• Title/Summary/Keyword: 가치혁신 적용

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A Study on Selecting the valuable patents using QFD (QFD를 이용한 우수특허 선별에 관한 연구)

  • Kim, Sungho;Kim, Jipyo
    • Journal of Technology Innovation
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    • v.27 no.3
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    • pp.83-112
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    • 2019
  • As more and more patents for new technology are issued, companies and organizations are interested in managing patents systematically so that the patents should be a valuable asset rather than burden. In this study we propose the method to select superior patents effectively using QFD. First, what firms want in the patents that have long been accumulated is identified and appropriate patent indices are derived to illustrate how the firm's requirements are satisfied. Then the importance of firm's requirements and their relationship with patent indices are determined through AHP's pairwise comparison. Finally, the results are analyzed and demonstrated with the case of a real company, which shows that patents are sorted out well according to the firm's requirements.

A Approach to Use Case Modeling on LASA Display (LASA 디스플레이 유스케이스 모델링을 위한 방안)

  • Min, J.H.;Ryu, H.J.;Chu, H.Y.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.805-808
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    • 2013
  • As the development type of domestic technology on information & communications have changed from following development to leading devalopment, developing new technology and creating new market through securing basic technology and IPR has been more essential than ever before. At the same time, it is required to increase the possibility of commercialization on developed technology. Therefore, it is necessary to formulate the consensus on the value and function of project at project planning phase for creative & innovative idea to be adopted into project and to be performed successfully. Accordingly, this paper proposes use case developing methodology adopted to creative & innovative project by analysing use case developing method in software engineering. Also, new methodology is appled to LASA display developing project to prove the reliability. Since the demands on new technology is henceforth expected to increase gradually, it is necessary to continue to study on the methodology of being more formal and logically related between phases as well as on that of analysing relationship among use cases and proving logical reliability of use case.

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Lessons from the Application of GIS for Local Government - Some Examples from Korea and Australia - (지방자치단체에서의 GIS 활용에 대한 제언 - 한국과 호주에서의 사례연구를 중심으로 -)

  • Peterson, Jim;Kim, Chang Hwan;Yoo, Jae Yong
    • Journal of the Korean Association of Geographic Information Studies
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    • v.5 no.3
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    • pp.107-117
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    • 2002
  • Public policy responses to the digital/information revolution and the micro-economic reforms that it facilitates have inspired exploration of the scope for local government implementation of digital spatial data handling(DSDH) of information relating to, among other things, asset inventory, environmental and utility management, address management, and planning. The results from these explorations are such that few doubt the value of bringing the public policies to practice, but diffusion rate and pattern of the approaches demonstrated by the scoping experiments will reflect institutional/cultural matters, indicators of the relative significance of which might be at least partly predicted from appraisal of case studies. This argument is exemplified by reference to case studies in adoption of DSDH by local government organizations in Korea and in Australia.

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A study on the service design using 360° VR prototype -Focusing on the Case of Public Service Design by Citizen Autonomy (360° VR 프로토타입을 활용한 서비스디자인에 관한 연구 -주민자치형 공공서비스디자인 사례를 중심으로-)

  • Yoo, Hye-Young
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.531-536
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    • 2019
  • The Ministry of the Interior and Safety amends the enforcement ordinance of the public service design method and applies it to the project tasks of each institution and cases of social problem solving and public service innovation are increasing according to service design methodology. This study is to develop the $360^{\circ}$ VR content element in order to deliver the understanding and effective improvement of the service to the consumers in the process of problem discovery and the prototype that visualize the key solution according to the service design methodology. By applying it to the actual public service design project, it was possible to predict the result with high satisfaction after improvement. This paper is meaningful in that it proposes new approach and empirical value to consumers and contribute to the improvement of the service design process as a convergence study on the future service design using the $360^{\circ}$ VR prototype.

Can 'Buy-One Give-One' Business Model be Profitable? ('Buy-One Give-One' 비즈니스모델의 수익 구조에 대한 수리적 분석)

  • Han, Yunsun;Seo, Youngdoc
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.3-20
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    • 2017
  • This study proposes that the cultural corporation can be more profitable by adopting the 'Buy-One Give-One' Business Model (BOGO BM) under certain conditions. Specifically, the conditions are that 1) consumers' utility for donating is high enough and 2) the production cost is low enough due to economies of scale or process innovation from employee's intrinsic motivation. We adopt a mathematical model where the demand function is a simple linear function and two companies compete with each other by choosing their quantity of output (the Cournot model). Specifically, we investigate the profitability of the BOGO BM in four situations: 1) a monopolist enjoying reduced cost due to process innovation from employee's intrinsic motivation, 2) a monopolist enjoying reduced cost due to economies of scale, 3) the duopoly with BOGO BM and a general company, 4) the duopoly with two BOGO BM companies. In each situation, BOGO BM can be more profitable than other general companies can under certain conditions.

