• Title/Summary/Keyword: cultural and creative industries

Search Result 61, Processing Time 0.023 seconds

A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.19 no.6
    • /
    • pp.1353-1358
    • /
    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.

Creative Place-making for Regional Development in the Era of Glocalization (글로컬라이제이션과 지역발전을 위한 창조적 장소만들기)

  • Lee, Byung Min;Nahm, Kee Bom
    • Journal of the Korean Geographical Society
    • /
    • v.51 no.3
    • /
    • pp.421-439
    • /
    • 2016
  • Global society is shifting and now evolving towards glocalization, meaning the increasing role of region and multi scalar interactions between region and global social world. In this glocalization era, there has been mushrooming literature and much discussions on the impacts of place-branding and place-marketing on regional development both in academia and practical researches. The inclusive and participatory creative place-making process, however, is more quintessential than the resultant place marketing strategy. This paper tries to reassess the creative place-making based on culture-led regional development perspectives. Specifically it compares Korea and Japan's strategies and suggests a hybrid model of place-making-branding-marketing, utilizing cultural content industries. It then stresses the importance of building a virtuous circle of sustainable regional cultural industrial ecosystem including culture-based interpretation of places and improvement of community quality of life.

  • PDF

Cartoonists' Awareness of the Comic Industries Cluster (만화클러스터에 대한 만화창작인력의 인식 연구)

  • Yim, Haksoon
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.593-617
    • /
    • 2014
  • This article is aimed at evaluating the comic industries cluster in the cartoonists' perspective in terms of benefits, innovation milieu and loyalty. This article surveyed the 105 cartoonists in the Bucheon comic industries cluster, which has been established since 1998. As a result of analysis, cartoonists evaluated the comic industries cluster in term of facilities, knowledge and information, and social relationship in the positive way. However, the business network with the comic companies, the other contents industries is not established. The communication and collaboration between the cartoonists and local communities is not active in the Bucheon comic industries cluster. In addition, while comic industries cluster is effective in terms of city branding, the comic industries cluster is not effective in terms of economic impacts. In general, cartoonists' loyalty to the comic industries cluster is highly evaluated. The five factors such as knowledge, policy, urban regeneration, facilities are very significant in terms of the cartoonists' loyalty. This article concludes with a discussion of the sustainable strategies of the comic industries cluster in the context of creative city through comic resources.

Characteristics and Value of Fashion Thinking in the Automobile Industry (자동차 산업에 적용된 Fashion Thinking의 특성 및 가치)

  • Kim, Mikyung;Yim, Eunhyuk
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.43 no.4
    • /
    • pp.562-578
    • /
    • 2019
  • Fashion in modern society reflects contemporary times as well as plays an important role in understanding the relationship with various objects and socio-cultural phenomena. Fashion is also based on the idea that is accepted as suitable under contemporary judgement that forms an aesthetic notion of beauty and creates infinite ideal and fantasy. There is a need to see fashion from a broad approach within the socio-cultural concept. Fashion Thinking, based on diversified research on social roles and fashion value has been widely used in other industrial fields; consequently, this study examines phenomena that appears in the automobile industry. This study helps reveal the implied influence of Fashion Thinking toward other industries and socio-cultural aspects, by deriving characteristics and value of Fashion Thinking through an analysis of the applied cases of Fashion Thinking in the automobile industry. The result of this study has a practical meaning that lays the foundation for understanding Fashion Thinking for innovative creative management and utilizing it effectively in other industrial fields such as the automobile industry.

O.P.E.N Triad: The Future Success for Individuals, Institutes, and Industries

  • Kim, Hae-Jung;Forney, Judith;Crowley, Ruth
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.34 no.12
    • /
    • pp.1980-1991
    • /
    • 2010
  • This study proposes the O P E N Triad framework as a future set of tools and perspectives for individual members and institutes to further their professional and academic potential as well as prospect and vitalize the future of the Korean Clothing and Textiles discipline through a global perspective. The millennial generation desires On-demand, Personal, Engaging, and Networked (O P E N) experiences effecting cultural change for creative and influential interaction in transactions, communication, and education. O P E N Individuals offers a WebSphere model as a holistic learning system that has a synergizing value of education across academic courses, industries, and cultures. Through a digitalized and virtualized class, it complements relevant technologies already familiar to the student population. By employing environmental scanning approaches, the most influential and viable future global issues related to the clothing and textiles discipline are identified and dialogued within O P E N Institutes. For future clothing and textiles institutes, this scanning allows them to be open to new ideas, to focus on inter-engagements, to collaborate among individuals, to associate as a part of web of people, organizations, and ideas, to personalize an institutes curricula, and to dialogue generative knowledge. O P E N Industries reveals three dominant future issues that cross academia and industry, sustainability, supply chain management, and social networking. In-depth interviews with U.S. industry experts identified interdependent gaps in global consumer experience practices and suggested the following gaps as future research areas: a standardized business model to the entrepreneurial model, strategic management to a sustainable competitive advantage, standardized to differentiated products, services and operations, market segmentation to global consumer clusters, business-driven marketplaces to consumer-engaged marketspaces, and excellent services to optimal experience. This O P E N Triad framework empowers millennial students, universities, and industries to anticipate and prepare for a radically changing world.

