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1.
ABSTRACT

The role of the cultural and creative industries (CCIs) in fostering innovation and growth in the wider economy has been much debated, beginning with Bakhshi et al. (2008) seminal contribution. Such studies of creative industries assign a strategic role to territories, but they provide little empirical evidence. In this paper, the issues of the creative economy are combined with evolutionary economic geography topics to understand whether the CCIs are able to foster innovation and growth in the wider economy. Using an indicator of the relatedness between creative and other sectors for the Italian provinces, we analyse employment growth over a period of ten years (2006–2015). A panel data analysis is then applied to investigate the role of relatedness and the clustering of creative industries in wider economic growth, showing that, to favour growth, the creative industries require the presence of other sectors with a high degree of proximity/relatedness.  相似文献   

2.
Creative cities are seen as important sites for the generation of new ideas, products and processes. Yet, beyond case studies of a few high-profile cities, there is little empirical evidence on the link between local creative industries concentration and innovation. This paper addresses this gap with an analysis of around 1,300 UK small- and medium-sized enterprises. The results suggest that firms in local economies with high shares of creative industries employment are significantly more likely to introduce entirely new products and processes than firms elsewhere, but not innovations which are simply new to the firm. This effect is not exclusive to creative industries firms and seems to be largely due to firms in medium-sized, rather than large, cities. The results imply that creative cities may have functional specialisations in new content creation and so firms are more innovative in them.  相似文献   

3.
Video games comprise a multi-billion-dollar industry. Companies invest huge amounts of money for the release of their games. A part of this money is invested in testing the games. Current game testing methods include manual execution of pre-written test cases in the game. Each test case may or may not result in a bug. In a game, a bug is said to occur when the game does not behave per its intended design. The process of writing the test cases to test games requires standardization. We believe that this standardization can be achieved by implementing experimental design to video game testing. In this research, we discuss the implementation of combinatorial testing, specifically covering arrays, to test games. Combinatorial testing is a method of experimental design that is used to generate test cases and is primarily used for commercial software testing. In addition to the discussion of the implementation of combinatorial testing techniques in video game testing, we present an algorithm that can be used to sort test cases to aid developers in finding the combination of settings resulting in a bug.  相似文献   

4.
In this paper we present comparative evidence from OECD countriesconcerning the impact of labour market institutions and regulationson technological specialization. The interplay between the degreeof labour market flexibility, the system of industrial relationsand the knowledge base of different industries determines theviability of different human resource strategies, thereby shapingthe patterns of comparative advantage. Our empirical resultsshow that countries with coordinated industrial-relations systemsand strict employment protection tend to specialize in industrieswith a cumulative knowledge base. We argue that two mechanismsexplain these patterns. The larger the scope for resorting tointernal labour markets, the lower the adjustment costs imposedby labour market regulation. Furthermore, employment protectionand coordinated industrial-relations regimes, by aligning workers'and firms' bjectives, encourage firm-sponsored training as wellas the accumulation of firm-specific competencies, allowingfirms to fully exploit the potential of the internal labourmarket.  相似文献   

5.
The past two decades witnessed a broad-increase in web technology and on-line gaming. Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology. The immense utilization of web applications and games additionally prompted growth in the handled devices and moving the limited gaming experience from user devices to online cloud servers. As internet capabilities are enhanced new ways of gaming are being used to improve the gaming experience. In cloud-based video gaming, game engines are hosted in cloud gaming data centers, and compressed gaming scenes are rendered to the players over the internet with updated controls. In such systems, the task of transferring games and video compression imposes huge computational complexity is required on cloud servers. The basic problems in cloud gaming in particular are high encoding time, latency, and low frame rates which require a new methodology for a better solution. To improve the bandwidth issue in cloud games, the compression of video sequences requires an alternative mechanism to improve gaming adaption without input delay. In this paper, the proposed improved methodology is used for automatic unnecessary scene detection, scene removing and bit rate reduction using an adaptive algorithm for object detection in a game scene. As a result, simulations showed without much impact on the players’ quality experience, the selective object encoding method and object adaption technique decrease the network latency issue, reduce the game streaming bitrate at a remarkable scale on different games. The proposed algorithm was evaluated for three video game scenes. In this paper, achieved 14.6% decrease in encoding and 45.6% decrease in bit rate for the first video game scene.  相似文献   

