• 제목/요약/키워드: Digital Creative Industry

검색결과 135건 처리시간 0.021초

Digital Transformation Enablers and Barriers in the Economy of Kazakhstan

  • ALIBEKOVA, Gulnaz;MEDENI, Tunc;PANZABEKOVA, Aksana;MUSSAYEVA, Dinara
    • The Journal of Asian Finance, Economics and Business
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    • 제7권7호
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    • pp.565-575
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    • 2020
  • This study aims to analyze the digital performance of Kazakhstan through dynamic analysis of national statistics and international indices as Global Innovation Index and ICT Development Index. The research combines three stages: analysis of digital transformation policies performance, review of ICT industry development, and comparative analysis of the positions of Kazakhstan, Turkey and South Korea as a benchmark in the international indices. This research findings show that despite great efforts of Kazakhstan in digitalization, the ICT industry contribution does not increase, it even falls. The international indices demonstrate that the reason is the weakness of the country in skills, venture capital, and innovation linkages. This leads to low knowledge, technology outputs, and creative outputs. The enablers of digital and overall innovation advancement of economy are identified. According to the international rankings the country has been doing its best in Access and Use areas. Another enablers are good business environment, ease of starting a business, protecting minority investors, and FDI inflows. The findings help to draw recommendations for strategic directions in order to improve the digital performance in Kazakhstan. The main limitation of this study is a lack of dynamic information on positions of Kazakhstan in other international indices related to digitalization.

버질 아블로의 크리에이터 활동에 나타난 Z세대 특성 (The Characteristics of Generation Z in the Creator Activities of Virgil Abloh)

  • 박세린;박주희
    • 한국의류학회지
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    • 제45권2호
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    • pp.217-232
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    • 2021
  • This study analyzed the characteristics of generation Z leading the trend of the fashion industry through the creative activity of Virgil Abloh. A literature review and case study were conducted together with detailing the research methodology. As a result of research, generation Z is conceptualized as a "digital native" who grows in digital technology environment with excellent visual sense. They are "SNS creators" who have influence on Social Networking Services (SNS). They are also characterized as "social activists" who reject social conventions and prejudices. They are a "leading creators" who seek to differentiate with creativity. The characteristics of generation Z in the creative activities of Virgil Abloh have a feature of digital native in that they seek visual originality. In terms of communicating with generation Z through SNS and influencer marketing, it has the characteristics of SNS creators. It expresses social activists in providing consumers with diversity, and social perceptions of differentiation. In terms of providing content that encourages consumers to express their personality, it has a feature of leading creators. It is meaningful in that it contributes to the understanding of the market change and marketing strategy according to the consumer development and the activity of the fashion designer.

전시디자인기업 구성원의 마음챙김이 자기효능감 직무만족을 통해 직무성과에 미치는 영향 (he Effect of Mindfulness of Exhibition Design Employees on Jab Performance Through Self-Efficacy, Jab Satisfaction)

  • 정수형;황찬규
    • 디지털산업정보학회논문지
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    • 제14권1호
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    • pp.57-75
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    • 2018
  • The growth of the Exhibition Design Industry has been exponential both internationally and domestically since the composition and fusion of Artistic Culture and information. Since the introduction of various Display Techniques, such as, augmented reality, Virtual Reality, and 3D interactive applications, the Exhibition Display Industry has seen innovative development. Furthermore, this has transpired a new wave of change and globalization in social network and thru creative Exhibition Design this has become a turning point in the Exhibition Design Industry. The aim of this research is to find Influencing factors of domestic Exhibition Design Industry members. These factors thru self-efficacy and job satisfaction will study objectively to find what influences duty result and help members of Exhibition Design Industries to work comfortably and to increase productivity we are proposing effective and efficient development methods. To do this, we are suggesting a research model applied on variables of the mindfulness theory which is based on the emphasized unconsciousness which represents the existence of the mind. To objectively verify this research model, we have conducted surveys on Exhibition Design Industry workers and a Material Designer in Seoul.