A Method for Selecting AI Innovation Projects in the Enterprise: Case Study of HR part (기업의 혁신 프로젝트 선정을 위한 모폴로지-AHP-TOPSIS 모형: HR 분야 사례 연구)

  • Chung Doohee;Lee Jaeyun;Kim Taehee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.5
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    • pp.159-174
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    • 2023
  • In this paper, we proposed a methodology to effectively determine the selection and prioritization of new business and innovation projects using AI technology. AI technology is a technology that can upgrade the business of companies in various industries and increase the added value of the entire industry. However, there are various constraints and difficulties in the decision-making process of selecting and implementing AI projects in the enterprise. In this paper, we propose a new methodology for prioritizing AI projects using Morphology, AHP, and TOPSIS. The proposed methodology helps prioritize AI projects by simultaneously considering the technical feasibility of AI technology and real-world user requirements. In this study, we applied the proposal methodology to a real enterprise that wanted to prioritize multiple AI projects in the HR field and evaluated the results. The results confirm the practical applicability of the methodology and suggest ways to use it to help companies make decisions about AI projects. The significance of the methodology proposed in this study is that it is a framework for prioritizing multiple AI projects considered by a company in the most reasonable way by considering both business and technical factors at the same time.

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An Analysis of the Difference of Perception on IT Convergence Learning after the Smart Device based Robot Programming Education According to Elementary Gifted Students' Level (스마트 기기 기반의 로봇 프로그래밍 교육 이후 초등 영재들의 수준에 따른 IT 융합 학습에 대한 인식 차이 분석)

  • Yoon, Il-Kyu;Jang, Yun-Jae;Jeong, Soon-Young;Lee, Won-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.161-169
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    • 2015
  • In this paper, we propose an smart device based robot programming education program and analyzing students' perceptions such as satisfaction, Expectancy-Value of IT convergence learning after the robot education program according to elementary gifted students' level. Smart device based robot programming education program designed based on schematic of the convergence suggested by WTEC and consist of creative phase, integration/fusion phase, innovation phase, outcome phase for learning practical process of the IT convergence. We are conducting a smart device based robot programming education class to consist of 126 gifted students and analysing the difference of perception. According to analysis of the result, core and advanced students' perception on satisfaction score shows also high. However, advanced level students' satisfaction score shows higher than core students' satisfaction score. Also, advanced level students' expectancy-value score on IT convergence learning shows higher than core students' score.

Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.353-363
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    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.

Sources of Pioneering Advantage in High-tech Industries: The Mediating Role of Knowledge Management Competence (하이테크산업에서 선두이점의 원천에 관한 연구: 지식경영역량의 매개효과를 중심으로)

  • Cho, Yeonjin;Park, Kyungdo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.4
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    • pp.113-131
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    • 2015
  • Decision effectiveness depends on type of knowledge within team members generated by decision making process. Thus, organization in accordance with teams' experience and capability ultimately achieve their desired outcome. However, previous research has not addressed a mediating role between different knowledge type in decision making and product competitive advantages(pioneering advantage and product quality superiority). Based on the knowledge-based view, we model how different knowledge characteristics in decision making affect to acquire each of knowledge in decision making effectively and then to apply acquired knowledge in decision making. Anchored in a source-position-performance (SPP) framework (Day and Wensley's, 1988), we shed light on the effects of three knowledge characteristics dimensions in decision making process on knowledge management competences in decision making for a new product project. We also examine the relationship between two dimensions of NPD knowledge management competences, and product competitive advantages which consist of market pioneering advantage and product quality superiority. To test the relationships, the empirical analyses are conducted using a sample of team managers who participated in NPD projects. This study suggest that managers should increase their acquirability and applicability of knowledge by integrating complexity of diverse and new knowledge, developing codifiability of well-documented knowledge, and creating the sharing common knowledge among NPD team members. Thus, they are able to outrun major competitors in terms of pioneering advantage and product quality superiority perspective.

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Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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