• Title/Summary/Keyword: Creative performance

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A Model for Developing Urban Innovation Clusters

  • Morse, Sidney
    • World Technopolis Review
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    • v.2 no.2
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    • pp.81-95
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    • 2013
  • This paper seeks to build on previous work conducted by Porter, Devol, Florida, Bahrami and Evans, Wennberg and Lindqvist, and others contained in the literature, to construct a new way of looking at innovation cluster development. It seeks to describe the key elements contained in the research that serve as building blocks for innovation clustering, adding analysis dimensions that aim to further illuminate understanding of this process. It compares those building block characteristics to the innovation topography of U.S. urban centers, to shed light on a new framework through which urban innovation cluster formation can be considered. It identifies three building block analysis categories: 1) Technological Capability and Capacity (TCC); 2) Intellectual Propulsion Capacity (IPC); and 3) Structural Creative Inspiration (SCI). These three pillars form the architecture for creation of a Strategic Innovation Network (SIN), upon which clustering can be systematically analysed and built. The purpose of the SIN is to optimally organize and connect all available resources that include physical, financial, and human, such that innovation clustering is inspired, encouraged, nurtured, and ultimately constructed as fully functioning socio-economic organisms that provide both local and regional benefits. It is designed to aid both private enterprise and public policy leaders in their strategic planning considerations, and to enhance urban economic development opportunities.

An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

A study of creative humor represented in Moschino's works (모스키노의 패션 세계에 반영된 창조적 유머)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.23 no.4
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    • pp.628-643
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    • 2015
  • This study is to assist in developing creative designs based on the humor available in the fashion world of Moschino. For the research method, this writing examined literature on humor and Moschino's fashion world and analyzed Moschino's fashion collection, show window, Maison Moschino, and collaborative products to conduct an empirical analysis of humor shown to the fashion media. The research results are as follows. The humor in Moschino's fashion appeared in the form of surrealistic humor with the depaysement technique, deconstructive wit in clothing, such as distortion, change, or exaggeration, and textual humor, including brand symbols, logos, and graffiti. Collection pieces indicated the brand's confirmative identity based on humor with the surrealistic depaysement technique and deconstructive wit through irregular phenomena, such as change, distortion, exaggeration, and illusion in clothing form. Additionally, such attributes added to Moschino's wit and humor in decorative costume components as graphic images, graffiti, and brand symbols, including smile, love, and reversal. The show window display delivered surprises and smiles through the production of surrealistic space borrowed from various objects. In particular, performance with surrealistic images helped to show the characteristics of parodic humor. Maison Moschino was a surrealistic space for the concept of the fairy tale and for practical experience, thus working as a communication channel for humor and emotion. Collaborative products also clearly reflected the identity of the designer's own humor, which showed scarcity value as well as differentiation.

A Framework for Human Body Parts Detection in RGB-D Image (RGB-D 이미지에서 인체 영역 검출을 위한 프레임워크)

  • Hong, Sungjin;Kim, Myounggyu
    • Journal of Korea Multimedia Society
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    • v.19 no.12
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    • pp.1927-1935
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    • 2016
  • This paper propose a framework for human body parts in RGB-D image. We conduct tasks of obtaining person area, finding candidate areas and local detection in order to detect hand, foot and head which have features of long accumulative geodesic distance. A person area is obtained with background subtraction and noise removal by using depth image which is robust to illumination change. Finding candidate areas performs construction of graph model which allows us to measure accumulative geodesic distance for the candidates. Instead of raw depth map, our approach constructs graph model with segmented regions by quadtree structure to improve searching time for the candidates. Local detection uses HOG based SVM for each parts, and head is detected for the first time. To minimize false detections for hand and foot parts, the candidates are classified with upper or lower body using the head position and properties of geodesic distance. Then, detect hand and foot with the local detectors. We evaluate our algorithm with datasets collected Kinect v2 sensor, and our approach shows good performance for head, hand and foot detection.

Users' Design Process in Immersive Environments (몰입형 환경에서의 사용자 디자인 과정에 관한 연구)

  • Cho, Myung Eun;Kim, MI Jeong
    • Korean Institute of Interior Design Journal
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    • v.26 no.2
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    • pp.64-71
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    • 2017
  • The purpose of this study is to investigate the potential of immersive environments in the design domain by analyzing students' design process in immersive environments from cognitive and experiential aspects. To do this, we reviewed major concepts and theories such as users' immersion, participation, presence, and awareness and developed a comprehensive conceptual framework of immersive shared environments. In three different visualization systems of HIVE, teams consisting two students were assigned to design tasks and the design process was analyzed by a customized framework. The characteristics of the immersive environment related to the performance of the design task were different from those of the previous studies. The perception of the relationship between the spaces is very important, and the perception of the surrounding objects is interested in the shape or the material such as whether the object is flat or inclined. Also, it is found that the multi-technology of immersive environments is very useful for creative collaboration. In the future, a more comprehensive analysis of the effects on design decisions in a more diverse visual interface condition and the effects on more diverse design areas should be added.

