• Title/Summary/Keyword: development of creative industry

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Dutch Architecture Policy and Institutional Infrastructure since the 1990's

  • Kresse, Klaas
    • Architectural research
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    • v.18 no.2
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    • pp.49-58
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    • 2016
  • This paper examines the Dutch policy for architecture and spatial design within the framework of the theory of creative industries. Creative industries are a young concept that emerged in the mid 1980's as a form of commercial cultural production associated with consumerism. The definition of the cultural industry is rather ambiguous in terms of its scope and its relation to the traditional field of art and cultural heritage. The paper describes the theory of the creative industry and relates the Dutch policy for architecture and spatial design to the creative industries theory. The sector of architecture and spatial design in the Netherlands has since the early 1990's been systematically supported by a national policy. Within this period a sophisticated infrastructure of institutions and funding incentives has created a successful and active culture of architecture, spatial design, architectural curating, architecture criticism, education, talent development, and research. Critical success factors for the Dutch policy are the separation of the cultural policy for architecture and spatial design from the art and cultural heritage sector, the 'depth' of the Dutch policy extending into fields not directly related to architecture and spatial design as well as the pro active role of the public sector assigning a central role to the architect and involving him in the beginning of the process.

Analysis of Creative Content Policy in Korea -Effect of Extrinsic Rewards on Intrinsic Motivation- (국내 창조산업 콘텐츠 진흥정책의 동기구축효과에 관한 연구 -수혜자 만족도를 중심으로-)

  • Chung, Yoon-Kyung;Kim, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.210-220
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    • 2013
  • This study explores the performances of Korean content policies to subsidize creative content industry. This study conducts survey on 402 creative industry employees. Research result shows that the current policy has some effects of extrinsic rewards on intrinsic motivation in subjects' perception of market development. Besides the perception, however, Korean subsidize policy sees to have low performances in general. The findings suggests that the industry subjects are not satisfied with the current policies. It is necessary to reconsider the direction of the contests policy.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • v.7 no.1
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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.

A case study of industry-university cooperation education for fostering creative innovative design manpower -Focusing on Korea Design Membership (KDM) in Daegu and Gyeongbuk- (창조혁신형 디자인인력양성을 위한 산학협력 교육사례 연구 -대구·경북지역의 코리아디자인멤버십(KDM)을 중심으로-)

  • Kim, Gun-Woo;Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.59-68
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    • 2020
  • This study aims to present the direction of fostering creative and innovative future design personnel required by companies according to the trend of the times. Changes in design manpower policy and industry, academia, and government cases are examined through policy case studies. Through analysis of industry-academia project cases, we discovered that a new educational model is needed to experience the process of developing products that can be commercialized. This study is expected to be used as basic data for policy development related to program development to foster creative and innovative talents required in the design industry.

A Creative Apparel Up-cycling Design Development Using Creative Thinking Methodology

  • Minji Kim
    • Journal of Fashion Business
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    • v.27 no.6
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    • pp.147-159
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    • 2023
  • Fashion is the second most polluting industry. We must strive to transition to a form of industry that does not cause environmental pollution. These efforts drive may fashion brands to produce and sell products with redesigned methods that delight the inventory flow. Accordingly, it is necessary to develop creative apparel up-cycling design using the creative thinking method. This study aims to produce clothing redesign works by introducing design idea types for systematic redesign creation. In this research, we conducted a literature review on the concept of up-cycling design and employed heterotopa spacial concept reflected fashion design creation methodology types. The RE;CODE, a leading domestic up-cycling design brand, was used in case analysis. According to the command of shape transformation, it is spreading, stacking, dropping, inverting and crossing, from the creative thinking method reflecting heterotopia spacial concepts, showing designers a concrete way to transform form into new apparel. Seven works of apparel up-cycling design were developed by conducting process of RE;CODE. Also, to establish an apparel up-cycling design creation process for creating works. In this study, we proposed a systematic method for apparel up-cycling design, including a method for reorganizing two or more different materials to create something new and ultimately reversing the structure. The value and significance of this study is that it proposes a systematic method for apparel up-cycling design to make it new.

