• Title/Summary/Keyword: culture industries

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Inspirations for China's Cultural Industry Development from the Construction of Korea's Cultural Industry Chain

  • Guo, Pingjian;Fang, Haixia
    • The International Journal of Costume Culture
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    • v.13 no.2
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    • pp.88-92
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    • 2010
  • The purpose of this research was to understand the successful establishment of the cultural industry chain in Korea and discover lessons for China to improve its cultural industry. It was concluded that a one-industry development pattern cannot win in market competition and a cultural industry will strengthen its sustainability only through smoothing its relationship with other industries and establishing a cultural industry chain so as to further development and resist crises together.

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Production of Protease from Thermophilic Actinomyces (고온성 방선균이 생산하는 단백질 분해효소의 생산)

  • 김중배
    • The Korean Journal of Food And Nutrition
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    • v.13 no.2
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    • pp.171-175
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    • 2000
  • Microbial proteases have certain unique characteristics, and are now widely used in food, leather, detergent, and pharmaceutical industries. Thermophilic Actinomyces producing the protease was isolated from soil in Wonju city. This strain was able to grow and produce protease at the culture temperature of 50$^{\circ}C$. The maximum protease production was obtained when 0.5% soluble starch and 0.4% yeast extract were used as carbon and nitrogen source, respectively. The other culture condition for the maximal productivity of the protease was 0.1% K2HPO4, and 0.05% CaCl2 at initial pH 8.0 for 48 hours.

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Development of Digilog-type Contents using Augmented Reality

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.126-133
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    • 2019
  • Recently, the development of ICT technology and the spread of smart devices have been applied to various industries using real world and augmented reality technologies. Currently, smartphone photography programs are always using fixed content. Augmented reality technology was used to capture the new concept and real-time situational picture of the young generation. Photographing technology using such augmented reality can cope with various concepts and the position and pose of the user. This paper aims to develop photography contents using augmented reality. In this paper, using augmented reality, combining past photographs with real world, and developing content that can be photographed are reviewed.

Financial Statement Analysis of SMEs in a Non-Face-to-Face Work Environment (비대면 업무환경에서 중소제조기업의 기업경영분석)

  • Lim HeonWook
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.119-126
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    • 2023
  • Due to the COVID-19 phenomenon, more than one-third of SMEs in Korea have been working from home. Therefore, we tried to find out the management status of SMEs and find policy support. The survey data was based on the Bank of Korea's corporate management analysis 2021 data. As a result of the study, the debt of SMEs increased from 362 trillion won(2019) to 409 trillion won(2022), while their capital decreased from 489 trillion won(2019) to 336 trillion won(2022). Net profit and loss increased to 14.9 trillion won(2019) and 23.3 trillion won(2021). As a result of the company's financial soundness analysis, First, for stability, the current ratio was high compared to the total industry and the dependence on borrowings was high. Second, profitability improved from 3.20%(2019) to 4.28%(2021), but it was lower than 5.01%(2021) for all industries. Third, the growth rate showed an increase of 12.43%, which is 1.57 times faster than the total asset growth rate of 7.94%(2021) for all industries. As for the growth rate of sales, all industries(2021) showed (-)growth, while SMEs among manufacturing industries showed a growth rate of 14.78%. Fourth, as for activity, the total asset turnover ratio was higher at 0.96% compared to 0.73 for all industries. In conclusion, stability and profitability were low and growth potential was high compared to all industries. In the future, policies that focus on industries with high growth potential are needed.

Analysis on Telecom Industry's Contribution to the National Economy in Korea (통신서비스산업의 국민경제 기여도 분석에 관한 연구)

  • Jo, Sung-Han;Park, Tong-Jin
    • The Journal of Information Systems
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    • v.16 no.1
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    • pp.47-64
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    • 2007
  • The telecommunication service industry plays a major role in the realization of the perfect information society in the 21st century and, has a great influence in society and culture. Using the Calculable General Equilibrium Model, we analyze the telecommunication service's economic effects on other industries as well as on the national economy. In 2001, the 8 percent increase in the telecom sales caused the 5 billion dollar increase in the GDP, which seems to continue to bring about no less than 5 billion dollar GDP increase each year until 2030. The telecom sales increase has been evaluated to have disproportionately positive effect on transmission device and audio equipment industries. In summary, the telecom sales have a positive net enぉ on the GDP and on most of the industries with a few exceptions.

