• 제목/요약/키워드: creative industry

검색결과 803건 처리시간 0.023초

루트번스타인(R. Root-Bernstein)의 생각도구를 활용한 패션일러스트레이션의 창의적 표현 분석 (Analysis of the Creative Expression of Fashion Illustration using the Idea Tool of R. Root-Bernstein)

  • 권정숙
    • 한국의상디자인학회지
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    • 제19권3호
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    • pp.143-158
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    • 2017
  • The purpose of this study is to analyze the expression characteristics of creative fashion illustration based on the theory of creativity by using the conceptual ideas related to visual expression in the theory of creativity of R. Bernstein. The contents of the study were theoretical basis of creativity theory and R. Bernstein's creative thinking tool. A specific checklist applying 13 creative thinking tools was developed to analyze individual cases and characteristics of creative thinking tools applied to visual arts and fashion illustrations. As a result, the application of a creative thinking method by the utilization, transformation and integration of R. Bernstein's thought tool yielded creative thinking about fashion illustration and the value of improvement creativity that can expand expression areas.

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창의적 캡스톤 디자인을 활용한 팀 프로젝트수업 운영에 따른 학습만족도 및 이해도 변화에 관한 연구 (A Study on the Change of Learning Satisfaction and Comprehension of Team Project Instruction Using Creative Capstone Design)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제13권4호
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    • pp.179-191
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    • 2017
  • The purpose of this study is to investigate the change of comprehension degree about learning satisfaction and capstone class by applying the subject which draws idea for team project task in college to creative capstone design program. The Capstone Design Program is designed to train fieldworkers with creative problem solving skills and is widely applied as a problem-solving course in team-based projects. In this paper, based on the case study of the 'fusion capstone design' operated in the first semester of 2015 ~ 2017, the capstone design course was established in the course of designing ideas for problem solving. The results of this study are as follows: First, the questionnaire about capstone design instruction process, instruction method, and learning achievement satisfaction were analyzed. As a result, understanding of capstone design was found to be higher than that of class before class, and satisfaction of performance course, method of teaching performance and learning outcome were obtained.

패션산업의 창조적 선진화를 위한 패션디자인 발상 분석 (An Analysis of Fashion Design Inspiration Sources for the Creative Advancement of Fashion Industry)

  • 조지은;이예영
    • 복식
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    • 제66권2호
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    • pp.90-102
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    • 2016
  • The purpose of this research was to give the basic educational sources that could nurture creative fashion designers for the creative advancement of the fashion industry. After investigating and categorizing the ideation behind designer collections in four fashion capitals - Paris, London, Milan and New York, the materialization of concepts was analyzed in relation to inspiration and design elements. As a result, design inspiration was classified into figures, artworks and art trends, historicity of fashion, regional features, natural objects, artificial objects, abstract concepts, clothing for specific occasions, events, and others. This study found that inspiration for fashion design comes from various fields, and that creative design skills can be nurtured through ideation training using a wide variety of subjects.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • 제7권1호
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

경북 북부도시에서 창조성의 의미 -지역개발의 실행을 중심으로- (The Implication of Creativity in the Northern Cities of Gyeongbuk Province : Centering on the Practice of Regional Development)

  • 이상율
    • 한국지역지리학회지
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    • 제17권5호
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    • pp.554-567
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    • 2011
  • 창조도시가 도시 발전의 패러다임으로 점차 받아들여지는 가운데, 창조도시를 구성하는 주요 개념들 창조성, 창조계층, 창조산업 등의 의미를 살펴보았다. 창조도시의 개념에 관해서 지역 및 국가 간 다소 다르게 적용되고 있다는 점에서 관점의 차이가 나타난다. 본 연구는 상대적으로 창조도시에 관한 의미가 잘 부각되지 않는 국내의 중소 도시, 경북 북부 지역을 대상으로 그 의미를 파악하고자 하였다. 특히 창조산업의 의미가 지역의 자연, 농 특산품, 문화 역사적 자원의 관광자원화를 바탕으로 점차 문화, 체육 분야로 확대되어 나가고 있음을 확인할 수 있었다. 반면에 창조성의 의미가 그 지역의 자원을 활용하여 지역 활성화를 위한 모색하는 과정에서 어떠한 과정에 의해서 구체적으로 실현되어 가는지의 여부에 대해서는, 지방자치단체의 역할이 지역 내에서 비교적 뚜렷이 차이가 나타나고 있다. 주로 인터뷰에 의해서 파악된 그 역할은 리더의 역할, 지역 내 네트워크 체계, 외부와 네트워크 관계에 그 비중의 차이점을 보인다.