A Study on the Comparison of the UK Creative Industries with those from South Korea - Focusing on the Animation Industry (국내 현황과 비교를 통한 영국 창조산업(Creative Industry)의 동향에 관한 연구 - 애니메이션 산업을 중심으로)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.12
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    • pp.121-131
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    • 2007
  • This paper will be devoted to investigation of recent changes in cultural policy. This includes the increasing policy concern with 'social effects' of culture and the development of policies for 'cultural and creative industries'. British creative industries approaches the arts as a business that can both sustain individual artists and lead to wealth creation in the economy of whole countries. In this context, this study aims to investigate the comparison and contrast of the impact and stature of the UK creative industries with those from South Korea.

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A Case Study of University Convergence Classes on Learners' Creative Ideas : Focusing on the development journal of the indie game of 'Woody' (대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 : '우디'의 인디게임 개발 일지를 중심으로)

  • Kim, Seong-Hee;Lee, Kyeong-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.153-160
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    • 2021
  • In recent universities, the new-normal era. There is a growing interest in nurturing creative thinking learners who have converged thinking necessary for the AI era based on big data. This study intends to propose the expansion of science liberal arts education necessary to meet the education needs of these universities. To this end, first the status of convergence education in universities and the elements necessary for the learners' creative ideas were examined. Second, learners who took a convergence lecture at a university will look at the development case of in which convergence thinking, creative thinking, and gaming are implemented. Based on this, we would like to propose an expanded organization and operation of science liberal arts education as a way to enhance the creative thinking of learners and their competencies through convergence classes at universities.

A Study on the Plan of Creating Jobs for Women in the ICT Industry (ICT 산업의 여성인력 고용확대 방안)

  • Woo, Sung-hee
    • Journal of Convergence Society for SMB
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    • v.4 no.2
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    • pp.19-24
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    • 2014
  • Recently the government aims to new markets, new jobs, and economic management based on technology, imagination, and creativity through the 'Creative Economy'. It has also been demonstrated in the creation of economic benchmarking of the developed countries that the performance of the creative economy in the border area with convergence of industry, science, culture and technology can achieve. In particular, women in science and technology play an important role in the case of developed countries. However, it is known that active supports and development policies for women scientists and engineers are insufficient, and the number of woman in science and technology is very low in korea. The ratio of women in her early and mid 30s in economic activity is low because of career break and difficulties from going back to work due to childbirth and parenting. The government should concentrate on the creative education and training, support for women in science and technology to develop the creative economy progressively. we present the investigation of the ICT industry status, role of women in economic participation, and the plan of creating jobs for women in the ICT industry in this paper.

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The Effect of SIT in the Development of Creative New Food Products - Focusing on the New Products of 'H' Company - (창의적인 식품 개발에 있어서 SIT의 효과성에 관한 연구 - H사의 신제품을 중심으로 -)

  • Heo, Keon;Song, Haegeun;Shim, Jae-Hun;Park, Young-Taek
    • Journal of Korean Society for Quality Management
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    • v.44 no.1
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    • pp.95-108
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    • 2016
  • Purpose: This study aims to investigate the effect of product creativity on the financial performance of new product in the food industry. In addition, the applicability of creative thinking method for the development of creative new food product is examined. Methods: In this study, OPA(Originality-Practicality Analysis) method is applied to evaluate the creativity of 32 new food products of 'H' food company in Korea. Effects of product creativity on the financial performance are analyzed using t-test and logistic regression analysis. In order to examine the applicability of SIT(Systematic Inventive Thinking) for the new product development process, each subject are classified according to five SIT tools. Results: The product group belongs to creative area(CA) shows the highest financial performance among the quadrants of OPA matrix. The products are divided into two groups whether the product can be classified by SIT tools or not. The products belonged to SIT group show higher creativity than non-SIT group. Conclusion: From the result, it can be concluded that product creativity has effect on the financial performance of the new food products, and SIT can be used as a powerful tool in developing creative new food products.

Study on Capstone Design Program in Fashion Major

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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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.