• 제목/요약/키워드: culture industry

검색결과 3,215건 처리시간 0.028초

문화산업에서 창조인력, R&D 기술수준 및 관용성의 역동적인 관계성 (Dynamic Relationship in Creative Manpower, R&D Technology Level, and Tolerance in the Culture Industry)

  • 최해옥;이만형
    • 한국시스템다이내믹스연구
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    • 제10권2호
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    • pp.81-102
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    • 2009
  • Based on various employment and technology data in the cultural sector from the mid-1990s to the mid-2000s in Seoul, Korea, this research examines whether technology- and human resource-oriented programs exert significant impact on creative manpower, R&D technology level and tolerance. After briefly introducing Seoul's trends in the culture industry, it tries to explain major reinforcing and balancing loops. The stock-flow diagram of the culture industry in Seoul is applied to estimate relative effectiveness of technology- and human resource-oriented cultural programs cultural programs. Judging from a series of simulated experiments, technology-oriented cultural programs are essential to increase creative manpower and R&D technology level in the short term. For the first half of research period, this research finds that human resource-oriented cultural programs put forth minimal impact, if they even exist at all. The trends, however, are reversed in the long term: Both size of creative manpower and R&D technology level absolutely depend on human resource-oriented cultural programs in the second half.

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캐나다 홈메이드 와인이 한국 와인 산업에 미칠 영향에 관한 연구 (A Study on Influence of the Canada Home-made Wine on Wine Industry in Korea)

  • 최광웅;고상미;윤호창
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2004년도 추계 종합학술대회 논문집
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    • pp.26-29
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    • 2004
  • 본 연구는 홈메이드 와인이 와인 산업에 미친 영향에 관한 대표적인 예로 캐나다를 소개하고, 이를 한국 와인 산업과 비교하여 캐나다로부터 유입된 한국 내 홈메이드 와인 산업의 발전이 국내 와인 산업에 미칠 영향에 대해 논하고자 한다.

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

  • 김민철;김희철;부창산
    • 통상정보연구
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    • 제9권2호
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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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국내 문화유적의 디지털콘텐츠 개발에 관한 연구 (Research about digital contents development of internal culture relics)

  • 김문석
    • 디지털산업정보학회논문지
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    • 제5권3호
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    • pp.147-154
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    • 2009
  • There are not much digital contents researches that do to culture relics basically. Digital contents research is studied by various method such as Cyber Gallery, 3-D Graphics, Hologram from Scanning that is the simplest form. This research wishes to do with internal culture relics as the central figure that it is that 'Sosu Seowon'. Korean culture contents cyber gallery construction can see as childhood yet. Present result that investigator develops research and as presentation about research process and contents result, wish to argue about problem. Digital contents escapes in existent physical time factor and development to new culture code is possible. Go and come often carrying out and search of fast data or experience of cultural inheritance is available. Through research, wished to present possible metheod actually in digital contents manufacture of internal cultural inheritance. Through this, expect role that offer base in contents manufacture skill.

구조적.관계적 사회적자본이 혁신문화와 행위에 미치는 영향: 중소기업사례를 중심으로 (The Influence of Structural and Relational Social Capital on Innovative Culture and Behaviour in SMEs)

  • 이종무
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.227-238
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    • 2013
  • Although several studies show close relationships between social capitals and their performances, a little is known about specific social capitals and their effects on organizational culture and behaviour leading to their innovative outcomes within small and medium sized enterprises(: SMEs). This study examines some dimensions of social capitals and their influences on creating innovative culture and employees' behaviour. The importance of these are regarded as an imperative for SMEs to overcome the inequality of financial leverage and competitive power over resources. For the empirical analysis, survey data were collected from 51 domestic SMEs and analyzed by partial least squares(: PLS) that is one of popular structural modeling and multi-variate projection techniques to latent variables. The findings confirm a positive support of social capitals and their influences on the innovative culture and bahaviour. This result implies that managing the capability of social capitals is important for SMEs to develop the innovative culture and bahaviour and create a competitive advantage.

금융권에서의 문화마케팅에 대한 연구 (Study on culture marketing in financial sector)

  • 정은진;최광웅
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.182-186
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    • 2008
  • 문화-마케팅이라는 이름으로 많은 산업분야에서 문화, 예술 컨텐츠들이 활용되고 있다. 특히, 금융권에서 그러한 움직임이 증가되고 있는데, 그 원인과 효과에 대하여 규명하고자 한다. 기업과, 문화, 예술의 활용이 서로 상생할 수 있는 방안에 대하여 모색해 볼 수 있다.