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Managerial Coaching Effect on Organizational Effectiveness: Mediating Roles of Psychological Ownership and Learning Goal Orientation

  • Oh, Hyo-Sung;Tak, Jin-Kook
    • 유통과학연구
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    • 제14권5호
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    • pp.5-16
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    • 2016
  • Purpose - This study was to empirically validate the mediating roles of psychological ownership and learning goal orientation in the relationships of managerial coaching behaviors and organizational citizenship behaviors/creative behaviors of employees. Research design, data, and methodology - A total of 270 employees in the Korean distribution industry were surveyed on-line, and the results were analyzed using confirmatory factor analysis and structural equational modeling. Results - The study confirmed prior research results that managerial coaching behaviors were related positively to employees' psychological ownership and learning goal orientation, both of which were associated positively with their organizational citizenship behaviors and creative behaviors respectively. It revealed the complete mediating effect of psychological ownership between managerial coaching and organizational citizenship behaviors and that of learning goal orientation between managerial coaching and creative behaviors. Conclusions - Psychological ownership was found to play an important role in the relationship between managerial coaching behaviors and organizational citizenship behaviors. It gives some practical implication regarding the higher turn-over intention rate of the distribution industry, in that promoting psychological ownership through managerial coaching behaviors could reduce the turn-over intention rate.

E-Commerce Readiness of Creative Industry During the COVID-19 Pandemic in Indonesia

  • PRIAMBODO, Ivan Triyogo;SASMOKO, Sasmoko;ABDINAGORO, Sri Bramantoro;BANDUR, Agustinus
    • The Journal of Asian Finance, Economics and Business
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    • 제8권3호
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    • pp.865-873
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    • 2021
  • COVID-19 pandemic has brought the world into economic recession. This study aims to present an analysis of the readiness of creative e-commerce in Indonesia. Data was collected from various locations that may represent the Creative Industry in Indonesia. The quantitative method has been applied as a research approach by gathering questionnaires from 383 business owners selected using the cluster random sampling method. Based on the results of the analysis and discussion, it is concluded that E-Commerce Readiness is very important in times of uncertainty such as the COVID-19 pandemic. The level of readiness will determine the continuity and sustainability of a company or business in a volatile business environment. E-Commerce Readiness can be evaluated based on Technology Readiness, Organizational Readiness, and Environmental Readiness. Not all perspectives are taken into consideration in making decisions about the implementation or improvement of E-Commerce in the pandemic period. Technology Readiness is seen as the most significant impact on a company's ability to cope with volatility, while Environmental Constraints encourage businesses to adopt E-Commerce and take it to the next level. On the other hand, Organizational Readiness has no effect on the E-Commerce readiness of the company because the company or organization does not consider this aspect.

패션 크리에이티브 디렉터 변화에 따른 디자인 연관 이슈 비교 - 구찌 컬렉션에 대한 소셜미디어 게시글 분석을 중심으로 - (Comparison of Design Related Issues with the Replacement of Fashion Creative Director - Focused on an Analysis of Social Media Posts on Gucci Collection -)

  • 안효선;박민정
    • 한국의류산업학회지
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    • 제21권3호
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    • pp.277-287
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    • 2019
  • This study analyzes the online issues of design innovation by a fashion creative director. The study selected fashion house Gucci as the main subject and analyzed social media posts. As for study methods, a social matrix program Textom 2.0 collected 13,014 nouns and adjectives using 'Gucci Collection' as a search keyword from Naver Blogs from March to August 2014 and from March to August 2016. Design related issues were derived through semantic network analysis using Ucinet6 and the NetDraw program. The results of the keyword frequency analysis showed that social media user interest for the Gucci collection increased based on the rapid increase in the number of posts from 1,064 to 2,126 after changing the fashion creative director. The results of visualization of semantic network analysis and content analysis also showed that the main issues related to the Gucci collection design changed after the replacement of the fashion creative director. The study found that issues formed around the product information worn by celebrities for promotion purposes during the 2014 period; however, during the 2016 period, issues were formed around 'vintage' and 'retro' runway concepts with design styles related to Alessandro Michele, the new creative director.

