• 제목/요약/키워드: Culture Technology (CT)

검색결과 48건 처리시간 0.022초

A Study for CT Technology Valuation Methods (CT기술 가치평가에 관한 연구)

  • Ham, Hyung-Bum;Lee, Yang-Sun;Kim, Ki-Hoon;Jung, Woo-Chai
    • Journal of Korea Multimedia Society
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    • 제9권8호
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    • pp.1086-1094
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    • 2006
  • The CT is all relation knowledge and technology which are applied to make the culture contents. Recently demand regarding the CT is increasing rapidly with a great growth and high technology of culture contents industry. In this paper we suggest a CT technology valuation model for promoting R & D results and technical diffusion of the CT. Also, It is shown how to derive a value of the CT using simulation. For it, we study a classification and distinctive characteristics of the CT. And this paper reviews the methods of technology valuation that have been developed by valuation specialists.

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Standardization and Classification of Culture Technology - Analysis of Technology Classification Systems and Demand Survey (문화기술(CT) 분류체계 및 표준화에 관한 연구 -기술분류체계 및 수요조사를 중심으로)

  • Cho, Yong-Rae;Kim, Won-Joon
    • The Journal of the Korea Contents Association
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    • 제9권7호
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    • pp.184-192
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    • 2009
  • CT(Culture Technology) became one of the leading industries with fast growth in its contribution to an economy not only in Korea, but also in the world. This study suggests policy direction and priority of CT in the perspective of technology standardization and its classification. As a result, this study proposes a new 'CT Classification' using the value chain concepts contrary to previous classification. In addition, we suggest standardization priority, especially, in the sectors of 'CT Distribution/Service', 'CT Marketing', 'General CT management' based on our survey research of production side. Consequently, our research suggests an important strategic bases for decision makers in CT policy and development both government and private sectors.

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
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    • 제10권12호
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    • pp.3848-3855
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    • 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.

The Empirical Study on Relationship between Technology Factor and Tech. Ccommercialization in CT SMEs and Ventures (기술요인과 기술상용화성패관계에 관한 실증연구 - CT 중소벤처기업을 중심으로 -)

  • Seo, You-Hwa;Yang, Dong-Woo
    • Journal of Technology Innovation
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    • 제15권1호
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    • pp.1-26
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    • 2007
  • This study's purpose is to promote the development of CT industry by analizing the causal relationship between technology factor and commercialization of Tech. in CT SMEs and Ventures. The result is that Only technology experience accumulation among technical factors(technology develpoment cost, technology experience accumulation, technology concentration, technical expertise) has a significant effect on commercialization success or failure and non-technical factors have not a significant effect on.

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Development of Classification System Applied Particularity Culture Contents (문화콘텐츠 특수성을 반영한 문화기술(CT) 분류체계 연구)

  • Kim, Hyoyoung;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • 제13권5호
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    • pp.183-190
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    • 2013
  • In this study, we propose a new CT classification system which is essential factor for strengthening competitiveness of culture contents and technical assistance of convergence contents. For this, we drew particularity of culture contents by reviewing concept and current state of CT. And also we drew problems of existing CT classification systems and implications for applying to future CT classification system by systematic analysis of existing CT classification systems. Through this series of process we developed a new CT classification system applied particularity of culture contents. The suggested CT classification system can embrace all kind of technologies related to all steps of value chain-planning, manufacturing/production, distribution, service- of culture contents. And it has significance having flexibility for government investigation and applying the law and more realistic for industrial site by restructuring of middle classification level.

The Web based Digital Archive for CT (CT를 위한 웹기반 디지털 아카이브)

  • Lee, Seung-Joo;Hwang, Ki-Hwan
    • The Journal of Information Technology
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    • 제12권1호
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    • pp.29-34
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    • 2009
  • Culture contents are in our life with various parts. There are much try and research managing and keeping the culture contents with growing of information technique. Digital archive was proposed the technique that is able to distribute and manage the contents. This paper proposed the web based digital archive for culture contents. Each of archive were sorted art, architecture, science technology and etc, and made the structure that can total manage.

