• Title/Summary/Keyword: Creative performance

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Efficient Problem-Solving Idea Generation in the Design Phase VE of Construction Projects using Business Creativity Codes(BCC) (건설 설계VE의 효율적 문제해결 아이디어 도출을 위한 비즈니스 창의성 코드(BCC) 활용방안)

  • Kim, Huy-Qyou;Park, Young-Taek
    • Journal of the Korea Institute of Building Construction
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    • v.16 no.4
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    • pp.367-379
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    • 2016
  • Although the importance of creative thinking is rapidly increasing in the new century, the generation of creative ideas and its application in the construction industry have been considered relatively difficult. Thus there have been a few studies on the subject that how to apply creative thinking tools with empirical evidence in the construction industry. Value engineering(VE) has been widely applied in the design phase of construction projects due to the government regulation, Brainstorming has been the most prevalent idea generation techniques in the VE activities during the past several decades. Contrary to popular belief, the performance of brainstorming is not so good. It is known as the brainstorming myth. This paper proposes the business creativity codes(BCC) as an alternative idea generation tool in the design phase VE of construction projects. In order to examine the effectiveness of the BCC, 50 successful field cases awarded in the design VE competition of government agency are used. The result shows that the BCC can be used as an effective idea generation tool in the design phase VE construction projects.

The Role of Job Autonomy Influencing on Creative Behavior in the Smart Work Context (스마트워크에서 직무자율성이 창의적 행위에 미치는 영향)

  • Yong-Young Kim
    • Journal of Industrial Convergence
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    • v.21 no.4
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    • pp.13-22
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    • 2023
  • Due to COVID-19, organizations are rapidly changing the way they work by providing telecommuting and flexible work, and by expanding Smart Work spaces. In a Smart Work situation, workers have improved their job autonomy to choose their work methods, hours, and places. However, previous studies do not reflect the Smart Work situation and there are limitations to still using the previous job autonomy concept and measurements. To overcome these problems, this study derived job autonomy types such as methods, scheduling, criteria, time, and place applicable to Smart Work environments and verified that the five types of job autonomy have a statistically significant positive effect on Smart Workers' creative behavior. This study is meaningful in that it categorized job autonomy into five types applicable to Smart Work by adding temporal and spatial flexibility to the traditional job autonomy concept such as method, scheduling, and criteria autonomy and provided the basis for subdividing and evaluating the operation performance of Smart Work through multi-dimensional job autonomy verification.

The Study of Hole Injection Characteristics in Solution-Processed Copper (I) Thiocyanate (CuSCN) Film (용액 공정 처리된 구리(I) 티오시아네이트(CuSCN) 필름의 정공 주입 특성 연구)

  • Eun-Jeong Jang;Baeksang Sung;Sungmin Kwon;Yoonseuk Choi;Jonghee Lee;Jae-Hyun Lee
    • Applied Chemistry for Engineering
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    • v.35 no.1
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    • pp.61-65
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    • 2024
  • The effectiveness of CuSCN as a hole injection layer in large-area organic light-emitting diodes, organic solar cells, and thin-film transistors has been well demonstrated. Therefore, in this study, the surface, optical, and electrical analyses of CuSCN were carried out according to the solution process conditions in order to propose optimized film conditions. Various CuSCN solution concentrations were prepared to determine the film surface characteristics and to determine whether the film surface affects the electrical performance of the device. When the CuSCN solution concentration was low, the CuSCN film was not formed and coated in the form of islands, and when the solution concentration was increased, the CuSCN film was formed uniformly, which contributed to improving the conductivity of the device. In addition, a hole-only device was fabricated to demonstrate the role of CuSCN as a hole transport layer.

Graphene Characterization and Application for Field Effect Transistors

  • Yu, Young-Jun
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.08a
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    • pp.72-72
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    • 2012
  • The next generation electronics need to not only be smaller but also be more flexible. To meet such demands, electronic devices using two dimensional (2D) atomic crystals have been studied intensely. Especially, graphene which have unprecedented performance fulfillments in versatile research fields leads a parade of 2D atomic crystals. In this talk, I will introduce the electrical characterization and applications of graphene for prominently electrical transistors realization. Even the rising 2D atomic crystals such as hexagonal boron nitride (h-BN), molybdenum disulfide (MoS2) and organic thin film for field effect transistor (FET) toward competent enhancement will be mentioned.

