmetics, food and fashion. Interesting is that new K-Wave content is circulated in the beauty sector. Finally, it is confirmed that Webtoon IP, which has been structured with a solid story in individual talent, is the origin of new K-Wave asset creation such as movies and dramas.

The Development of an Elementary Teacher Training Program for Design Thinking-Based Maker Education (디자인 사고 기반 메이커 교육을 위한 초등교사 연수프로그램 개발)

  • Lee, Seung-Chul;Kim, Tae-young
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.111-114
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    • 2018
  • 4차 산업혁명의 특징 중 하나는 생산과 소비의 결합이다. 이제는 소비자가 직접 구매할 물건의 생산에 관여하고, 직접 필요한 물건을 생산한다. 이는 다양한 제작도구들이 보편화되면서 가능해졌다. 이런 흐름으로 세계적으로 메이커 운동, 메이커 교육이 주목받고 있다. 메이커들은 실생활의 문제를 해결하기 위해 창의적인 문제해결 방법을 활용하여 무언가를 만들고 공유한다. 이런 공유문화는 메이커들의 축제인 메이커 페어에서 쉽게 확인할 수 있다. 창의적인 메이커를 교육을 통해 길러내야 될 필요성을 공감하고 있으며, 메이커 교육을 학교 현장에 적용하기 위한 방법으로는 디자인 사고가 있다. 디자인 사고 프로세스는 실제 제품을 사용할 소비자에게 공감하여 이해한 뒤, 다양한 대안을 찾는 확산적 사고, 주어진 상황에서 최선의 방법을 찾는 수렴적 사고의 반복을 통해 결과물을 도출하는 창의적 문제해결 방법이다. 현재 온라인과 오프라인 상에서 다양한 메이커 교육이 이뤄지고 있다. 이를 학교에 도입하여 학생들을 가르치기 위해서는 교사의 역량이 중요하다. 아무리 좋은 교육이라도 교사들이 모른다면 학생들을 가르칠 수 없기 때문에 메이커 교육을 학교 현장에 투입하기 위해서는 메이커 교육을 위한 교사 연수 프로그램 개발이 필요하다. 따라서 본 연구에서는 디자인 사고 기반 메이커교육을 위한 초등교사 연수프로그램을 개발하고자 한다.

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Signification Education for Communication of Creative Semiotic System on Social and Cultural Value - Focused on Advertising Story - ('사회문화적 가치'에 대한 창조적 기호계(semiosphere)와 의사소통을 위한 의미 표현 교육 - 광고스토리를 중심으로 -)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.145-153
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    • 2019
  • The present study is a discussion in which the flow of 'social and cultural values' inherent in the creative advertising story is considered against Bart's symbolism and the creative symbol system, and attempted to reproduce the work through the cognitive thinking of the inmates. The interaction of correct social and cultural communication is not just a strategy for persuasion and effectiveness. Starting with these issues, I thought that experiencing the 'symbolic production' and 'cognition interpretation' of the most creative, aesthetic and implicit advertising stories was the realization of concrete cultural values. The reason why I pay attention to advertising as a target tool of the original school is that it gives anyone access to the social and cultural values based on the productivity of meaning, the sharing of meaning and social small-call work by paying attention to the most implicit symbols in a short period of time. I also think that with the trend of the times, it is well worth it as a tool of positive communication for social and cultural member harmony and solving future problems. The reality of social and cultural advertising stories conducted in conjunction with the analysis of meaning at the cognitive thought level is very appropriate to apply in creative classes for college students. The Dong-A Ilbo is a discussion that suggested that the work of realizing the cognitive meaning of advertising stories, a "symbol complex" based on creativity in a complex, multi-media era, will become an age-old communication tool to join university students' strategies for solving future problems

The Cultural Values represented in Chinese Drink Advertisements - Focusing on a Chinese magazine ad of drink (중국(中國)의 주류광고(酒類廣告)에 표현된 문화적 가치 - 중국잡지광고를 중심으로)

  • Li, Bo;Kim, Maeng-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.95-97
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    • 2010
  • 중국광고는 서양광고를 모방(模倣)하는 시기(時期)를 지나 현재 창의(創意)적 발전(發展)의 전환점에 와 있다. 중국 전통 이미지의 심미적(審美的) 추구(追求)는 중국의 광고 산업에 지대(至大)한 영향(影響)을 끼치고 있으며 보다 더 효율적(效率的)으로 중국 전통이미지를 활용(活用)하기 위해 매진하여야 한다. 따라서 중국광고 디자이너들은 전통문화에 대한 소양과 깊은 이해를 바탕으로 광고자체의 기본철학을 확립하여 중국(中國) 문화(文化)의 특색(特色)을 바로 잡아 만들어가야 한다. 본 연구에서는 2008년~2010년 중국주류(中國酒類)의 잡지광고에서 나타난 이미지 분석을 통해서 중국광고 디자인의 표현방법을 알아보고자 한다.

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Meaning of Handicraft Elements as Applied to Modern Textile Design (현대 산업 직물디자인에 응용된 수공예적 요소의 의미)

  • 박남성
    • Archives of design research
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    • v.16 no.4
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    • pp.299-312
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    • 2003
  • In modern industry, creative sense together with advanced scientific technology is an important element. In modern textile industry as well, these two elements working in dose relationship one to another play important roles in the advent of high value-added textile of unprecedented high quality, high capability, and high sensitivity. Especially, creative sense which is necessary in generating additional value of textile is all the more essential for the development of diversified, unique, and differentiated products that are sought by all contemporaries. The aim of this research is to recognize the importance of handicraft which has a great impact on modern textile design in the generation of additional value, consider the applicability and the aesthetic method that this technique presents, thereby contributing to the development of modern textile

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The Inflow of the Creative-Class and Forming of Cultural Landscape on the Kyunglidan-Gil (경리단길 창조계급의 유입과정과 문화경관 형성요인)

  • Yang, Hee eun;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.6
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    • pp.158-170
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    • 2013
  • With the recent 'Creative economy' and 'Cultural prosperity' coming to the fore as a new code to build up a city or a region, it is necessary to focus on strengthening the regional creative capacity as well as developing spontaneous regional culture. In such trend this research aims to explore the Kyunglidan-gil, Seoul, Korea in which creative-class are appearing autogenously in clusters and forming new cultural landscape, to identify the factors of their accumulation and changing aspect of cultural landscape. This study has the following purposes: First, Investigating the historical context of the Kyunglidan-gil's landscape. Second, considering the process of the creative-class being flowed into the Kyunglidan-gil as the subject leading to the modification of the region. Third, their activity was analyzed to consider the unique aspect of forming the cultural landscape at the Kyunglidan-gil. Regarding why the creative-class should flow in, results of the study drew five factors including region in issue compared to inexpensive rents, coexistence with nature, quiet atmosphere seeming isolated from the urban confusion, location possible to test and share individual materials one likes, and a site with synergy effect of activity through the network with acquaintances. Also, five characteristics of cultural landscape forming by the people's activity were drawn - space of communication for increasing creativity, temporary and flexible spatial use, expression of one's identity and taste, distinguishing, and positive use of the existing facilities. Like this, by exposing the 'creative-class', a subject of the leader in changing process of the Kyunglidan-gil, this research identified the aspect of forming cultural landscape.