• 제목/요약/키워드: creative city

검색결과 230건 처리시간 0.031초

The Emergence of the Sharing Economy: The Response Strategies of Pre-existing Taxi Industry Affected by Uber's Disruption

  • Kim, Kibum;Lee, Jeong-Dong
    • STI Policy Review
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    • 제7권2호
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    • pp.60-84
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    • 2016
  • What impact does the sharing economy have on existing businesses? This paper empirically examines how Uber transformed the taxi industry in New York City. Using a regression model controlling various potential influencing factors, we find no direct evidence that daily trips or revenue per taxi driver decreased since Uber entered the taxi industry. However, a closer investigation into other dimensions of taxi trips reveals that taxi drivers were forced to change their way of doing businesses to retain existing daily trips and revenue. Since Uber crowded out yellow taxis from the central area of Manhattan, yellow taxis responded by serving customers outside of the Manhattan borough. From enlarging their geographical coverage and serving customers that were previously ignored, yellow taxis were able to retain their previous level of taxi trips and market share. We also find that yellow taxis responded by improving their service quality to better serve customers' needs. Our result suggests that incumbents actively responded to Uber's entry and provided substantial benefit to consumers. Combined with the incumbent's response, the sharing economy transformed the existing market in a welfare-enhancing way. This paper provides managerial and policy implication on how incumbents affected by the disruptions of the sharing economy should respond. Even though it might be yet premature to examine the impact of Uber, results suggest that incumbents have effectively defended against Uber's entry so far. We conclude that the sharing economy and the existing economy can create positive value in our society through well-intentioned competition, complementing each other's weaknesses and strengths.

기초생활권 발전계획 농림수산부문의 체험 및 관광사업 유형 및 특성에 관한 연구 (A Study on Types and Characteristics of Experience and Tourism Business Plan of Agriculture, Forestry and Fishery Sector for Basic Settlement Area Development Plan)

  • 이경진;김남현
    • 농촌지도와개발
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    • 제18권4호
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    • pp.825-860
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    • 2011
  • For the first time basic settlement area development plan was established in 2010, in order to promote cooperative coexisting development among regions, as time that regional competitiveness determines national competitiveness started. Basic settlement area development plan is composed of 7 sectors and 24 general subsidy projects. It was judged that experience and tourism business as the center is required to be analyzed, which may have effect on activation of farm village, fishing village and mountain village, and inflow of city people, in agriculture, forestry and fishery sector in order that added value of agriculture and fishery is increased, and tangible and intangible resources are applied, and pure agriculture, forestry and fishery is developed. And currently farm village, mountain village and fishing village of our country faces desperate crisis situation that they cannot help groping for substitutive to create new revenue model, and agriculture and fishery of primary industry has limit of increasing income of farmer and fisherman. Agriculture, forestry and fishery experience and tourism business was classified by types, and then standard of 12 categories and 48 sections was prepared, for searching method to supplement and develop it. Trend of experience and tourism business was understood, and problem was found, and then it may be used as indicator material to carry out creative and differentiated business plan establishment and business operation, and may be opportunity to reject overlapped business among regions, and to promote balanced regional development.

창의력 경연대회에 대한 분석연구 (The Analysis on the Creativity Festival)

  • 하종덕;김도윤
    • 영재교육연구
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    • 제19권1호
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    • pp.163-186
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    • 2009
  • 창의적 사고의 중요성과 더불어 시작된 한국영재학회 주관 창의력 경연대회는 1997년 대전광역시내 학생과 일반인을 대상으로 시작되었고 2003년에는 전국대회로 확대 되었으며 2005년부터는 세계대회로 개최되고 있다. 본 연구는 지난 12년 동안 개최된 창의력 경연대회를 참가자, 대회운영방식, 출제문제, 문제해결 산출물 부분으로 나누어 분석함으로써 이 대회의 전반적인 흐름과 변화를 파악하고 향후 열릴 창의력 경연대회의 방향과 기초 자료를 제공하고자 하였다. 본 연구에서 나온 결과를 살펴보면 첫째, 창의력 경연대회 참가자 수는 초등부, 중등부, 고등부, 대학/일반부의 순으로 많은 경향을 보였다. 둘째, 대회운영방식 경우 변화가 많았다. 셋째, 문제는 학생들의 창의적인 문제해결력을 볼 수 있으면서도 그 해에 이슈가 되었거나 학생들에게 교육적인 시사를 줄 수 있는 소재, 주위에서 흔하게 접할 수 있고 시대를 반영한 문제가 주로 출제되었다. 넷째, 참가자의 산출물에 대한 분석결과 전반적으로 중 고등학생보다는 초등학생이, 국내학생보다는 외국학생이 보다 더 창의적인 아이디어를 많이 냈고 질에 있어서도 뛰어난 것으로 나타났다.