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The Effect of Integrated Mind Map Activities on the Creative Thinking Skills of 2nd Year Students in Junior High School (통합형 마인드맵 활동이 중학교 2학년 학생들의 창의적 사고력에 미치는 영향)

  • Yoon, Hyunjung;Kang, Soonhee
    • Journal of the Korean Chemical Society
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    • v.59 no.2
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    • pp.164-178
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    • 2015
  • The purpose of this study was to design a teaching and learning method conductive to the development of creative thinking skills and investigate its effects. It has been developed integrated mind map with feature of visualizing the divergent thinking to the aspects of Science (S), Technology (T) & Engineering (E), Arts (A), Mathematics (M). Integrated mind map can be divided into four types of STEAM type, STEA type, STEM type, STE type depending on the category of key words in the first branch. And Integrated mind map can be divided into three levels of guided, intermediate, open depending on the teacher's guide degree. And also integrated mind map activities were carried out in the form of group, class share as well as individual. This study was implemented during a semester and students in experiment group experienced individual-integrated mind map activity 10 times, group-integrated mind map activity 10 times, class share-integrated mind map activity 3 times. The results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills (p<.05). And there was a statistically meaningful improvement in fluency, flexibility, originality as a sub-category of creative thinking skills(p <.05). Also creative thinking skills are not affected by the level of cognitive, academic performance, gender (p<.05). In conclusion, it was found that 'integrated mind map activity' improved student's creative thinking skills. There was no interaction effect about creative thinking skills between the teaching strategy and cognitive level, achivement, gender of those students.

An Empirical Study on Successful Factor of Local Mobile App One-Person Creating Company : The Moderating Effects of Social Capital (지역 모바일 앱 1인 창조기업의 성공요인에 관한 실증분석 : 사회적 자본의 조절효과를 중심으로)

  • Cheon, Phyeong Uk;Chung, Dong Seop;Ock, Young Seok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.2
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    • pp.201-219
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    • 2014
  • The Republic of Korea in the real economy to a knowledge economy, and a center of creativity and imagination in the creative economy is changing the paradigm. As the core of creating economic, creative industries with the technology and information play an important role in the industry individuals. In order to solve the problem of the polarization of the economy and high youth unemployment rate of Korea, to recognize the role of the creative industries, as objection part, dimensions pan-national and one creative companies in industries of Mobile Apps various policies that support has been promoted. Support these policies to be able to contribute to the establishment of the success of mobile apps one-person creating company, we performed this study targeting one-person company that creates mobile apps area, we conducted a demonstration study of success factors, and thus more effective and efficient in an attempt to seek out support measures. In this study, we derive a research 4 hypothesis about the success factors of one creative enterprise through literature discussion, a study was made on the basis of empirical data of one-person company that creates mobile apps. The results of the analysis, first, if the development rate of the mobile application technology is fast and a new competition associated product is appeared, it was possible to find a tendency to be higher at the performance quantitative companies. Second, if the founder is a founding for the benefit and rewarding work and come to terms with the risk, it was possible to discover tends to be higher achievement quantitative. Third, if one-person company select a target market with capture intensively, it was possible to find a tendency for higher qualitative results. Fourth, it could be found that the reliability of the contact frequency of the network related performance business environment these characteristics enterprise management strategy and act as a significant modulatory effect. Provision of information relating to management and entrepreneurship education to be one creative enterprise is required, these results suggest that there is a provision continuing need for the opportunity to be able to meet and network and reliable variety have. In this study, to take advantage to promote the elimination measures that can increase the likelihood of success of the company of institutions to support one company that creates knowledge-based, such as in the field of mobile application.

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Brutal sorigeuk of the use of educational view of (잔혹소리극 <내다리내놔>의 가치 교육적 활용에 대한 고찰)

