• Title/Summary/Keyword: 기술혁신제품

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A Study on Design Education Re-engineering by Multi-disciplinary Approach (다학제적 접근을 통한 대학디자인 교육혁신 프로그램 연구)

  • Lee, Soon-Jong;Kim, Jong-Won;Chu, Wu-Jin;Chae, Sung-Zin;Yoon, Su-Hyun
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.299-314
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    • 2007
  • For the past 20 years, the growth and development of university-design-educational institutes contributed to the industrial development of our country. Due to the technological fluctuation and changes in the industrial structure in the latter half of the 20th century, the enterprise is demanding professionally-oriented design manpower. The principle which appears from instances of the advanced nations is to accommodate the demands in social changes and apply them to educational design programs. In order to respond promptly to the industrial demand especially, the advanced nations adopted "multidisciplinary design education programs" to lead innovation in the area of design globally. The objective of the research consequently is to suggest an educational system and a program through which the designer can be educated to obtain complex knowledge and the technique demanded by the industry and enterprise. Nowadays in order to adapt to a new business environment, designers specially should have both the knowledge and techniques in engineering and business administration. We suggest that the IPDI, a multidisciplinary design educational system and program is made up of the coordinated operation of major classes, on-the-job training connection, educational system for research base creation, renovation design development program for the application and the synthesis of alternative proposals about the training facility joint ownership by connecting with the education of design, business administration and engineering.

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A Strategy to Activate Design Industry for Provincial Development - Centering on the region of Daegu and Gyeongbuk - (지역발전을 위한 디자인산업 활성화 전략 -대구 경북지역을 중심으로-)

  • Yun, Young-Tae;Kim, Yun-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.55-62
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    • 2005
  • Recently, the opening of the world economy and regional ization of national demand endless endeavors and investments to upbring design-industry for regional economic development. Our domestic commodities, declined in price competitiveness against China and Southeast Asian nations, need construction of brand image of commodities and consumers' response through expanded concernments in marketing spheres. The design-industry is a important means to strengthen competitiveness of the domestic industry through discrimination of commodities and creativity of high added value. Design-industry has some problems in circumstances; commodity development and marketing are below the level in the sphere of manufacture industry yet and businessmen are unwilling to invest demanded for development of new design. Establishment of the personal foundation, useful for accumulating competent designers' experiences and technologies, can not pass limit. In addition, a system and a policy to protect design-industry have a problem in effectiveness. Concrete strategies to activate design industry which meets social and cultural circumstances of Daegu and Gyeongbuk region are to establish policy for construction of specialists' infra, systematization of study & development of design, common ownership of information on design, and expansion of design company. The business to upbring design in the region should be operated to develop competitive commodities which is helpful to the regional economy and to increase value of the regional enterprises' brand. In addition, foundation of design should be expanded personal, material, and informational infra through design-centered so that they are helpful to activate economy of Daegu and Gyeongbuk through making design reformational cluster.

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Innovation in Giorgetto Giugiaro's Automobile Design (Giorgetto Giugiaro의 자동차디자인의 혁신성)

  • Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.383-394
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    • 2006
  • In 2005, Giorgetto Giugiaro unveiled the Ferrari GG50 at the 50th anniversary celebration of his design career. Beginning his career at the age of 17, he is a master designer who has achieved design revolution by uniting creativity, design methodology, and technology. He has been awarded a number of international prizes for his exquisite achievements and reputation for car design. Carrozzeria of ITAL DESIGN, founded by Giugiaro, is a company whose ideas combine cutting-edge technology and high quality craftsmanship. Beginning in car design, ITAL DESIGN achieved a positive reputation internationally and, since 1999, has expanded even more rapidly under its new name, ITAL DESIGN-GIUGIARO. The owner of 12 affiliates worldwide, all service systems are buyer-oriented, ensuring the highest level of technical consulting. Beginning with the 1971 Alfa Romeo Alfasud, the 1st major project, more than 100 cars have been designed in the past 35 years, leading to the production or in million cars by major motor companies around the world. Giugiaro has focused on practical performance as well as external beauty in his car design, the best of which enter the mass market. With his philosophy of "I want to be the 1st customer of my design" Giugiaro design invites customer participation and input to meet their needs and demands. Free from the routine, typical image, Giugiaro design has raised the bar for creativity and thinking beyond traditional values and ideologies.