해바라기 공원설계 (Design of Haebaragi Park)

  • 박찬용
    • 한국조경학회지
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    • 제29권1호
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    • pp.32-40
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    • 2001
  • The purpose of designing Haebaragi park, legally designated as children park, is to make a place for children including residents performing outdoor recreation, various social interactions, and cultural activities. Design concept for space plan have twofold; the one is a positive and creative playing space and facilities for children, escaped from a monotonous playground, and the other is a cultural and social space for neighboring communities. The site having the area of 1,316.7 square meters, located in Nowon-Dong, Buk-Gu, Daegu metropolitan City, is just like a vest pocket park. The adjacent area had been developed a slum area with mixed ad visually conflicting land use patterns and low income groups. The children and residents living in the area do not have any public space suitable for playing and/or rest. After analyzing such locational characteristic as accessibility, land use of the communities, and potentials for park development, and such design concept as arrangement of facilities, efficient use of site, and functional allocation of park space, We have mad a plan for composition of spaces for various activities, provision of facilities based on estimation of user-demand and activities, and planting. In the design process, we have tried to harmonize functional spaces with facilities, and to organize all the functions as a whole. To improve urbanity and aesthetic shape of park design, we have introduced a central plaza, design of a pave floor, a torrent, large trees for shade, colonnades and so on. From this design project, we can develop the site as a children park for increasing creativities and various playing opportunities, and as a resident space for rest, cultural activities. In the future, it is required that many attempt to design and develop urban small space as a park for children and residents.

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Urogonimus turdi (Digenea: Leucochloridiidae) from the White's Thrush, Zoothera aurea, in the Republic of Korea

  • Kim, Hyeon Cheol;Hong, Eui Ju;Ryu, Si Yun;Park, Jinho;Yu, Do Hyeon;Chae, Joon Seok;Choi, Kyoung Seong;Sim, Cheolho;Park, Bae Keun
    • Parasites, Hosts and Diseases
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    • 제57권5호
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    • pp.461-467
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    • 2019
  • Avian trematodes, Urogonimus turdi (Digenea: Leucochloridiidae), were collected from the intestine of wild birds, Zoothera aurea, 2013-2017 in the Daejeon Metropolitan City, Korea. The body was ellipsoidal, attenuated and/or round ends, 1,987-2,120 long and $819-831{\mu}m$ wide. The oral sucker was subterminal, rounded anteriorly, and $308-425{\times}351-432{\mu}m$ in size; the prepharynx and esophagus were almost lacking; pharynx was well-developed, $142-179{\times}78-170{\mu}m$ in size; intestine narrow, bifurcating just after pharynx, ascending to the oral sucker before looping posteriorly and terminating near the posterior end; ventral sucker larger, in almost median, $536-673{\times}447-605{\mu}m$ and approximately 1.5 times larger than oral sucker. A phylogenetic tree constructed with 18S ribosomal RNA showed inter- and intraspecific relationships. Based on these morphological and molecular findings, we report here a U. turdi from White's thrushes in Korea.

Description of Diplotriaena manipoli (Nematoda: Diplotriaenoidea) Detected in the Body Cavity of Garrulus glandarius brandtii from Republic of Korea

  • Hong, Eui-Ju;Ryu, Si-Yun;Chae, Joon-Seok;Kim, Hyeon-Cheol;Park, Jinho;Cho, Jeong-Gon;Choi, Kyoung-Seong;Yu, Do-Hyeon;Park, Bae-Keun
    • 한국임상수의학회지
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    • 제36권3호
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    • pp.133-138
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    • 2019
  • The present study was performed to identify the nematodes recovered from the Eurasian jay, Garrulus glandarius brandtii, from Daejeon Metropolitan City, the Republic of Korea. Total five nematode worms were detected in the body cavities of two out of the twenty birds necropsied, and they were identified using morphological features, light and scanning electron microscope (SEM), and molecular (18S rRNA analysis) methods. The nematodes were all female Diplotriaena manipoli and had numerous eggs at different developmental stages in the uterus. The nematodes were long and slender measuring about 123-145 mm. The eight submedian cephalic papillae were arranged into four large, outer papillae and four small, inner-circle papillae. A pair of amphidal pores were located at the lateral portion of the mouth. The manubrium apex of trident was rounded and three branches of trident were bluntly rounded at the posterior ends. Using 18S rRNA partial sequence arrangements, DNA analysis of nematode worms was also carried out, and they were identified to be close to the Serratospiculum tendo based on a phylogenic tree analysis. To our knowledge, this is the first report on the molecular characterization and SEM study of D. manipoli.

