• Title/Summary/Keyword: Creative Content

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인터넷 메신저를 이용한 의사결정 환경에서의 커뮤니케이션패턴에 관한 연구

  • Park Sang Hyeok
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2004.11a
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    • pp.499-513
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    • 2004
  • This study identifies communication patterns of groups using Internet Messenger for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusions are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with Internet Messenger. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is important to make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with Internet Messenger than face-to-face groups.

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The Cultural Contents Cooperation between South-North Korea and Its Political Assignment (남북한 문화콘텐츠 교류와 정책적 접근 방안)

  • Lee, Chan-Do
    • International Commerce and Information Review
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    • v.9 no.3
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    • pp.343-362
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    • 2007
  • Inter-Korean Economic Cooperation needs to a different strategy for developing synergy effects, suggesting they should be selected for role to the unification Korea. In the this paper, Three policy-strategies is suggested as follows. Firstly, Economic Cooperation Driving Committee of Inter-Korean Digital Cultural Content is necessary the recovering of cultual consubstantiality and the operating of business partnership in the divided peninsular. Secondly, To cultural contents cooperation between South-North Korea. the exchange of learning and information must be activated constantly. as the cultural contents is creative industrial, it needs for imagination and creative of human and understanding of a fine arts, a traditional arts. Thirdly, A policy and system is inevitable to construction of Inter Korean Cooperation Digital Contents. South-North Korea, including a North Korea having a excellent cultural heritage, must jointly recovery for cultural contents. Under social-economic system, a consumers of digital contents pay to the format creator many royalty. Therefore, We must prepare to roll out a series of new creative contents, and have competitive advantages in the global market.

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Development of an Algorithm-Based Learning Content for Improve in Creative Problem-Solving Abilities (창의적 문제해결능력 신장을 위한 알고리즘 기반 학습 콘텐츠 개발)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.1
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    • pp.105-115
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    • 2011
  • Education is focused on how to nurture creative problem-solving skills talent in rapidly changing information society. The algorithm education of computer science is effective in improvement of students' logical thinking and problem solving capability. However, the algorithm education is very difficult to teach in elementary students level. Because it is difficult to understand abstract characteristic of algorithm. Therefore we developed educational contents based on the principle of the algorithm for improve students' logical thinking and problem-solving capability in this study. And educational contents contain interesting elements of the game. So, students will be interested in algorithm learning and participate actively through developed educational contents. Furthermore, students' creative problem-solving capability may improve through algorithm learning.

Success Story: How Storytelling Contributes to BTS's Brand

  • Lazore, Courtney
    • Asia Marketing Journal
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    • v.22 no.4
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    • pp.47-62
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    • 2021
  • Good storytelling is at the heart of BTS as both a brand and a band. Modern brands know that story is no longer an option, but a requirement for keeping audiences engaged. With their consistent and creative reliance on story, BTS has transformed the K-Pop landscape, providing a framework for others in the industry that relies on open-structure narratives, sincerity, and active audience engagement, among other components. To investigate BTS's storytelling strategies, this article breaks down how stories permeate BTS's content, from music and videos to the Bangtan Universe and documentary films. The importance of transmedia storytelling and participatory audiences is also examined. The analysis resulted in a proposed framework that suggests the following components: 1) story as central to the brand; 2) authenticity and sincerity; 3) idol participation in creative output; 4) use of transmedia storytelling and story gaps; 5) intertextuality and cohesion; 6) opportunities for audience engagement; and 7) dedicated creative staff. Utilizing this framework can help K-Pop groups elevate their brands, better use storytelling elements, and gain larger, more engaged audiences.

Educational Insect Robot Content use of play(Game) for the Nuri Process Education of Creative in Smartphone (스마트폰을 활용한 로봇 교육 콘텐츠 게임 활용 연구)

  • Park, Young-suk;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.131-134
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    • 2013
  • Nuri process is a common process of childcare and education for infants to 5 years old in 2012 has been carried out. In order to operate a paint program, teachers not only easy to take advantage in the field, education robot, taking into account developmental compatibility in accordance with stable, physical stability, age psychological infant, the diversity, education robot that can be worn thinking, creativity, scientific thinking is required. In this paper, I will study the applications and Internet services to infants through your favorite smartphones. To the study of development in the smartphone educational insect robot application with the educational environment that infants are environmentally friendly. Utilizing the game smartphone, Nari proceed to step 15, place the questions and answers for enhancing the education effect on the way, to enhance the creative effect of the robot and education. In this paper, I will continue to contribute to the development of content for the education of taste creative.