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A Study of Adoption of The Fourth Industrial Revolution New Products (4차산업혁명 신제품 소비자 수용에 대한 연구)

  • Kim, Moon-Tae
    • Management & Information Systems Review
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    • v.38 no.2
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    • pp.165-182
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    • 2019
  • This study investigated the consumer acceptance process of the fourth industrial revolution new product to be introduced into the market in the future. The 4th Industrial Revolution new products are technological advances compared to the existing ones. The technology acceptance model that was used in the past has been modified to reflect variables like the social effects of the 4th Industrial Revolution, expected experience, and perceived risk. Modified models were proposed and verified. Six representative new products of the 4th Industrial Revolution were selected and examined by 40 respondents, and the hypotheses were verified using programs such as SPSS and AMOS. And conclusions and implications are as follows. First, the innovativeness of the fourth industrial revolution new products influences positive evaluation factors such as expected experience and perceived usefulness and it also affect positively to the perceived risk. In addition, the expected experience of the fourth industrial revolution new products has a great effect on the perceived usefulness and social influence, but it didn't affect to the perceived risk. Like the results of the TAM model, purchase intention of the fourth industrial revolution new products are strongly influenced by perceived usefulness. Finally, the perceived risk of the new product of the 4th Industrial Revolution had no statistically significant effect on the purchase intention, and the social influence of the 4th Industrial Revolution had a significant effect on the purchase intention. In general, respondents are highly aware of the social impact of the Fourth Industrial Revolution and seem to be very positive in this respect.

A Study on the Process of Refining Ideas for Social Problem Solving Based on Design Thinking in Digital Convergence Era (디지털 융합시대의 디자인 사고 기반 사회문제 해결 아이디어 구체화 프로세스에 관한 연구)

  • Back, Seung-cheol;Jo, Sung-hye;Kim, Nam-hee;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.155-163
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    • 2017
  • South Korea has experienced various social problems during rapid economic development, and now attempts to address them through social economy and advanced technologies. This approach, however, requires comprehensive research on not only phenomenal issues but also their fundamental causes and regional/cultural contexts as Design Thinking Process does. This study aims to draw implications for applying Design Thinking Process into the entire process of solving social problems, from field research, idea refinement, and solution design. Limitations of Design Thinking-based social problem solving are also drawn through comparative analysis on various cases. In conclusion, the process of refining ideas and developing product/service can be utilized by social enterprises, ventures, NGOs, etc. as a guideline in addressing social problems.

Experiences of Social Economy Organizations in Innovation Processes: The Case of the Social Problem-solving R&D Programs (사회적경제조직의 혁신활동 경험과 과제: 사회문제 해결형 연구개발사업을 중심으로)

  • BAK, Hee-Je;SEONG, Ji-Eun
    • Journal of Science and Technology Studies
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    • v.19 no.3
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    • pp.247-289
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    • 2019
  • By examining the experiences of three social economy organizations who participated in the social problem-solving R&D projects, we discuss the conditions which may encourage the participation of civil society in national R&D programs in South Korea. By calling for the inclusion of social economy organizations along with the living-lab, the social problem-solving R&D projects introduced a new type of civic participation in the national R&D programs. It is the requirement in the RFP of the social problem-solving R&D which led PIs to inviting social economy organizations into their projects. But the invites occurred rather abruptly and accidently without adequate mutual understanding between scientific experts and social economy organizations. While helping social economy organizations participate in R&D processes, this form of institutional arrangement also led them into a position in subordination to scientific experts. Social economy organizations were supposed to coordinate the living lab in the social problem-solving R&D projects which they felt familiar as an extension of what they have been doing. In contrast, they felt administrative work such as accounts following complicate administrative rules as the most unfamiliar challenge. The difference in their emphases between scientific experts and social economy organizations was also evident. Social economy organizations viewed that, while they and ordinary people are primarily interested in a practical use of the developed products or services, scientific experts tend to focus on research and development. Not only did such difference produce a friction in the R&D processes but also it had social economy organizations view the R&D projects they participated in as unsuccessful. Nevertheless, all these experiences provided a great opportunity for the social economy organizations for learning and growing as a new actor in the national R&D.