지역아동센터 학생 대상 소프트웨어교육 사례 (Case Study of Software Education for Students of Child Welfare Center)

  • 한규정
    • 한국정보통신학회논문지
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    • 제23권12호
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    • pp.1578-1587
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    • 2019
  • 소프트웨어 교육은 4차산업혁명 시대를 살아가는 학생들에게 창의적 사고, 비판적인 사고를 신장시켜주며, 그들 스스로가 소프트웨어 관련 산업의 직업을 선택하는 데 많은 도움이 된다. 이 연구는 소프트웨어 격차 해소와 교육의 공평성을 달성하기 위해서 지역아동센터의 취약 계층 학생들에게 적용한 소프트웨어교육의 사례이다. 이 교육은 충남, 충북, 대전 지역의 20여개 기관의 170명의 학생을 대상으로 언플러그드, 엔트리 코딩, 피지컬 컴퓨팅 수업으로 진행하였다. 교육과정에서는 총 4종의 학생 및 교사의 수준별 교재를 활용하였고 기관별 총 수업 시간은 총 10시간이었다. 또한 대상 학생과 기관의 설문을 통해 이 교육이 학생들의 소프트웨어교육에 대한 관심 그리고 추후에 계속적인 소프트웨어 교육에 대한 열망에 영향을 주었음을 확인할 수 있었다.

The Features of Ukrainian Media Art in a Global Context

  • Hridyayeva, Tamara O.;Kohut, Volodymyr O.;Tokar, Maryna I.;Stanychnov, Oleg O.;Helytovych, Andrii A.
    • International Journal of Computer Science & Network Security
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    • 제21권4호
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    • pp.229-240
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    • 2021
  • The article seeks to explore Ukrainian media art and its features in a global context. In particular, it performs an in-depth analysis of the stages of its development from video art of the 1990s, media installations of the 2000s, and to various digital and VR technologies today. Due to historical circumstances, the development of media art was quite rapid, as young artists sought to gain new experience in media art. Most often, their experience was broadened through international cooperation and studying abroad. The paper analyzes the presentation of Ukrainian media art outside the country during 1993-2020 and distinguishes the main thematic areas of the artists' work. It examines how artists present and reveal the peculiarities of the Ukrainian worldview, aesthetics, and culture through the problematization of certain aspects and themes in their work. Specifically, among the principal topics which are problematized in the work of media artists are a sensory experience, limited sensory capabilities, gender issues, the Chernobyl tragedy, the development of utopian models of the city, and global communication. The leading themes of Ukrainian artists also include revolution and war. Notably, political and social sentiments determine the unique energy and vitality of contemporary Ukrainian art, create a revolutionary creative environment, and unite media artists in group art projects. It is concluded that by showing, exhibiting, and presenting them outside the country, artists shape the image of Ukrainian art in a global context.

수업 실습 중심 코딩 강사 양성 과정이 예비 코딩 강사의 창의성 향상에 미치는 효과 (The Effect of Class Practice-oriented Coding Instructor Training Course on the Creativity Improvement of Preliminary Coding Instructors)

  • 김용민
    • 정보교육학회논문지
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    • 제24권6호
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    • pp.563-572
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    • 2020
  • 본 연구는 14일간 총 73차시의 강의 및 실습을 통해 예비 코딩 강사들이 직접 초·중학생용 강의 교재를 개발하고 실제 수업을 진행한 코딩 강사 양성 과정에 대해 효과를 검증하였다. 코딩 강사 양성 과정은 25명의 예비 코딩 강사들을 대상으로 '◯◯창조경제혁신센터'에서 주관하고 '◯◯대학교'에서 실시하였고, 수업에 참여한 초·중학생은 각각 15명씩 희망 학생을 공개 모집하였다. 강의 교재 개발은 컴퓨터교육 전공 현직 초등교사 20명을 대상으로 실시한 사전 요구분석 결과를 바탕으로, ADDIE 모형의 절차에 따라 개발하도록 하였다. 수업 실습 중심 코딩 강사 양성 과정을 운영한 결과, 예비 코딩 강사의 창의성이 향상된 것으로 나타났다.

Research on the Expression Features of Naked-eye 3D Effect of LED Screen Based on Optical Illusion Art

  • Fu, Linwei;Zhou, Jiani;Tae Soo, Yun
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.126-139
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    • 2023
  • At present, naked-eye 3D appears more and more commonly on the facades of urban buildings. It brings an incredible visual experience to the audience by simulating the natural 3D 3D space effect. At the same time, it also creates enormous commercial value for city publicity and commercial advertisements. There is much research on naked-eye 3D visual effects, but for right-angle LED screens. Right-angle LED screen's brand-new expression method that has only become popular in recent years, how to convey a realistic naked-eye 3D effect through two LED screens combined at right angles has become a problem worth exploring. To explore the whole design ideas and production process of the naked-eye 3D impact of the right-angle LED screen, this paper is a preliminary study aimed at understanding the performance principle and expression features. Before the case analysis, first, understand the standard virtual 3D space construction techniques. Combining it with the optical illusion phenomenon, according to the expression principle of the naked-eye 3D effect of the right-angle LED screen, it can be summarized into seven expressions: Shadow, Color contrast, Background structure line, Magnify object, Object out of bounds, Object floating, Fusion of picture and background. By analyzing the optical illusion phenomenon used in the case, we summarized the main performance characteristics of the naked eye 3D effect. The emergence of right-angle LED screens breaks the limitation of a single plane of optical illusion art, perfectly combines building facades with naked-eye 3D visual effects, and provides designers with a brand-new creative platform. Understanding its production principles and main expressive features can help designers enter this innovative platform better.