An Activated Analysis of the Development of Animation in Taiwan (대만애니메이션의 발전과 그 동향 분석)

  • Jo, Jeong-Rae
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.1
    • /
    • pp.40-47
    • /
    • 2014
  • Animation in Taiwan has been profoundly influenced by the production of labor intensity for American and Japanese in the early days of its development. This phenomenon of the labor intensity reached peak in the 1980s. Information Bureau of Taiwan began to establish a system of supportive funding for its animation industry in the 1990s. During this period, the animation industry in Taiwan gave special emphasis to the theme of the local culture and to the creative works of the animation. By the 2010s, the elements of Chinese culture were introduced in the animation production in Taiwan. Through cross-national cooperation in production with other advanced countries, the Taiwan-made animation was successfully expended to the international market. However, the animation industry in Taiwan is facing the following problematical challenges: Firstly, the Taiwan government gives special attention to the financial support of animation industry rather than training university students to become professional experts in animation production. Secondly, there is no professional higher institution established to train specialized professional animation film-makers. Thirdly, Due to the lack of the cultural inspiration and the original mind, the form of its creative animated production is primarily imitated from other advanced countries. And fourthly, despite the fact that there is a cooperation and exchange programs between Taiwan and other foreign animation industries.

A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.12 no.2
    • /
    • pp.102-107
    • /
    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.

The Creative Economy and Urban Art Clusters: Locational Characteristics of Art Galleries in Seoul (창조경제와 도시 아트 클러스터: 서울시 화랑의 입지 특성을 중심으로)

  • Kim, Hak-Hee
    • Journal of the Korean Geographical Society
    • /
    • v.42 no.2 s.119
    • /
    • pp.258-279
    • /
    • 2007
  • Culture and art are emerging as main components in the creative economy to enhance the competitiveness of urban centres in the global market by nurturing cultural or artistic industries. A range of research exists which investigates the role of artists and art museums in the process of urban regeneration in Northern American and Western European countries. Yet research into the geography of at galleries acting as an intermediary between art works and cultural consumers remain rare. Empirical research on gentrification and urban regeneration and their connection with spaces for cultural consumption in Asian cities is even less common. The aim of this paper is to show the rise and decline of art galleries in Seoul and the way that this reflects urban development process, historically specific conditions and the characteristics of artists' communities. The background of the locational agglomeration of an galleries is examined in connection with the human ecology of artists, art business and its implication for the global market. The location of art galleries in Seoul seems to be affected by commercial art business and public policy, rather than by artists communities embedded in local areas. The location dynamics of art gallery clusters in Seoul is examined in the context of rent increases, changes of consumers' taste and fluctuating market cycles.

Relation of Game User and Game Character (게임이용자와 게임캐릭터의 관계)

  • Shin, Dae-Young
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2013.01a
    • /
    • pp.51-52
    • /
    • 2013
  • 본 연구는 게임이용자의 게임선택에 있어서 게임이용자와 게임캐릭터의 관계를 분석하는데 그 목적이 있다. 국내 게임시장이 게임업체간의 치열한 경쟁구도로 레드오션으로 바꿔진 현 시점에서 게임업체들은 게임이용자의 게임선택요인을 조사 분석하는 것이 매우 중요하다. 2010 대한민국 게임백서에 의하면, 게임이용자의 게임 선택 요인으로 캐릭터 선호도는 좋아하는 장르(57.3%), 지인추천(15.1%) 그리고 좋아하는 내용(13.7%)에 이어 4위를 차지하고 있을 정도로 매우 중요한 게임 선택 요인이라 할 수 있으며, 애니메이션, 게임 등 문화콘텐츠 산업에서 캐릭터와 관련된 선행연구에 의해서도 캐릭터의 중요성을 언급하고 있음을 알 수 있다. 따라서 게임 캐릭터는 게임이용자가 게임을 선택하는데 있어서 매우 중요한 변수라 할 수 있다.

  • PDF

Adaptation and Upgrade of Scrum Based Methodology for Game Development Education(CKG-Scrum 1.1) (스크럼 기반의 게임개발교육 방법론 적용 및 개선 (CKG-Scrum 1.1))

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2013.01a
    • /
    • pp.221-222
    • /
    • 2013
  • 대학에서 게임 개발 교육을 수행할 때 체계적인 방법론을 적용하는 것이 필요하나, 대부분의 방법론이 복잡하고, 또 사전에 방법론에 대한 교육을 시키기도 어려워 학교 교육에서 적용하기 어렵다는 문제가 있다. 여러 방법론 중 대표적인 애자일 방법론인 스크럼은 단기간의 개발을 지원할 수 있고, 상대적으로 쉬운 구조를 가지고 있어 학기 기반의 프로젝트 교육에 적합한 특성을 가지고 있다. 본 논문에서는 기존의 스크럼 방법론을 한 학기의 게임 개발 프로젝트 교육에 적합하도록 최적화한 CK-Scrum 방법론을 실제로 적용한 사례를 분석하고, 문제점을 보완하여 새로 개선된 CK-Scrum 1.1 방법론을 제시한다. 이 방법론으로 학생들이 프로젝트를 수행하며 품질이 높은 게임을 개발하고 방법론에 대한 학습도 병행할 수 있다.

  • PDF