  • Kim, Jeong Sun
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.595-628
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    • 2016
  • Pansori of a creative group pansori 2006 demonstration factory floor sound brutal sorigeuk the home of is a legend 'deokttaegol' in pansori, a creative for adaptation to remakes Work is. Evil Twin 'deokttaegol' called "Give me my leg back" in of Ghost Stories, broadcast on a kbs of lines from breakneck work is considered to be a pronoun. Sound and shadow play and playing drums and payments sentiments of the cruelty I've come across in this 'Give me my leg back' audience to be deployed to the cruel is formed by the center. Based on emotional horror of cruelty. When I was little, ever heard of Korean Ghost Stories, a bedrock of the main feeling revulsion of value in a short time and is contained in a story of filial piety, while in education, to the target Provided. Done in our lives using genre called 'pansori' sentiment and efficient learning can move about the value education can know. Sound and stories, many carefree a stimulus such as Pansori is a great gesture can be a means of education. Valued with any information, work is performed in pansori, depending upon efficient and the various, education and made an emotional cultivation resulting from the value. In my life friendly, our own via a variety of materials that can easily access many values and sentiments, and to culture for each age group on languages and customs Each age groups and instructive preferred allowing them access through their rhythm, pansori, access to the target is persistent about it with curiosity and interest. Can have interest. This wealth not belong to the traditional pansori and new together private and to the tune called creative work for the Pansori. Therefore, our language and customs, their poems span a friendly, the pansori and created using the vocabulary for each age group creative content is educational effects if used in education It is expected to be big thing. These effective approach for each age group and based on the vocabulary by the content easily understood lessons by causing only a smoothly acquired Can to provide an opportunity. Therefore, the Pansori of a creative education is important to take advantage of educational value.

Career Competencies and Perceived Work Performance

  • PARK, Yong-Ho
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.6
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    • pp.317-326
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    • 2020
  • Previous studies have suggested that individuals need to invest in the accumulation of career competencies. To demonstrate how to acquire career competencies, a model consisting of the knowing why, knowing how, and knowing whom competencies was actively discussed in the previous studies. This study seeks to identify the relationships among these competencies based on three ways of knowing, and their effects on perceived work performance. Furthermore, this study tried to identify the importance of each of these competencies in predicting perceived individual performance in the business workplace environment. The findings showed that the knowing why, knowing how, and knowing whom competencies all have a statistically significant positive influence on perceived individual work performance. Also, the study results showed the relative importance of the three competencies for perceived work performance. Specifically, the study results showed that the effects of the knowing why and knowing whom competencies are greater than the effect of the knowing how competency. The theoretical and practical implications of the study results were provided, including empirical evidence of the validity of the career capital model, the appropriateness of the career competency model based on the three ways of knowing, and assignment of resources for the acquisition of career competencies.

A Study on the Relationship between Intra-team Conflict and Team Innovative Performance and the Mediating Role of Team Learning Behaviors in R&D Teams (연구개발팀에서 팀내 갈등과 팀 혁신성과간의 관계에서 팀 학습행동의 매개역할)

  • Lee, Jun Ho;Kim, Hack Soo;Kim, Ji Yeon
    • Knowledge Management Research
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    • v.14 no.5
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    • pp.81-100
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    • 2013
  • In this era of cut-throat competition, innovation is a source of competitive advantage, and securing core competency through innovation plays a pivotal role in ensuring the survival and growth of an organization. In an organization, R&D team is a core division driving innovation, and creative tension and conflict among researchers fuels innovative performance. Despite heated debate over the positive and negative effects of conflict, insufficiently-identified process factors have left sophisticated mechanisms between conflicts and effects unaddressed. This study assumes that team learning behaviors can bean important process factor given that conflict propels learning, and that learning is a decisive factor in creating competitive advantage. This study conducted an empirical analysis of the relationship between relationship/task conflict and team innovative performance, and the mediating role of team learning behaviors using data collected from a questionnaire sent out to the heads of 262 R&D teams and second highest-ranking officials thereof. The analysis conducted based on structural equation model indicates that relationship conflict has negatively affected team learning behaviors, whereas task conflict has positively influenced team learning behaviors(full mediation effect), team learning behaviors has positively influenced team innovative performance. Based on these results, the study has suggested implications of intra-team conflict and team learning behaviors for team innovative performance.

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The effect of Organizational Culture on Organizational Justice and Job Performance

  • Moon Jun Kim;Lee Soowook
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.154-165
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    • 2024
  • The purpose of this study is to investigate the relationship between organizational culture (innovation culture, relationship culture, hierarchy culture, task culture) as perceived by organizational members and its impact on organizational justice and job performance. This contributes to providing additional data for the revitalization and development of the organizational system for efficient management and operation measures included in the organization's sustainable management. To this end, the hypothesis established through the traditional process of quantitative research was tested as follows. First, organizational culture showed a positive effect on organizational justice. Second, organizational culture had a positive (+) effect on job performance. Third, organizational justice was significantly analyzed in terms of job performance. In other words, the importance of systematic re-establishment and continuous implementation of organizational culture (innovation culture, relationship culture, hierarchy culture, task culture) and organizational justice consistent with organizational characteristics was emphasized in order to improve job performance, which is the result of organizational competitiveness. In addition, it is the aspect of drawing practical implications for strategic human resource management and human resource development to systematically improve it.