Effect of InGaZnO Solution Concentration on the Electrical Properties of Drop-Cast Oxide Thin-Film Transistors (InGaZnO 용액의 농도가 Drop-casting으로 제작된 산화물 박막 트랜지스터의 전기적 특성에 미치는 영향)

  • Noh, Eun-Kyung;Yu, Kyeong Min;Kim, Min-Hoi
    • Journal of Sensor Science and Technology
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    • v.29 no.5
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    • pp.332-335
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    • 2020
  • Drop casting, a solution process, is a simple low-cost fabrication technique that does not waste material. In this study, we elucidate the effect of the concentration of a InGaZnO solution on the electrical properties of drop-cast oxide thin-film transistors. The higher the concentration the larger the amount of remnant InGaZnO solutes, which yields a thicker thin film. Accordingly, the electrical properties were strongly dependent on the concentration. At a high concentration of 0.3 M (or higher), a large current flowed but did not lead to switching characteristics. At a concentration lower than 0.01 M, switching characteristics were observed, but the mobility was small. In addition to a high mobility, sufficient switching characteristics were obtained at a concentration of 0.1 M owing to the appropriate thickness of the semiconductor layer. This study provides a technical basis for the low-cost fabrication of switching devices capable of driving a sensor array.

A Study on the Analysis of Gameness Transition in Media Contents :Focused on Chris Crawford's model (미디어 콘텐츠에 나타난 게임성 전이 분석 연구 :크리스 크로포드의 모델을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.37-48
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    • 2019
  • This paper aims to clarify the game performance and its principle and operation method at the depth of successful content through gameness transition, which is one of the transmedia phenomena of games. This paper investigated the current state of gameness transition and analyzed the game structure and working principle by using Chris Crawford's creative expression taxonomy model. As a result, the types of gameness transition could be extracted into space exploration type, stage type, reasoning competition type, and mutual competition type.

Creative Design of the Wedge Type Rail Clamp to set the Initial Clamping Force (초기압착력 설정을 위한 쐐기형 레일클램프의 창의적 설계)

  • Han, Dong-Seop;Kim, Yong;Lee, Seong-Wook;Han, Geun-Jo
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.6 no.3
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    • pp.58-64
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    • 2007
  • The clamping force of a jaw pad is determined by the displacements of main part when two lockers are locked, after the clamping angle of a locker was set up in the wedge type rail clamp for a container crane. In this time, if the resistance of wedge frame generates due to several factors, the clamping angle of a locker to display the initial clamping force will be changed because of the reduction of displacement of extension bar. This resistance is determined by the eccentric distance between the roller and the wedge, and by the gap between the wedge frame and outer frame. In this study we measured the tensile force of both extension bar through the performance test of the prototype rail clamp in order to evaluate the effect of the resistance of wedge frame on the clamping force of the wedge type rail clamp.

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Mixed Analysis on Group Communication Pattern and Decision-making Satisfaction with Instant Messenger (인스턴트 메신저를 이용한 집단의사결정에서 커뮤니케이션 패턴이 의사결정만족도에 미치는 영향에 대한 통합분석)

  • Park Sang-Heok
    • The Journal of Information Systems
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    • v.15 no.2
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    • pp.247-270
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    • 2006
  • This study identifies communication patterns of groups using Instant 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) Satisfation of group decision-making may depend on the process or sequence of discussion among group members with Instant 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 ]mike 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 Instant Messenger than face-to-face groups.

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An Observation on Phenomenon of Image Construction Using Architecture Space in Contemporary Fashion (현대패션에 나타난 건축 공간을 활용한 이미지 구축현상 고찰 - 아르마니 그룹, 프라다, 콤므 데 가르송을 중심으로 -)

  • Park, Shinmi
    • Journal of the Korean Society of Costume
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    • v.62 no.7
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    • pp.150-169
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    • 2012
  • Contemporary fashion broadens its image in relation with architecture and incorporates architecture in its creative field. The aim of this research is to investigate the characteristics of 'architecture for fashion' in a social context and to verify the collaborative characteristics of post-1990s fashion and architecture. This paper describes architecture as a means of expressing contemporary style and identifies social consequences resulting from this. While high fashion in the early to mid-twentieth century followed a similar trend evident in architecture to directly apply architectural elements into the creativity of the works, high fashion from 1990 extended its creative field by using architecture to symbolically represent its image and style. In line with the possibility for fashion shows to be considered as a performance art, the potential of collaboration between architecture and fashion as an installation with audience participation is discussed. Architecture, for fashion, provides significant grounds for fashion to be recognized as a parallel, independent sphere of art. Contemporary fashion, either by itself or through collaboration with architecture, comprehends space in its zone of creation. The collaborative characteristics of post-1990s fashion and architecture is verified through case studies of the three fashion houses, 'Armani Group', 'PRADA' and 'Comme des Garςcons.'