• Title/Summary/Keyword: 경쟁적 상호작용

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Understanding ICT Platform Business by Ecosystem Research Review (생태계 연구 리뷰를 통한 정보기술 플랫폼 비즈니스의 이해)

  • Hyunjeong Kang
    • Information Systems Review
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    • v.22 no.1
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    • pp.183-198
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    • 2020
  • The development of IT increases the importance of understanding of IT-driven ecosystems. Platform business is the representative business model in the era of innovative IT-based businesses. However, it lacks the review research that entails ecosystem perspectives from traditional disciplines in which the perspective of ecosystem had been applied. Further most of platform research have focused on the comparison between ecosystems as a whole rather than exploration on complementors in the ecosystem who are selected and survive and, in turn, contributed to maintain the ecosystem to compete with other ecosystems. The current study listed highly cited papers from economics, sociological ecology, socio-technical ecology, organization studies, and marketing research which have cumulated research on ecosystems. And the three most critical features that determine the success of complementors, which are competition, relationality, and adaptability. Present study showed how the features were explained by each perspective from the different disciplines.

An Empirical Study for the Management Performance of Primary Medical Centers (1차 의료기관의 경영성과에 관한 실증적 연구)

  • Kim, Jong-Weon;Lee, Kyung-Hwan;Chung, Hee-Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.3
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    • pp.87-99
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    • 2008
  • This study investigates the management performance of primary medical centers on the basis of power process perspective to suggest the direction for their competitive advantages. To do so, this study conducts the questionnaire survey to middle and top managers of primary medical centers in Seoul, Incheon, and Kyoungki Province and analyzes the data by using cluster analysis and variance analysis of SPSS statistical package. According to the results, the types of primary medical centers are determined by the interaction of power determinants variables, and the type of primary medical centers which has the strongest interaction of power determinants variables shows the highest management performance compared to other types.

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Historical Change of Population Abundances of Panonychus ulmi and Tetranychus urticae (Acari: Tetranychidae) in Selected Apple Orchards in Suwon and Its Hypothetical Explanation (수원 지역 사과원에서 사과응애와 점박이응애 개체군의 역사적 변천과정 및 해석)

  • Kim Dong Soon;Lee Joon Ho
    • Korean journal of applied entomology
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    • v.44 no.2
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    • pp.115-123
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    • 2005
  • Historical changes of population abundances of European red mite (ERM), Panonychus ulmi (Koch), and two-spotted spider mite (TSSM), Tetranychus urticae (Koch) (Acari: Tetranychidae), were described in selected apple orchards in the National Horticultural Research Institute (NHRI, Suwon, Korea), based on research reports of the NHRI from 1958 to 1998. ERM was an abundant species up to 1970, and TSSM became a dominant species after 1980. The change occurred around mid 1970. Three hypotheses were made to explain the change: TSSM competitively replaces ERM, ground cover weeds are a major influencing factor on movement of TSSM (TSSM movement into trees is accelerated by destroying weeds), and ERM and TSSM populations are regulated by natural enemy complexes when the orchard system is not disrupted. And long-term results of the interaction between two species were projected according to the combination of different orchard management strategies: pesticide sprays (non-selective toxic pesticide spray : heavy pesticide pressure (HPP), and selective soft pesticide spray = low pesticide pressure (LPP)) and weed control methods (grass planting, and clean culture system with herbicides). In the HPP and grass planting system, ERMs are abundant because ERM can avoid competition with TSSM as movement of TSSM to trees are restricted, and natural enemy complexes are destroyed by toxic pesticides. In the HPP and clean culture system, TSSMs are abundant because TSSM moves to trees from early season and competitively replaces ERM. In the LPP and grass planting system, ERMs are abundant because movement of TSSM to trees is reduced, but they do not build up a high population density since their densities are regulated by natural enemy complexes. In the LPP and clean culture system, TSSM moves to trees and competes with ERM, but the competition pressure is reduced because population densities of mites are regulated in a lower level by natural enemy complexes. So, ERM can occurs in late season. Thus, two species can coexist temporarily with more ERM in early season and more TSSM in late season. TSSM abundant phenomenon presented in this study can be partially explained as a result of long-term interaction between ERM and TSSM under the HPP and clean culture system.

IEEE 802.11 무선 랜의 성능 특성

  • Choe, Seon-Ung
    • Information and Communications Magazine
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    • v.24 no.6
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    • pp.50-57
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    • 2007
  • 오늘날 인프라 무선 랜은 많은 사용자들이 사용하는 중요한 인터넷 접속 기술이다. 따라서, IEEE 802.11 MAC의 성능분석은 지난 몇 년간 무선 랜 연구의 중요한 테마 중의 하나였다. 본고에서는 프로토콜 계층 사이에 존재하는 상호 의존성의 중요성에 주목하며, IEEE 802.11 기반의 무선 랜이 갖는 성능 특성에 관하여 알아본다. 먼저, 무선 노드의 개수가 많아짐에 따라 무선 랜 시스템의 처리율이 감소한다는 IEEE 802.11 MAC DCF 분석 결과를 설명한다. 여기에 MAC 계층과 다른 계층 사이의 상호 작용에 주목하여, 무선 랜의 성능이 어떤 특성을 갖는지 알아본다. 물리 계층에 존재하는 무선 노드들 사이의 불평등성에 대해서 설명하고, 그로 인하여 노드들 간의 혼잡 수준이 떨어지고 경쟁 기반의 DCF 처리율이 혼잡 상태에서도 서서히 감소하게 되는 것을 설명한다. 또한, 전송 계층 프로토콜로서 TCP를 사용하는 경우의 무선 랜 성능에 관하여 알아본다. TCP는 실제로 무선 채널의 경쟁에 참여하는 노드를 $2{\sim}3$개 정도로 제한하는 효과가 있어서, TCP를 사용하는 무선 랜의 성능은 무선 노드의 개수에 상관없이 안정적인 것을 설명한다.