6.
This study uses a mixed‐methods design to investigate students' career decision making at two U.S. undergraduate institutions. The research question was, “To what extent do students who complete undergraduate programs in engineering intend to pursue engineering careers?” We surveyed senior engineering majors about their post‐graduate intentions, and later interviewed a subset of the seniors about their career intentions. Only 42 percent of students surveyed reported that they definitely intended to pursue a career in engineering, 44 percent were unsure, and 14 percent were definitely not pursuing engineering. We observed significant institutional differences. Interview data reveal the quixotic nature of many students' decisions about their careers; strikingly, students were vacillating between multiple post‐graduate options late into the senior year, even into summer. Implications are discussed for further research and ways engineering departments can influence students' career decisions.  相似文献   

7.
汤晓颖  张纯 《包装工程》2017,38(8):202-206
目的探讨珠三角动漫游戏设计与传统产业的创造性融合的方法与策略。方法剖析动漫游戏设计在互联网背景下的发展特点和优势。在此基础上,结合传统产业的转型需求,探索珠三角动漫游戏设计与珠三角传统产业创造性融合方法。结论动漫游戏设计为珠三角传统产业转型提供了新思路,运用内容创新、开发模式创新、网状融合等方式,解决珠三角传统产业转型问题。  相似文献   

8.
何振阁  王巍  晏诗阳  杨璐铭 《包装工程》2023,44(18):328-336
目的 数字文化创意产业是信息革命、技术革新,以及多个产业不断交叉、发展并促成的新业态,与文化、经济、国家战略紧密关联。通过对数字文化创意产业的研究,以明确该领域当前研究热点与未来发展趋势,从而提升该产业在新一轮科技革命、产业变革,以及未来竞争中的竞争力。方法 CiteSpace是当前理论界最流行的可视化科学文献分析工具,可用来构建学科知识图谱,分析研究热点,揭示前沿趋势。运用CiteSpace归纳整理中国知网(CNKI)2002—2022年的文献,并进行可视化分析。结果 数字文化创意产业是一个新兴的多学科交叉的研究领域。近四年数字文化创意产业发展迅速,其与国家战略和国家政策紧密相关。数字文化创意产业研究主题丰富,研究热点主要为数字媒体、文化产业、创意产业、文化创意、数字经济等。结论 研究主要存在研究承接性不足、合作意识薄弱、理论与实际较难结合、产业建设滞后等问题。未来该领域具有较大的研究空间,需要进一步推进,建立跨单位、跨区域、跨学科的合作平台,加强数字文化创意产业的定量研究,为数字文化创意产业新格局的构建提供指引。  相似文献   

9.
New technology-based firms are acknowledged as playing an important role in the knowledge-based economy. Policy makers in Japan have advocated the creation of such firms, focusing on two primary fields--biotechnology and information technology (IT)--which are expected to make major contributions to Japan's international competitiveness, to the creation of new industries, and to employment opportunities. Although several empirical studies have been conducted into such firms in the West, few comparable studies have been undertaken in Japan using original data from indigenous firms. This paper addresses this gap by examining several firm-level and managerial characteristics of Japanese biotechnology and IT venture firms, in the context of three social institutional variables that impact on entrepreneurship and the growth of such firms: knowledge, finance and human capital.  相似文献   

10.
This study analyzes the editorials in Science and Nature published between 2000 and 2012 about careers in science. Of the total body of documents, 8.8 % dealt with science careers. The editorials were manually classified by topics and then mapped using the VOSviewer. This revealed six easily distinguishable clusters: career conditions in science, the attractiveness of science as a career, merit-based career policies, the effect of research funding on careers, specific groups underrepresented in science, and mobility of scientists. The paper summarizes the main thrust of the arguments in these editorials. There is strong agreement about the problems in scientific careers, but less consensus on the solutions to these problems. The paper also explores whether mapping on the basis of automatically identified terms could have provided adequate results, but concludes that manual classification is needed.  相似文献   

