• Title/Summary/Keyword: 가치기반이론

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Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
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    • v.25 no.4
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    • pp.131-159
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    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.

Preference-based Supply Chain Partner Selection Using Fuzzy Ontology (퍼지 온톨로지를 이용한 선호도 기반 공급사슬 파트너 선정)

  • Lee, Hae-Kyung;Ko, Chang-Seong;Kim, Tai-Oun
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.37-52
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    • 2011
  • Supply chain management is a strategic thinking which enhances the value of supply chain and adapts more promptly for the changing environment. For the seamless partnership and value creation in supply chains, information and knowledge sharing and proper partner selection criteria must be applied. Thus, the partner selection criteria are critical to maintain product quality and reliability. Each part of a product is supplied by an appropriate supply partner. The criteria for selecting partners are technological capability, quality, price, consistency, etc. In reality, the criteria for partner selection may change according to the characteristics of the components. When the part is a core component, quality factor is the top priority compared to the price. For a standardized component, lower price has a higher priority. Sometimes, unexpected case occurs such as emergency order in which the preference may shift on the top. Thus, SCM partner selection criteria must be determined dynamically according to the characteristics of part and its context. The purpose of this research is to develop an OWL model for the supply chain partnership depending on its context and characteristics of the parts. The uncertainty of variable is tackled through fuzzy logic. The parts with preference of numerical value and context are represented using OWL. Part preference is converted into fuzzy membership function using fuzzy logic. For the ontology reasoning, SWRL (Semantic Web Rule Language) is applied. For the implementation of proposed model, starter motor of an automobile is adopted. After the fuzzy ontology is constructed, the process of selecting preference-based supply partner for each part is presented.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

The development of the comics studies in Korea (우리나라 만화 연구 경향 분석과 향후 과제)

  • Lee, Sang-Min;Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.16
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    • pp.1-20
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    • 2009
  • This paper explores the research trends in the area of the comics studies in Korea. In this article, the 664 academic articles are examined in terms of the characteristics of the researchers, the field of comics studies, the research theme and the research methodology. This study is on the basis of the recognition that there have been no consensus on what the core essence of comics studies is. As a result, there are a few articles on the academic identity of the comics studies. The comics studies have not consider the distinctive characteristics of the Korean comics significantly. In Korea, over 50% of the academic articles on the comics have been published by comics scholarships in the field of pedagogy and human sciences. Since the 1990's, comics studies have started to consider the value of the comics positively. The comics text studies also have increased since the 1990's in Korea. The comics studies on the comics policy and comics industries have been increased since 2000. The rise of comics studies is concomitant with the increased awareness of comics in Korea. The article concludes that the comics studies need to become an independent academic discipline in the future. The interdisciplinary studies on the comics is necessary to study the diverse aspects of the comics. In addition, the infrastructure for the comics studies should be established in order to improve the comics studies.

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The Development of the Convergence Education Program based on the Creation of Scientific and Cultural Content (과학문화콘텐츠 구성을 기반으로 한 융합형 교육 프로그램의 개발 방안)

  • Cho, Nam-Min;Kim, So-Ryun;Son, Dal-Lim
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.506-518
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    • 2015
  • Recently there are growing needs and demand to enhance 'Unity of knowledge' as the concept of "Creating new value through integration and convergence" is developing rapidly in many different areas in the society. This also has significant implication to education. Especially, it requires paradigm shift in terms of required capabilities and qualifications for the students with science major. To accommodate this trend, Natural Sciences and Engineering's College has been increasing convergence education which focus on cultivating creative and cooperative learning capabilities as well as acquiring fundamental knowledge of individual majors. However, convergence education developed and implemented by Sciences college or liberal education so far has been mechanical combination of knowledge from different academic fields - not effectively integrated and interdisciplinary education. Given this situation, this research is to develop and propose a "convergence education program based on the development of scientific and cultural contents" as an education tool to enhance capabilities to apply and re-create integrated knowledge as well as acquire and learn existing knowledge. Education program developed in this research aims to achieve two different and sequential capabilities. First is to understand 'Science and Technology' and 'Cultural Archetype' which would be essential and useful to create cultural contents. Second is to develop capabilities to convert this understanding into cultural contents - a storytelling capability. This education program is differentiated in that it defines cultural contents as a medium to converge and integrate science and technology and humanities. By leveraging the concept of cultural content and storytelling, this education program would be able to overcome restrictions of existing interdisciplinary approach. Also, this program would encourage students to try in-depth research and new applications, and develop logical and creative thinking.