Evolution of Entertainment Program Format (방송 예능프로그램 포맷의 진화)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.55-63
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    • 2015
  • One of the most notable changes in entertainment programs has been the gamification since 1991. The comparative analysis of 255 weekend entertainment programs run by terrestrial broadcasters between 1991 and 1998 and between 2008 and 2014 indicates that entertainment programs have emigrated from the variety format to the reality, and that adopted entangled plots than interwoven ones more and more, using mission performances and competition heavily. Further, even within the reality format, different competitive factors and plot composition are adding the diversity in the end results immensely. The interaction among the gamification, plots and competitive factors is quite likely to drive creative changes in the broadcast formats in the years to come.

A Study on the Evaluation of Competitiveness for Container Terminal Operators (컨테이너터미널 운영사의 기업경쟁력 평가에 관한 연구)

  • Ko, Hyun-Jeung;Kil, Kwang-Soo
    • Journal of Navigation and Port Research
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    • v.35 no.8
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    • pp.667-675
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    • 2011
  • As the annual growth rate of port handling container volume in Korea has faced slowdown, this paper attempts to find strategies for the domestic container terminal operators in order to enhance competitiveness. For this, the model of using AHP and the fuzzy set theory is used for evaluating competitiveness between domestic and global container terminal operators. The evaluation model hierarchy is developed based on SERM(subject-environment-resource-mechanism) theory of business strategy. The results show domestic operators are ranked lower than global player so that they particularly pay attention to the areas of scale of economy, business diversification, and globalization strategy.

Towards Evolution of Innovation System of Korean IT SoC Industry: Comparing Experiences of Korea and Taiwan (국내 IT SoC산업의 혁신체제 발전방안: 대만과의 비교 관점에서)

  • Min, Wan-Kee;Oh, Wan-Keun;Hwang, Jin-Young
    • Journal of Korea Technology Innovation Society
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    • v.11 no.4
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    • pp.565-591
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    • 2008
  • Using theories of sectoral innovation system and supply chain management, this paper examines the status quo of Korean IT SoC industry's innovation system by comparing it with Taiwanese one. Taiwan IT SoC industry has accomplished a rapid growth on the basis of government policies that foster domestic firms after the establishment of Hsinchu Science Park. Cooperative networks between foundries firms and fablesses have been formed within the supply chain in this process. Therefore, Taiwan industry has possessed the possibility of the coevolution in sectoral innovation system. However, Korean IT SoC industry has failed to form cooperative networks, because of weak networks between related firms. In other words, there exists an interaction failure, which is a kind of the system failure, and it means a lack of linkage between actors as a result of insufficient use of complementarities and interactive learning. Therefore, Korean industry has little possibility of the coevolution in sectoral innovation system. The cooperative networks between actors are prerequisite towards evolution of innovation system of Korean IT SoC industry. Above all, the cooperative networks between fablesses and system companies need to be strengthened within the supply chain.

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A Study on the User Empowerment and User Innovation in Game Industry -Focusing on Online and PC Game- (게임 이용자 권한부여에 기초한 이용자 혁신 연구 - 온라인.PC Game을 중심으로 -)

  • Ham, Jung-Ho;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.67-78
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    • 2010
  • Game is the cultural product, which gives users high authority in usage process with its high interactivity. This study is about the user innovation based on customer empowerment, and the possibilities to change the game itself applying high activity of the game. Especially, game modification, which users transform the original game, is an example that the interactivity and changeability of game are maximized. However, these elements were not considered when constructing frameworks to investigate the competition and strategy in game industry. Therefore, this study is based on the customer empowerments of the game modification. Moreover, this study proposes the newly reorganized strategic group map in game industry, which is based on game user innovation and user evaluation.

A Study on the Introduction and Diffusion of Virtual Marketing (Virtual Marketing의 도입(導入)과 확산(擴散)에 관한 연구(硏究) - Academic Site를 중심(中心)으로 -)

  • 임종원;조호현
    • Asia Marketing Journal
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    • v.1 no.1
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    • pp.7.1-7.25
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    • 1998
  • 본 연구는 마케팅학계의 전자적 학술공동체의 구축가능성을 타진하고 선진국의 전자적 학술공동체와 비교하여 우리 학계의 세계화의 한 수단으로서의 가능성을 모색하고자 하였다. 연결마케팅공동체는 다양한 이해관계를 가진 참가자들의 관계로서 이루어지고 있으며, 이들간의 모든 관계는 동시적, 상호작용적으로 이루어진다. 우리 학계의 경쟁력을 확보하기 위해서는 연결마케팅 패러다임을 바탕으로 한 가상 마케팅(Virtual Marketing)의 도입이 필수적이며, 우리 학계의 경쟁력의 원천은 이를 통한 연결의 이익을 확보하는데 있다. 전자적 학술공동체는 기존 학계와 보완적 관계를 가질 뿐만 아니라 정보기술에 의한 연결의 질의 심화와 연결의 장의 확대라는 연결의 이익을 확보할 수 있다. 성공적인 전자적 학술공동체의 구축을 위해서는 공동체 조직자의 역할이 매우 중요하며 참여자들의 참여도가 필수적이다.

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A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.5-15
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    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

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