11.
现阶段物化型技术进步的就业效应已经成为经验文献关注的焦点,本文重点关注对异质性技能劳动就业的偏向影响及关联行业物化型技术对本行业就业的影响。本文利用中国2002~2015年行业投入产出数据,测算38个行业物化型技术水平,考察物化型技术进步对本行业和关联行业高、中、低技能劳动就业的偏向影响效应及影响机制。研究发现:(1)样本期内物化型技术整体表现为抑制就业,但对不同水平技能劳动就业会产生异质性水平影响,表现为抑制低技能劳动就业,促进中、高技能劳动就业,这是替代效应和生产率效应共同作用的结果。(2)关联行业物化型技术进步会对本行业的就业产生非对称垂直影响,下游行业物化型技术进步会显著促进本行业就业,尤其是促进低技能劳动就业,主要源自共谋效应的主导作用。(3)行业间物化型技术水平、技术进步率及其就业效应差异明显,就业抑制效应在农业与制造业最为显著,在采掘和公共事业、服务业、健康和教育业影响较小。  相似文献   

12.
This paper defines the potential contribution of quality assurance activities in the context of companies' economic needs, which were derived through managers' opinions regarding possible ways for increasing the operating profit of their companies. From it emerges a desired expansion of the traditional quality tasks towards an integrative economically oriented system. This idealized approach, providing an economic link between the quality of design and the quality of conformance is illustrated by many Japanese industries. The data was based on the sample of Israeli electric and electronic industries described in Part 1.  相似文献   

13.
郑家义  胡昊琪  侯佳  刘博敏 《包装工程》2023,44(18):404-410
目的 通过探索传统美术的文化内涵和形式特征,将其转译到现代文创设计中,提升文创产品的中国文化魅力,增强传统美术的当代价值。方法 首先,用文献分析研究法,深入剖析传统美术的内涵特征,积极挑选有启发性的美术形态进行分解研究;其次,运用重新建构法和案例分析法,将前期分解的美术元素按一定的设计法则凝练出以人为本、淳朴简练、审美意境的设计理念;再运用线条、纹样、形状、色彩等形式加以重新表现;最后,尝试将其运用到现代文创产品设计中。结论 融入传统美术的文创设计,不仅有助于激发传统美术内涵的现代转型,也可提高文创产品的形式美感、人文精神、审美意境等整体品质,促进传承和创新的双向融合,更好地发展社会主义先进文化。  相似文献   

14.
手机游戏中人机界面交互设计的优化方向研究   总被引:1,自引:1,他引:0  
杜桂丹 《包装工程》2018,39(4):245-250
目的界面作为人们与游戏交互的媒介,研究手机界面交互设计的优化方向为界面研发人员提供了一定的借鉴价值。方法通过文献资料、逻辑分析等方法对手机游戏的概念和特点进行简要阐述并简单介绍人机交互设计的内涵。结论优秀的手机游戏交互界面设计在进行优化过程中要遵循简洁易用原则,加强界面间统一性与和谐美,提升操作过程中的安全性,注重界面人性化设计,坚持以人为本、用户控制的原则,保证游戏界面具有较强的社会互动性。  相似文献   

15.
论文化创意产业的“地方化”发展策略   总被引:3,自引:3,他引:0  
目的研究文化创意产业的"地方化"发展策略。方法基于对文化的整体观照和经济全球化背景的考量,认为文化创意产业发展应该遵循以具体文化资源为依托,以具有相关文化背景的行为人为主体,以带动就业、创造财富并实现全面生活环境提升为目标的"地方化"策略。结论 "地方化"发展策略要确立并导入核心文化元素,做好创意产业生态布局的设计,立足生活内涵的文创社区建设,实现艺术、生活与经济的良性共进模式。  相似文献   