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A Study on Senior friendly function Game Industry and Culture Contents Technology(CT) R&D development process. (고령친화 기능성 게임산업과 문화콘텐츠 기술(CT) R&D 발전랑안의 모색)

  • Kim, Yeon-Jeong;Park, Hyun-Sik
    • Journal of Digital Convergence
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    • 제7권4호
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    • pp.57-65
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    • 2009
  • This study explored the current supply status on Contents Technology R&D(research and development) and friendly function Game Industry targeting to elderly consumers. The game contents including the functional components are categorized the sixth category of CT R&D's fundamental planning. The function game targeting to elderly focused on emotional and physical recovering to barrier, user friendliness, simplicity and certainty of game performance. The purpose of game participation are health, well-being, psychological wellness and communication. The functional game consisted of various version procedure by socio-demographic, the accessibility to game media and device.

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Analyzing the Trends of Culture Technology using National Research Projects (문화기술(CT) 연구 동향 분석: 국가연구과제를 중심으로)

  • Lee, Beom-Hun;Jeon, Woojin;Geum, Youngjung
    • The Journal of the Korea Contents Association
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    • 제21권11호
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    • pp.64-76
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    • 2021
  • Culture technology (CT) becomes important in the recent environment where digital technology drives content-based innovations. However, technological trends of CT have not been systematically discussed. Especially, the trends of CT should be analyzed from the national perspective, because CT has grown with the help of government-driven innovation. Therefore, this paper aims to analyze CT trends focusing on national research projects. We collected data on CT from the national science and technology information service (NTIS) database, analyzed the keyword co-occurrence network, and identified the patterns of technological innovation using a clustering analysis. As a result, we found that CT has contributed to the digital content and cultural media, and has been actively developed with the help of machine learning technique. Especially, due to the rise of Covid-19, the non-face-to-face online content is rapidly increasing. This study provides important clues for understanding, analyzing CT trends.

An Influence of Supportive Policy for CT Industry on Innovation Ability of Organization and OSMU of Contents - Focusing on Domestic Animation Industry (CT산업 지원 정책이 조직의 혁신역량과 콘텐츠의 OSMU화에 미치는 영향 - 국내 애니메이션 산업중심으로)

  • Choi, Young-Kwan;Cho, Sung-Sook
    • Journal of Digital Convergence
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    • 제7권4호
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    • pp.67-80
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    • 2009
  • The research tried to realize the policy which serves Innovation ability for culture-contents producer, and culture-contents producer's Innovation ability which impacts OSMU of contents in the policies of government for vitalizations of culture-contents industry. As a result, we have reached the conclusion that the supportive policies for technology, exports and marketing were effective to strengthen the innovation ability of management of human resource, creation and production area. Also we have found that content's OSMU has been influenced by innovation ability. The implication of this study are followed. First, the policies which are intended to revitalize the culture content industry by government has the effect that are some different ones from the settlement and intention. Second, the production industry of animation do still passive and closed organization management, without the efforts for opened and cooperative management. Therefore, the efforts of government which are more practical and realistic supports to revitalize and based on strategic cooperation of industry.

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Self-Study Journey from a Novice to an Expert for Computational Thinking Practices

  • Green, James;Park, Young-Shin
    • Journal of the Korean earth science society
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    • 제42권5호
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    • pp.588-603
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    • 2021
  • This study details a researcher's self-study journey in advancing from a computational thinking (CT) novice to an expert. The researcher went through a four-stage process, with a preliminary literature review preceding the four stages. From the literature review, the computational thinking analysis (CT_AT) tool was developed for use in stage one to analyze science, technology, engineering, art, and mathematic (STEAM) modules. Although no discernable patterns were found in analyzing the five science and five engineering-based modules, the analysis revealed which CT practices were missing or weakly exposed. In stage two activities were suggested to promote these missing or weakly exposed practices. Stage three required the researcher to develop his own STEAM module from the viewpoint of exposing students to CT. The fourth stage was to validate the CT_AT through interviews with pre-service and in-service teachers. These interviews led to changes in the CT_AT tool and, as a result, the researcher produced a guidebook that could be used by teachers in their own CT studies. This guidebook can be used by teachers to develop and become competent in CT skills.