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정부의 게임산업 정책 효과에 대한 평가 분석 - 문화체육관광부의 게임 규제와 진흥정책을 중심으로- (Korea Government Policy Evaluation on Game Industry - Focused on Industrial Policies on Game Regulation and Promotion by the Ministry of Culture, Sports and Tourism, Korea)

  • 위정현
    • 한국게임학회 논문지
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    • 제19권6호
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    • pp.15-24
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    • 2019
  • 전통적인 제조업은 물론, 정부의 지원 정책 없이 성장해 온 게임산업도 정부의 다양한 산업적, 사회적 정책에 의해 영향을 받는다. 본 논문에서는 게임산업에 대한 학계, 언론계, 산업계 등의 전문가를 대상으로 설문조사를 실시, 게임산업의 주무부처인 문체부의 2017년 이후 16개월 동안의 게임산업 정책에 대한 평가와 분석을 시도했다. 평균분석 결과 모든 항목에서 저조한 점수가 나왔으며, '게임 인식 개선 정책'이 1.97로 가장 낮은 점수가 나왔다. ANOVA에 의한 집단간 차이 검정 결과 '생태계 복구'와 '인력양성'을 제외한 나머지 항목에서 설문 집단간 차이는 존재하지 않았다.

익산지역 문화 자원을 활용한 패션 문화상품 디자인 개발 (Fashion cultural product design applying cultural resources of Iksan)

  • 김혜경;추미경;홍정화;전희관
    • 복식문화연구
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    • 제22권4호
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    • pp.555-564
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    • 2014
  • This study aims to develop motifs and patterns for fashion cultural product designs in order to promote the Iksan Seodong Festival, which is the most representative festival in Iksan region. The motifs and patterns developed in this study can be used to introduce the distinct traditional culture depicting the legendary Seodong tale. This study used Adobe Illustrator CS4 and Adobe Photoshop CS4 to reconstruct the lotus motifs found from the green-oiled-lotus-motif rafter tile, the atrifact from Iksan Mireuksaji Museum. This lotus motif and the motif based on the Iksan City's logo were applied to a repeating pattern with colorways using the CMYK found from the Iksan city's logo. A total of 24 product designs, including 8 necktie designs, 8 scarf designs, and 8 T-shirts designs, were presented for fashion cultural products. The designs developed in this study can promote not only the local Iksan culture but also the national image of Korea on a global scale.

문화도시조성사업이 지역경제에 미치는 영향에 관한 연구 (A study on the effect of regional economy of cultural city development industry)

  • 최지연
    • 한국전자통신학회논문지
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    • 제7권2호
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    • pp.365-373
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    • 2012
  • 문화는 도시경쟁력의 원천과 시민의 삶의 질 향상에 필수적인 요소이다. 현대사회는 지속적 경제성장과 도시재생을 위한 목적으로 문화산업과 결합하여 좀 더 지역적이고 창의성이 발현될 수 있는 도시를 만들고자 한다. 이러한 문화도시조성사업은 기반시설 건설 운영으로 인하여 생산, 고용, 그리고 소득의 인프라를 구축하였고, 역사 문화재에 대한 시민의식을 고취시켰다. 또한, 민족 문화 정체성 및 가치를 향상시켜 국가적 측면에서 효과적인 방안을 제시하였다.

시장지향성과 학습지향성이 기업성과에 미치는 영향에 관한 연구 -철도산업을 중심으로- (The Effects of Market Orientation and Learning Orientation on Business Performance in the Railroad Industry)

  • 신택현;홍윤식
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2004년도 추계학술대회 논문집
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    • pp.1508-1513
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    • 2004
  • Examining the market orientation and learning orientaiton and these relationship with business performance has received considerable interest in the last decade. Despite these interest, our understanding of the structure of both market orientation and learning orientaion and the mechanism of those effect on business performance is apparently limited in figuring out the railroad industry in Korea. The purpose of this research was to conceptualize and measure the organizational culture dimension from the integrative framework of market orientation and learning orientation, and to analyze its relationship with business performance in the railroad industry. The findings from this research are such as follows; market orientation is a set of three interrelated components, i.e., customer orientation, competitor orientation, and inter-functional coordination. This finding is similar to that of Narver and Slater(1990; 1994) who conceptualized market-oriented culture as a combined set of those 3 components. Learning-oriented culture also has a significant positive effect on business performance. The research findings suggest that both market orientation and learning orientation do exist as different organizational culture dimensions to acquire the sustainable competitive advantage in the railroad industry.

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