A study on the effect of SME IT resource on performance (중소기업의 IT자원이 업무성과에 미치는 영향에 관한 연구)

  • Jin, Jeongsuk;Park, Jooseok;Park, Jaehong
    • The Journal of Bigdata
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    • v.4 no.2
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    • pp.141-158
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    • 2019
  • Based on RBV(Resource Based View), IT of SMEs classified into IT resource and capabilities. And We confirmed that capabilities and resources affected each performance. In other words, based on the questionnaire of SMEs and IT professionals, divides capability from the overall IT resource that are possessed by SMEs. Among the four attributes (value, rare, non-substitutability, imperfect imitability) presented by Barney (1991), this study targeted at value and imperfect imitability and investigated how SMEs recognize IT resource and capability. Furthermore, this study tests how IT resource and capability influence corporate performance. The result of this study finds that resources that are needed on "Knowledge-based" are classified into IT capability, otherwise classified into IT resource. Analysis shows that server, DB(database), system administrators, programmers, CIO, BA were capabilities, Desktop PC, PC software, software for salary and accounting management, e-commerce, Homepage, and network inside th enterprise were resources. Secondly, this study reveals that both IT resource and IT capability affected company performance (employee satisfaction, CEO satisfaction). IT is certainly having an impact on corporate performance. In conclusion, resource can be either IT resource or IT capability based on they way of utilization. And both IT resource and IT capability have an influence on corporate performance (employee job satisfaction, CEO satisfaction). Therefore, when considering IT investment, a company can purchase necessary IT resource and actively utilize it to be IT capability, which can have an influence on corporate performance in return.

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Characteristics and Automatic Detection of Block Reference Patterns (블록 참조 패턴의 특성 분석과 자동 발견)

  • Choe, Jong-Mu;Lee, Dong-Hui;No, Sam-Hyeok;Min, Sang-Ryeol;Jo, Yu-Geun
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.9
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    • pp.1083-1095
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    • 1999
  • 최근 처리기와 입출력 시스템의 속도 차이가 점점 커짐에 따라 버퍼 캐쉬의 효율적인 관리가 더욱 중요해지고 있다. 버퍼 캐쉬는 블록 교체 정책과 선반입 정책에 의해 관리되며, 각 정책은 버퍼 캐쉬에서 블록의 가치 즉 어떤 블록이 더 가까운 미래에 참조될 것인가를 결정해야 한다. 블록의 가치는 응용들의 블록 참조 패턴의 특성에 기반하며, 블록 참조 패턴의 특성에 대한 정확한 분석은 올바른 결정을 가능하게 하여 버퍼 캐쉬의 효율을 높일 수 있다. 본 논문은 각 응용들의 블록 참조 패턴에 대한 특성을 분석하고 이를 자동으로 발견하는 기법을 제안한다. 제안된 기법은 블록의 속성과 미래 참조 거리간의 관계를 이용해 블록 참조 패턴을 발견한다. 이 기법은 2 단계 파이프라인 방법을 이용하여 온라인으로 참조 패턴을 발견할 수 있으며, 참조 패턴의 변화가 발생하면 이를 인식할 수 있다. 본 논문에서는 8개의 실제 응용 트레이스를 이용해 블록 참조 패턴의 발견을 실험하였으며, 제안된 기법이 각 응용의 블록 참조 패턴을 정확히 발견함을 확인하였다. 그리고 발견된 참조 패턴 정보를 블록 교체 정책에 적용해 보았으며, 실험 결과 기존의 대표적인 블록 교체 정책인 LRU에 비해 최대 57%까지 디스크 입출력 횟수를 줄일 수 있었다.Abstract As the speed gap between processors and disks continues to increase, the role of the buffer cache located in main memory is becoming increasingly important. The buffer cache is managed by block replacement policies and prefetching policies and each policy should decide the value of block, that is which block will be accessed in the near future. The value of block is based on the characteristics of block reference patterns of applications, hence accurate characterization of block reference patterns may improve the performance of the buffer cache. In this paper, we study the characteristics of block reference behavior of applications and propose a scheme that automatically detects the block reference patterns. The detection is made by associating block attributes of a block with the forward distance of the block. With the periodic detection using a two-stage pipeline technique, the scheme can make on-line detection of block reference patterns and monitor the changes of block reference patterns. We measured the detection capability of the proposed scheme using 8 real workload traces and found that the scheme accurately detects the block reference patterns of applications. Also, we apply the detected block reference patterns into the block replacement policy and show that replacement policies appropriate for the detected block reference patterns decreases the number of DISK I/Os by up to 57%, compared with the traditional LRU policy.