16.
There has been intense debate in the manufacturing strategy literature on the way in which firms work on different manufacturing capabilities, with two opposing approaches considered – the trade-off model and the sand cone model. Analysis of these models has essentially been based on study of the links amongst four classic manufacturing capabilities (quality, delivery, flexibility, and cost efficiency) and has obviated the need to consider environmental protection as an important manufacturing capability. This study analyses the theoretical arguments and the prior empirical evidence on the two models, and proposes and tests an extended sand cone model which includes the environmental protection objective alongside the four traditional ones. The research uses structural equation modelling and data from a sample of 274 manufacturers to contribute additional empirical evidence on the existence of cumulative effects amongst manufacturing capabilities. It is observed that the predominant strategic model in these firms is one of multiple, non-incompatible capabilities with cumulative effects according to the following sequence: quality, delivery, flexibility, environmental protection, and cost efficiency.  相似文献   

17.
目的 面向游戏体验设计领域多感官研究的发展需要,明确气味体验在游戏设计中的必要性与迫切性,分析现有研究的热点与不足,探讨未来发展趋势。方法 首先,使用文献综述与案例分析,从国内外现有多感官游戏体验研究的设计方法、交互技术,以及应用场景三个方面进行简述,明确气味在多感官游戏体验设计中的发展与不足;其次,从方法融合、技术突破、创意设计三方面对气味在多感官游戏体验设计中的研究进行文献整理与归纳,析出高被引文献以便后续进行深入分析与解读;最后,对高被引文献全文文本中的相关主题知识碎片进行知识元编码,并使用桑基图(Sankey Diagram)体现数据流的关系和权重。结论 本研究聚焦气味在多感官游戏体验设计研究中的分析与探索,虽面临挑战,但气味仍有望成为丰富多感官游戏体验的关键元素,赋予玩家沉浸式、情感化、个性化体验,创造新的游戏体验设计策略。  相似文献   

18.
A interactive, multi-criteria decision model was developed using Criterium software to help students assess alternative career paths: undertaking graduate study leading to an engineering doctoral degree and an academic career versus pursuing a career as an engineer in industry. The use of the model enables consideration of multiple factors, which may represent conflicting objectives and which have different measures of value (quantitative and qualitative) and different levels of importance to the decision. The model should assist its users in more carefully and thoroughly evaluating the criteria that affect career choices. We hope that its use may also help reduce the impending shortage of engineering faculty by encouraging more students to consider careers as engineering professors.  相似文献   

19.
The need for better informed copyright policy and management is a huge problem because of the enormous and growing size and scope of the creative industries. In this paper we challenge the prevailing thinking dominating the theoretical literature on the economics of copyrights. By integrating the very real effect of cooperation (strategic interaction and creative interdependence) and conflict (asymmetric relationships in terms of interests, financial dominance, power and capabilities) throughout the economic system in generating value and appropriating rent from music copyrights, we argue how prevailing theory on copyright can be improved by integrating it into a framework of New Institutional Economics. Focus is on the interplay between (i) the “institutional environment” (or “rules of the game”) with respect to the regulation of copyrights underpinned by the economic rationales; and (ii) the “institutions of governance” (or the “play of the game”) with respect to the specific institutional mechanisms in organizing the creation and distribution of value and revenue from music copyrights, and with respect to royalty management.  相似文献   

20.
目的 为降低设计师主观性偏差,从用户需求角度解析文创产品设计的影响因素,建立基于博弈论组合赋权法的文创产品设计指标评价体系,为文创产品设计提供方法与案例参考。方法 首先,通过田野调查法、文献分析法梳理甘肃丝路文化符号,构建甘肃丝路文化符号库;其次,利用文献分析法、用户访谈法解析用户需求,结合专家评估构建甘肃丝路文创设计指标体系;再次,通过层次分析法与熵权法分别求解设计指标主客观权重,并利用博弈论组合赋权法求解设计指标综合权重;最后,运用上述分析结果进行设计方案创新性表达,并通过模糊综合评价法对设计方案进行评估。结果 基于上述方法,以铜制餐具为案例开展设计实践,所得方案在审美需求、功能需求、用户偏好等方面表现较好。结论 研究结果表明该方法适用于甘肃丝路文化铜器文创产品设计,有助于提升文创设计过程的科学性。  相似文献   

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