Study on Capstone Design Program in Fashion Major

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.6-11
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    • 2020
  • In today's world, the design industry is becoming more complex, with the development of networks such as the internet and revolutionary changes in information and telecommunications. As the demand for designers to cope with various situations occurring in these industrial sites or solve problems in practice promptly is required, a capstone design program was developed in collaboration with the industry. Capstone design classes have positive effects on creative problem solving ability, academic achievement and learning satisfaction by allowing students to think and experience the practical problems of the industrial field. It is also effective in improving communication, creative thinking and critical thinking. The purpose of this study is to search for talent training methods needed in the fashion industry and to develop effective programs through capstone design class studies conducted in the fourth grade of fashion design majors from 2017 to 2019 (6 semesters). Through these studies, the aim is to search for talent training methods needed in the fashion industry and to develop effective programs. If the capstone design learning method is used as a method of solving problems through close communication between the company and the educational field as an industry-academia cooperation system, it is expected to be positioned as a field-type human resource education method that is required in the industrial field.

창조산업 내 ICT기반 혁신의 경제적 파급효과 분석 (An Analysis on the Economic Impact of ICT Based Innovation within Creative Industries in South Korea)

  • 이영주;김병채;이연우
    • 기술혁신연구
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    • 제23권3호
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    • pp.341-372
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    • 2015
  • 창조경제는 새정부 출범과 함께 제시된 새로운 경제발전의 패러다임이다. 정부가 창조경제 정책을 추진한지 3년째를 맞이하고 있으나 창조경제의 규모와 추진 성과에 대한 실감형 분석체계는 부족한 편이다. 이에 본 연구에서는 창조경제 정책 추진의 경제적 파급효과를 정량적으로 추정하기 위한 새로운 방법을 제안한다. 먼저 국내외 창조경제 문헌 검토를 통해 문화 콘텐츠, SW 산업 등 외국에서 정의되었던 창조경제의 범위를 협의의 창조산업군으로 정의하고, 우리 정부에서 제시한 고기술 첨단제조업, 과학기술서비스업 등을 추가적으로 포괄하여 광의의 창조산업군을 정의하였다. 다음으로 각 산업군 별로 창조경제의 핵심 동인 중 하나인 ICT기반 혁신에 따른 투입-산출의 연도별 증감액을 추정하고 산업 연관분석을 통해 창조산업 내 ICT 기반 혁신이 전체 산업에 미치는 경제적 파급효과를 추정하였다. 분석 결과 2013년 이후 전반적인 경기 하락세에서도 광의의 창조산업에서의 ICT기반 혁신이 전 산업의 생산, 부가가치 및 고용유발효과의 상승세를 견인하고 있음을 확인할 수 있었다. 그러나 협의의 창조산업군에서는 ICT기반 혁신의 경제적 파급효과의 증가가 미미한 것을 확인하였다. 본 연구는 크게 두 가지 관점에서 이론적, 정책적 의의가 있다. 첫째로 기존의 창조경제 성과지표가 투입 역량 중심으로 되어 있어 가시적 효과를 산정하기 어려운 상황에서 산업연관분석을 통한 산출 중심의 성과를 추정하는 새로운 방법론적 토대를 제공하였다. 두 번째로 기존의 창조산업 파급효과가 단순히 해당 산업군의 규모 추정에 그쳐 추상적이고 모호하였다면, 본 분석에서는 창조산업의 전체 규모 중에서 ICT기반 혁신활동이 설명하는 파급효과를 구체적으로 산출하여 효과 산정의 타당성과 신뢰성을 높였다는 점이다.