Digital TV 환경에서의 TV 광고 제작 연구 (Research on TV Advertising in the Digital TV Environment)

  • 김종덕
    • 디자인학연구
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    • 제12권4호
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    • pp.201-209
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    • 1999
  • 방송의 디지털화는 작게 보면 아나로그로부터 디지털로의 기술적 발전으로 볼 수 있다. 그러나 좀더 심도있게 검토해보면 방송과 연관된 산업의 구조조정을 비롯하여, 송신자와 수신자의 역할관계, 서비스 지역 등 기존의 방송개념의 혁신적 변화를 의미한다. 따라서 방송의 디지털화는 기존의 방송에 대한 파라다임을 뒤흔들고 방송과 밀접한 관계에 있는 광고산업에 커다란 영향을 미치게 될 것이다. 디지털 방송의 기술적 진보는 소비자의 편의 측면에 있어서는 대단한 변화라고 볼 수 있다. 반면 멀티미디어와 멀티채널, 쌍방향서비스는 광고산업에 있어서는 불확실함과 모험을 의미한다. 본 논문은 디지털방송이 가져올 기술 및 사회적 변화를 분석하고 TV광고제작에 미치게 될 영향을 가늠하여 - 디지털TV 방송 특성 분석 - 디지털 TV환경에서의 효과적 TV광고제작을 연구 목적으로 한다. 본 연구는 문헌 연구를 바탕으로 이루어 졌다.

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SNS(Social Network Service)를 이용한 기업 마케팅 사례 분석 (Case Analysis of Corporate Marketing using SNS)

  • 조문영;김창수;조휘형;김범수
    • 디지털산업정보학회논문지
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    • 제11권1호
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    • pp.183-196
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    • 2015
  • With widespread use of smart phones, SNS has been growing rapidly. Companies are required to do its utilization and a preemptive response. However, taking advantage of SNS is still insignificant in the companies. Compared with traditional marketing, people still consider the SNS marketing unfamiliar. This study is aimed at widening the breadth of understanding of marketing activity using SNS and inquiring into its effective applications. In an effort to achieve this research objective, first, this study analyzed the aspect of real applications by reviewing diverse practical business cases. Second, this study provided the momentum of the understanding of SNS marketing-based knowledge. The effective method of producing consumer-intimate products and services lies in customers' participation in development and production. SNS marketing is the very communication and gives ear to a customer's voice. Earnest and creative SNS marketing will play a role as a stepping-stone for businesses to move much closer to a customer.

하브루타를 활용한 SW 수업 설계 및 적용의 효과성 (Effectiveness of Designing and Applying SW Classes Using Havruta)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제15권4호
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    • pp.137-148
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    • 2019
  • This paper is designed to examine the effectiveness of Computational Thinking and programming awareness by designing and applying programming classes using Havruta. In the present society, where the Fourth Industrial Revolution was in full swing, the capacity to be equipped has changed, and the education has been changed accordingly. Programming education is logically capable of thinking and improves comprehensive problem solving skills. This direction of programming education allows us to get ideas for solving problems based on computing thoughts and to create our own creative results. However, because they require the grammar of the programming language and many additional abilities, they are not easy for learners, and individual differences in competencies make learning less immersive and interesting. In this paper, to solve the problems of the uniform programming class, this study is designed and applied to the class applying the Jewish traditional teaching method, Havruta's teaching method, to find out the effect of computing thinking and programming perception.

부산광역시 10대전략산업과 디자인산업의 디자인경영에 관한 연구 (A Study on design management of the design industry and 10 strategic industries in Busan Metropolitan City)