Basic Study on Bridge Asset Management Framework and LOS for Efficient Downtown Bridge Maintenance (효율적인 도심지 교량관리를 위한 교량자산관리 체계 및 서비스수준(LOS) 개발을 위한 기초연구)

  • Kim, Gyung-Hyun;Kim, Dong-Jin;Lim, Jong-Kwon;Park, Mi-Yun;Lee, Min-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.671-679
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    • 2016
  • Bridges, which constitute one of the key facilities in a social infrastructure, are easily accessed and used by users, so that keeping their performance above a certain level is essential. According to various cases in the U.S., Japan and Europe with a long construction history, it is expected that the maintenance cost of bridges in Korea will increase continuously in the future, so a rational decision making system based on engineering factors is necessary to optimize the performance of and maintain them by allocating the limited budget efficiently. This study is a preliminary basic study for the purpose of developing a common asset management system for managing all of the bridges and maintaining the level of service provided by them. The scope of this preliminary study is limited to bridges in urban areas. The bridge asset management system for bridges in urban areas, their level of service (LOS) and performance measure (PM) were developed by carrying out a workshop consisting of both experts and stakeholders. The analysis on the weights of the value and performance measure for each performance indicator was carried out by using the multi-attribute utility theory and the AHP method. In order to confirm the application of the weight of the performance measure and value of the performance indicator, six bridges in an example city were selected, LOS analysis was applied and its results were reviewed.

Development of STEAM Program Based on Gamification for Students of Elementary School (게이미피케이션을 적용한 초등학생 융합인재교육(STEAM) 프로그램 개발)

  • Kwak, Sojung;Kwon, Jieun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.71-79
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    • 2018
  • As the age that importance of convergence is bigger develops, there is growing different tries and changes in the education sector to train talents necessary for the future age. This paper is aimed at applying gamification factors that can attract elementary school students to participate in classes and cause interests as well as developing a STEAM program for elementary school students. Also, the purpose of this article is to propose educational values and possibility of the STEAM program which gamification factors applied to, and effective methods. For doing this, first, we conducted a study in relationship between the theological background and education on gamification factors based on literature surveys. Second, the STEAM program for elementary school students applying gamification factors and a program called 'My Little Building Forest' were developed. We made three-step contents for classes and activities and textbooks and kits and others with a theme, "principles of the cognitive science on depth perception". Third, developed programs apply to real classes as demonstrating them. We analyzed results through surveys on levels of satisfaction and interviews for teachers and others. Fourth, we discuss possibilities and values and limitations and others on the STEAM program applying gamification factors as we are based on results of analysis. We hope that we maximize impacts of the STEAM education through this education and contribute to train talents to lead age of the convergence.

A Study on the Effect of Social Franchise Characteristics on Management Performance: Focusing on the Mediating Effect of Franchise Autonomy (소셜 프랜차이즈 특성요인이 경영성과에 미치는 영향 연구: 가맹점 자율성의 매개효과를 중심으로)

  • Shin, Yohan;Kim, Jinsoo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.3
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    • pp.121-143
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    • 2021
  • As the social economy emerges as one of the alternatives for solving social problems, interest and experiments on social franchise, a methodology for scaling the social economy, continue to increase. The success or failure of social franchise has a huge impact on franchisors, members of franchisees, as well as beneficiaries, local residents, and stakeholders in the region, but research on ways to increase their chances of success is still insufficient. Based on previous studies, this study tried to derive success factors by analyzing the effects of social franchise characteristics on business performance, and to understand the mediating effect of franchise autonomy, which is the differentiation point of social franchises, between characteristic factors and business performance. Social value orientation, social economy experience, local network utilization, and customer orientation were derived as characteristic factors affecting business performance, and franchise autonomy was set as a mediating variable, and a survey was conducted for franchisee members and their influence was analyzed. Through this study, it was found that social economy experience and local network utilization had a positive (+) effect on economic performance, and social value orientation, local network utilization, and customer orientation had a positive (+) effect on social performance. Also, the results of franchise autonomy playing a mediating role between social economy experience, local network utilization and economic performance, and a mediating role between local network utilization and social performance were presented. This study has significance as the first study to conduct a full-scale empirical study on social franchises. It is hoped that theoretical research on social franchises will be more active in the future and will be used as a useful reference for performance creation for organizations that seek or already operate social franchises.