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A Case Study of Public Contents in Out-Of-Home Advertising: Focused on Visual Characteristics (옥외광고를 활용한 공공 콘텐츠 사례연구: 시각적 특성을 중심으로)

  • Kim, Woon-Han;Jeong, Hyeon-Ju
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.453-459
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    • 2023
  • This study analyzed the creative properties of public service advertisements and public content in outdoor advertising. The results of a case analysis focusing on outdoor advertisements for fundraising are as follows. First, government ministries were mainly found as advertisers. Second, most of the advertising messages were about policy promotion by the government and public institutions, with few public content or public interest messages. Third, in terms of expression, text took up more weight than visual elements, and illustrations were the main visual expression element. This proves that the public content of domestic outdoor advertisements mainly has a strong purpose of conveying direct information.

Contents Development of PBL-based Integrant Design Course for Creative Design Capability -Focusing on Logic Circuit Design Textbook- (창의적 설계능력을 위한 PBL기반의 요소설계 콘텐츠 개발 - 논리회로설계 교재를 중심으로 -)

  • Lee, Jae-Min
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.413-420
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    • 2012
  • In this paper, PBL-based design education(PBDE) techniques for effective engineering design education to assess the infrastructure and outcome of creative engineering education which has been recognized as an important target in accreditation system of engineering education and a case of contents development as PBDE application to the logic circuit design that is essential integrant course of IT division of universities is presented. Because integrant design is based on compositional technologies with restricted realistic constraints, design components and the application of realistic constraints are different from those of capstone design. PBL technique must be carefully considered as it is used for creative design education. We applied the developed content to real design classes for validation of its performance and effectiveness.

A Study of the Art Mode in Modern Fashion (현대패션에 나타난 아트모드에 관한 연구)

  • Kim, Sun-Young
    • Journal of the Korean Society of Costume
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    • v.59 no.8
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    • pp.1-14
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    • 2009
  • This study was aimed to make clear fashion is an expression art displaying not only functional or commercial aspects, but creative functions as an artistic work by analyzing Art Mode and its values, and to help develop more creative design by combining fashion with art. In terms of method, relevant documents, precedent studies, and the works announced in domestic and foreign fashion collections, such as Vogue, Fashion News, Gap, and Collections from 2000 to 2009. According to the findings, artistic works were used by the Art Mode in modern fashion. The respect of artists was expressed using historic famous painting works or current works in various fields, designers' individuality was shown by directly applying work messages to clothes, and fashion design was converted into a tool to communicate the messages like artistic works. Second, the various styles, using the formative character of modern art styles from animalism to modern abstractism, showed the creativity of design, transformed art into the art that enables to see the image of modern art, and presented the possibility of developing into a newer creative design through the application of numerous art styles and the transformation of ideas. Third, the collaboration with artists was used. Fashion designers or fashion brands tried to change the images of works or brands in partnership with artists or to increase differentiated images. The future direction of fashion is a pursuit of new form and content to express fashion, not simply to use artistic works. It is expected that such pursuit will lead to more creative and artistic fashion design.

A Study on the Design and Style of Burberry Men's Wear through the Replacement of Creative Directors (크리에이티브 디렉터 교체에 따른 버버리 남성복 디자인 및 스타일 연구)

  • Song, Bu Young;Kim, Yoon Kyoung;Lee, Kyoung Hee
    • Journal of Fashion Business
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    • v.25 no.4
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    • pp.14-35
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    • 2021
  • This study compares and analyzes the designs of Burberry creative directors, Christopher Bailey and Riccardo Tisci. For this purpose, 322 photographs (176 Christopher Bailey and 146 Riccardo Tisci) were collected and the data analysis criteria were classified into color, shape, material, decoration, item, and fashion style. With respect to the data analysis method, statistical analysis and content analysis were combined. First, the design characteristics of Christopher Bailey top and bottom combined bright tone, tone-in-tone color scheme, H-line, heterogeneous material combination, and smart casual appeared very frequently. Second, the design characteristics of Riccardo Tisci top and bottom combined were monotone, tone-on-tone color scheme, H-line, heterogeneous material combinations, and street culture. Third, the design differences between creative directors were significantly different in color, tone, color arrangement, pattern, material type, material combination, detail, top and bottom items, and fashion style. Burberry men's wear maintains Burberry's traditional design identity with achromatic colors, beige-based colors, and beige checks. Christopher Bailey's design direction is characterized by modernity in a casual mood that emphasizes practicality. The design direction of Riccardo Tisci is characterized by a wide gap between images in a semi-formal style that emphasizes Burberry's tradition and a free-spirited casual style.

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.