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A research on the Korean medicine industry of define and classification (한방산업의 정의와 분류에 대한 연구)

  • Shin, Hyeun-Kyoo
    • Korean Journal of Oriental Medicine
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    • v.10 no.1
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    • pp.97-105
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    • 2004
  • 1. To define 'Korean medicine industry' through study on existing medicine related industries, Korean medicine industry means all industrial activities related to Korean medicine. It covers material resources such as herbs and products made with herbs, medical instruments, Korean medical service and related information service based on Korean medicine theories. 2. According to Korea National Statistical Office standard industrial branch, Korean medicine industry was classified as a large branch. There were industries such as agriculture, food and beverage manufacture, publishing, copy of prints and record media, manufacture of compound and chemical products, medical service, manufacture of precise optical instruments, wholesale trade and product mediation, retail trade, restaurant, research and development, education service, health preservation service, entertainment, culture and sports industry related to the Korean medicine industry. 3. If we classify this according to the industry branch of English economists Clark, Colin Grant, herb cultivating industry will be classified as primary industry, manufacture of foot and beverage related to Korean medicine, secondary industry and wholesale and retail sales of herb, research and development, education, health preservation, social welfare, tertiary industries.

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A Study on Improvement of Hate Speech and Game Culture in Online Game (온라인 게임 내 혐오표현과 게임문화 개선에 대한 연구)

  • Kim, Mi-Seon;Yi, Do-young;Lee, Jong-won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.299-302
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    • 2019
  • 현재 게임을 즐기는 유저의 스펙트럼은 미취학 아동부터 노년에 이르기까지 매우 넓어졌다. 반면, 온라인 게임 내의 헤이트 스피치는 최근 사회적 문제로 대두되고 있다. 헤이트스피치 문제는 점차 심각해져가고 있지만 이 문제를 개선하기 위한 가이드라인은 명확히 제시되어 있지 않다. 본 논문에서는 온라인 게임 내 텍스트와 음성 채팅을 통해 발생하는 헤이트 스피치의 현황과 문제점을 알아보고 그에 대한 해결방향을 제시한다.

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The role of the digital culture contents industry in the knowledge economy: An input-output analysis (디지털 문화 콘텐츠 산업이 지식경제사회에 미치는 파급효과 분석)

  • Shin, Yong Jae;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.17 no.1
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    • pp.73-89
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    • 2016
  • The digital culture contents is one of the fastest growing industry in Korea and it accounts for 60% of the digital contents industry. This paper attempts to analyze economic impacts of the digital culture contents industry using input-output analysis. This study investigated the production-inducing effect, value-added-inducing effect and employment-inducing effect of the digital culture contents industry based on a demand-driven model. In addition, the study dealt with the supply shortage effect and sectoral price effect of the digital culture contents industry using a supply-driven model and the Leontief price model, including the inter-industry linkage effects of 29 sectors with the digital culture contents industry sector. Some interesting findings were drawn from the study. First, production of 1.0 won in the digital culture contents industry results in production-inducing effect of 2.39542 won, value-added effect of 1.29895 won and employment-inducing effect of 0.39657 persons in other industries. Second, the supply shortage of 1.0 won in the digital culture contents industry prevents other industries from producing 0.56631 won. Third, a 1% increase in the price level of the digital culture contents industry raises the overall price level by 0.06017%. Finally, very high backward linkage effects were found, but forward linkage effects were minimal.

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A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

Analysis of Leisure Industries in Ulsan Metropolitan City (울산광역시의 여가산업 분석)

  • Choi, Sung-Hun;Song, Kang-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.391-398
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    • 2010
  • The purpose of this study analyzed leisure industries of Ulsan Metropolitan city. Leisure industries were categorized leisure goods industries, leisure space industries, and leisure service industries according to 'Leisure White Paper' was offered Ministry of Culture, Sports, and Tourism, and analyzed the number of businesses, workers, and sales by KOSIS(http://www.kosis.kr), Korean National Statistical Office. As a results, the number of business were 10,292, workers were 23,357 person, and sales were 1.1675 trillion won. More specifically, the number of business were 1,041, workers 1,867 person, and sales were 122.7 billion won in the number of Leisure goods industries. The number of business were 6,534, workers 15,752 person, and sales were 694 billion won in the number of Leisure space industries. Lastly, The number of business were 2,717, workers 5,783 person, sales were 350.7 billion won in the number of Leisure service industries. Especially, Leisure goods industries were poor, liquor related business were too many in leisure space industries, and leisure education service industries were large.