  • 박광철;조경섭
    • 경영과정보연구
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    • 제30권4호
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    • pp.293-314
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    • 2011
  • 본 연구는 부산산업 성장과 고도화를 기반으로 3단계에 걸쳐 실행하는 10대전략산업에 디자인경영 측면에서 해석한 미래전략 디자인산업의 위치와 부산 디자인산업 육성방안을 제시하였다. 나아가 미래가치에 대한 창조혁명의 시대에 핵심 역할로서 디자인산업의 역할과 디자인경영 관점에서 조망하였으며, 부산 10대 전략산업에서 미래전략의 구성과 디자인산업 연관관계를 분석하였다. 특히, 전략산업과의 연관관계를 해석하였다. 디자인경영의 관점은 가치기반으로서의 디자인이 핵심 전략적 기능과 역할을 수행하는 미래가치의 산업이며, 디자인경영의 주요 기능과 비즈니스경영의 관계성을 이론적으로 고찰하였다. 한편, 부산 디자인 육성방안에서 제시된 항목을 정리하여 전략산업과의 연관관계에서 디자인산업 여건과 부산 디자인전략 수립기반의 조성을 위한 추진목표와 체계를 살펴보았다. 다음으로, 전략산업의 디자인 경영 요소를 분석하고, 부산디자인 육성 컨셉을 분석하여 핵심전략으로서의 의미와 위치관계, 정책우선 등 부산산업 30대 프로젝트의 분석과 그룹핑을 통하여 단계별 실현가능성의 순위를 도출하였다. 본 연구의 주제는 창의성 산업은 미래 산업 결정조건과 핵심가치라는 점과, 디자인 경영에 대한 인식의 전환, 그리고 부산 디자인산업의 비전과 추전전략으로서의 의미를 평가해 보는 것이다. 21세기 초에 정보혁명의 지식경제가 도래하였다. 2000년대의 전반적인 축이 디자인 전략 경영에 의해 창조적 혁신의 성장기를 준비하고 있다. 창조 패러다임의 도래와 지금은 창조경제 시대의 기능과 역할의 중심에 디자인경영의 새로운 이노베이션 DNA을 창출 할 것이며, 개별산업디자인에서 산업의 컨버전스화로 산업간 융합을 거쳐 디지털의 정보화, 지식화를 통해 디자인 프로세스가 변화가 되었으며, 정보, 기술을 활용한 가치창출의 통합디자인이 부산디자인산업 육성과 10대 전략산업의 핵심적 역할을 할 것으로 기대되고 있다.

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A Study on the Application of Motion Graphics Animation in Opening Titles of Noir Dramas

  • LinLin Huang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.278-283
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    • 2024
  • As the introductory content of televison series, the opening titles are crucial for helping the audience quickly grasp the tone of the narrative. With the continuous integration of the televison production industry and digital computer technology, motion graphics, featuring its unique dynamic graphic design, offers new avenues for title sequence creation. This paper dives into the application of motion graphics in the title sequences of noir genre television series, analyzing aspects such as visual style, content presentation, and narrative expression. By comparing early static text title sequences with motion graphics ones, this paper reveals the advantages of motion graphics in designing opening titles for noir genre television series and examines how it enhances visual impact and improves audience experience. This study not only enriches the creative techniques for title sequence design, but also provides valuable insights for future creations.

디지털 패션쇼를 통한 3D 가상 의상 표현 연구 (A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show)

  • 우세희;강연경;고영아;김안나;김나은;김치용;고형석
    • 한국멀티미디어학회논문지
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    • 제16권4호
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    • pp.529-537
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    • 2013
  • 의류 패션산업에서 IT화가 진행되고 있으며 그 중 패션쇼는 디지털 시대의 흐름에 발맞추어 빠르게 변화하고 있다. 본 연구에서는 가상의상을 제작하여 실제의상과 유사하게 재현이 가능한지를 살펴보고, 이를 통하여 디지털 패션쇼를 구현한다. 이때 기존의 패션쇼 보다 아이디어를 창의적으로 표현 할 수 있는지, 효율성 및 보완해야 할 부분은 무엇인지 등 실제 사례 개발 연구를 통해 제시하였다. 그 결과 가상 의상은 매우 유사하다는 평을 받았으며, 실제 패션쇼에서는 재현하기 어려운 연출이 본 연구를 통해 보다 창의적이고 용이한 방법으로 실현 가능하였다. 미래에 3D 가상의상을 실제 패션산업에 도입한다면 유통 및 산업의 혁신을 통해 새로운 콘텐츠 창출이 가능할 것이다.

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

  • 임명환;이중만
    • Journal of Information Technology Applications and Management
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    • 제20권3_spc호
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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.