• Title/Summary/Keyword: culture industries

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A study on the corporate culture of BYD

  • Shang, Xian-Fa;Choi, Myeong-Cheol
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.135-140
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    • 2020
  • The main battlefield of 'made in China 2025' proposed by the Chinese government is the deep integration of industrialization and informatization, among which intelligent manufacturing and new energy vehicles are the key links. New energy vehicle refers to the use of unconventional automotive fuel as a power source (or use conventional automotive fuel, the use of new vehicle-mounted power plant), integrated vehicle power control and driving aspects of advanced technology, the formation of advanced technical principles, with new technology and the structure of the vehicle. BYD's success in the battery, I T and automobile industries has attracted the attention of the industry, making it a shining new star in the Chinese business community. BYD 's innovation, diversification and corporate culture construction have certain enlightenment to the development of China's small and medium-sized enterprises. Therefore, by looking at the Chinese network literature, about BYD's research mainly focused on the development strategy, corporate finance, corporate performance, and corporate marketing, etc. This paper will take BYD as the research object and focus on corporate culture. Through literature analysis and qualitative analysis, it will summarize and further analyze the unique corporate culture of BYD, its important role, and provide relevant theoretical references for the construction and development of corporate culture in other industries.

A Study on the Over Balance in Online Game (온라인 게임의 오버 밸런스에 관한 연구)

  • Song, In-Ho;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.199-200
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    • 2022
  • 본 논문에서는 메이플스토리, 오버워치, 리그 오브 레전드 등 여러 온라인 게임의 오버 밸런스에 관한 실태를 알아보고 오버 밸런스를 개선하는 방법을 제시한다. 오버 밸런스란 무엇인지 알아보고 오버 밸런스의 사례와 문제점에 대해서 제시한다. 그리고 현재 게임사에서는 이에 어떻게 대응하고 있으며 오버 밸런스를 게임사에서 어떻게 대처하면 좋을지에 대한 방법을 제시한다.

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A Study on the Role of Political Correctness Elements in the Game (게임에서 정치적 올바름 요소의 역할에 관한 연구)

  • Kim, Dae-Hyoung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.147-150
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    • 2021
  • 최근 문화 산업에서 정치적 올바름 요소를 더욱 확장시키고 있는데 이러한 소수자 우대 정책이 작품내 맥락을 고려하지 않아서 부자연스럽고 역차별을 야기한다는 주장이 많다. 본 논문에서는 게임에 들어가는 정치적 올바름 요소에 대해 알아보고 설문조사를 통해 게임 사용자들의 의견을 분석해서 게임에서의 정치적 올바름 요소에 대한 개선안을 제시하고자 한다.

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A Study on how to deal with Cash Transactions Between Game Users (게임 이용자들 사이에서 일어나는 현금 거래 대처 방안에 대한 연구)

  • Jang, Min-seo;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.61-64
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    • 2020
  • 온라인 게임 시장에는 현금거래가 꾸준히 이루어지고 있다. 현금거래는 게임 회사에게 불이익을 주는 존재이며, 일부 유저들에게도 피해를 주고 있기 때문에 많은 게임 회사에서 현금 거래를 방지하기 위해 노력을 하고 있다. 본 논문에서는 유저들 사이에 일어나는 현금거래에 대해 분석하고 이를 토대로 현금거래를 방지하는 방안을 제시하고자 한다.

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Human Capital as a Development Factor for Cultural and Creative Industries

  • Horban, Yurii;Dolbenko, Tetiana;Yaroshenko, Tetiana;Sokol, Oleksandr;Miatenko, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.21 no.12spc
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    • pp.604-610
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    • 2021
  • Human capital is the defining value of the national economy under market conditions. The manifestation of human capital is realized as an intellectual and creative capital, theoretically grounded and proven. The realization of intellectual capital is realized through the research creativity of scientists and researchers, and creative capital is manifested through artists and thinkers. Accordingly, creativity in market conditions forms a separate source of income and is an essential article in the formation of the GDP of the national economy. This research aims to analyze human capital from the perspective of cultural and creative industries. Research methods: systematization; comparative analysis of individual indicators of advanced countries of the world on the training system; statistical, taking into account macroeconomic indicators to assess the level of national creativity potential; system and logical analysis; method of information synthesis. Research results. The structural and quantitative composition of the factors of intellectual and creative capital formation has been systematized. The article proves that the unique properties of human capital, knowledge, creativity, experience and professional skills are the push factors of creativity development of the national economy and provide the priority development of creative and cultural industry that allows generating the added value on the national scale. The functions of creativity in the sphere of cultural industries are highlighted. It is noted that education and creativity of both intellectual and creative capital are the forming basis. The research of the world's advanced countries on the creativity index has pointed out the Netherlands as the leading country in the quantitative measurement of creativity. The economic development factors of the Netherlands were analyzed from the position of economic creativity, which allowed the formation of a two-factor model providing priority development of creativity in the cultural and creative industries.

A Study on the Development of Beijing Fashion Industry in the Wave of Creative Industries

  • Xue, Yang;Pingjian, Guo
    • The International Journal of Costume Culture
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    • v.12 no.1
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    • pp.93-96
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    • 2009
  • The purpose of the research is to explore the development of Beijing fashion industry in the wave of the world-wide creative industries. Two methods are used in this study: discourse analysis and case study. As a form of modern economy, creative industries are the core of originality and intellectual property. It works to develop and use knowledge resource to produce endless new products and new markets, thereby promoting economic and social development. Beijing local garment enterprises should base on the Government's policies and support, creative talent and high technology to cultivate the local fashion brands with the international competition to achieve the clothing industrial upgrading and the building of Beijing as the world-wide fashion capital.

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Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

The Effects of GWP Organization Culture on Need for Achievement, Job Satisfaction, and Job Performance - Comparison Analysis of Workers in Manufacturing, Service, and Finance Industries - (GWP 조직문화가 성취욕구, 직무만족, 직무성과에 미치는 영향 - 제조, 서비스, 금융업 종사자 간 비교 분석 -)

  • Shin, Hyo-Jin;Ko, Young-Hee
    • Management & Information Systems Review
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    • v.34 no.2
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    • pp.39-65
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    • 2015
  • This study is the empirical analysis of the effects of GWP organization culture on need for achievement, job satisfaction, and job performance. For this analysis, among the major companies that have been selected as good corporates to work (GWP), the survey was conducted by targeting the employees in manufacturing/service/finance industries and the comparison analysis is on the relationship between the effects and variables of the GWP organization culture are effected the professionals in the industries. As for the results of the studies, firstly, in manufacturing industry, GWP organization culture has significant impacts on need for achievement(+) and job satisfaction(+) and does not have significant effects on job performance. Also, need for achievement has significant effects on job satisfaction(+) and job performance(+) and job satisfaction has significant effects on job performance(+). Secondly, GWP organization culture in service industry has significant effects on need for achievement(+) and job satisfaction(+) but does not have significant effects on job performance. Need for achievement has significant effects on job satisfaction(+) but does not have significant effects on job performance and job satisfaction does not have significant effects on job performance. Lastly, GWP organization culture in finance industry has significant effects on need for achievement(+), job satisfaction(+), and job performance(-) and need for achievement has significant effects on job satisfaction(+) and job performance(+) and job satisfaction has significant effects on job performance(+). Based on the results of the analysis, this study suggests the meanings and implications on the similarities and differences on how GWP organization culture affects employees in different industries.

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A Cultivation Policy of Leader Company in Digital Culture Contents Industry of Jeju Region (제주지역 디지털 콘텐츠 문화산업의 선도기업 육성 방안)

  • Kim, Min-Cheol;Kim, Hee-Cheol;Boo, Chan-San
    • International Commerce and Information Review
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    • v.9 no.2
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    • pp.3-18
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    • 2007
  • Now the one of problems of digital culture contents industry in korean region is to focus only on small company in the related industry. So a plan for overcoming this is a cultivation of leading company in this industry. Thus, in this paper, we tried to make an importance level between the related industries including this leading company by the AHP analysis. For achieving the objective of this paper, first of all, this study yielded the relative importance between the industries as the quantitative values. As the result of this analysis, the important factor in this leading company is 'creation' factor and this paper proposed the basic results for cultivating the leading companies for the future time.

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Study on activation of job creation in Pyeongtaek area through natural dyeing education (천연염색 교육을 통한 평택지역 일자리창출 활성화 연구)

  • Park, HyeSook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.117-122
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    • 2020
  • In this study, among the new industries that are attracting attention as a new industry to lead the 4th Industrial Revolution era, Korean traditional culture and arts are being promoted in the context of local community efforts and collaboration between industry and academia. It aims to create jobs through local traditional culture, arts, tourism events and design product development, while seeking ways to secure labor force that can save and revitalize high value-added industries in the community. In particular, in the current situation where the era of change and the education of traditional techniques are increasingly ignored and neglected, this study is a traditional cultural art through natural dyeing education and cultural and art events conducted by industry, regional universities, and research institutes in Pyeongtaek for many years. It is expected to be used as a basic data for the transmission and creation of high value-added jobs.