Review and Prospects on Venture Firm Accumulation Center: The Case of Kwan-Ak Venture Town (벤처기업집적시설의 현황과 문제점 및 개선방안에 관한 연구 서울시 관악구 벤처타운 사례를 중심으로)

  • 최지훈
    • Journal of the Economic Geographical Society of Korea
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    • v.3 no.2
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    • pp.81-96
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    • 2000
  • The study examines the present condition and prospects of venture firm accumulation center in the case of kwan-ak venture town. The survey shows most of companies have been founded since 1997. Their major items are software development and the average employees are under 10 workers. According to the questionary about the type of R&D and the level of innovation, technology innovation such as the development of new product is advanced whereas tacit innovation like inter-firm cooperation is very weak. And the source of idea and information is concentrated on the within-firms and research center As a result of the analysis of regional linkage, the dependence of production and R & D is large on kwan-ak-gu, but sales and information services have emphasis on Seoul area. In the light of the affiliation of inter-firm, they response sympathy with cooperation, but could not strengthen their commercial ties yet. At last, the policy for venture firm accumulation center must intend to make tacit measures through inventing of system instead of the simple means such as the assistance of location, finance and tax.

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A Study on the User Acceptance Model of Artificial Intelligence Music Based on UTAUT

  • Zhang, Weiwei
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.25-33
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    • 2020
  • In this paper, the purpose is to verify the impact of performance expectations, effort expectations, social impact, individual innovation and perceived value on the intent of use and the behavior of use. Used Unified Theory of Acceptance and Use of Technology (UTAUT) to verify the applicability of this model in China, and established the research model by adding two new variables to UTAUT according to the situation of the Chinese market. To achieve this goal, 345 questionnaires were collected for experienced music creators using artificial intelligence nuggets in China by means of Internet research. The collected data were analyzed through frequency analysis, factor analysis, reliability analysis, and structural equation analysis through SPSS V. 22.0 and AMOS V 22.0. The verification of the hypotheses presented in the research model identified the decisive influence factors on the use of artificial intelligence music acceptance by Chinese users. The study is innovative in that it attempts to verify the applicability of UTAUT in the Chinese context. In the construction of the user acceptance model of AI music, three influencing factors will have an effect on users' intentions, and according to the degree of effect, from largest to smallest, they are respectively Perceived Innovativeness, Performance Expectancy and Effort Expectancy. This paper will also provide some management advices, i.e. improving the utility and usability of AI music, encouraging users with individual innovativeness, developing competitive and attractive pricing policies, increasing publicity, and prioritizing word-of-mouth advertising.

An SAO-based Text Mining Approach for Technology Roadmapping Using Patent Information (기술로드맵핑을 위한 특허정보의 SAO기반 텍스트 마이닝 접근 방법)

  • Choi, Sung-Chul;Kim, Hong-Bin;Yoon, Jang-Hyeok
    • Journal of Technology Innovation
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    • v.20 no.1
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    • pp.199-234
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    • 2012
  • Technology roadmaps (TRMs) are considered to be the essential tool for strategic technology planning and management. Recently, rapidly evolving technological trends and severe technological competition are making TRM more important than ever before. That is because TRM plays a role of "map" that align organizational objectives with their relevant technologies. However, constructing and managing TRMs are costly and time-consuming because they rely on the qualitative and intuitive knowledge of human experts. Therefore, enhancing the productivity of developing TRMs is one of the major concerns in technology planning. In this regard, this paper proposes a technology roadmapping approach based on function of which concept includes objectives, structures and effects of a technology and which are represented as Subject-Action-Object structures extractable by exploiting natural language processing of patent text. We expect that the proposed method will broaden experts' technological horizons in the technology planning process and will help to construct TRMs efficiently with the reduced time and costs.

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An Experimental Research on the Usability of Indirect Control using Finger Gesture Interaction in Three Dimensional Space (3차원 공간에서 손가락 제스쳐 인터랙션을 이용한 간접제어의 사용성에 관한 실험연구)

  • Ham, Kyung Sun;Lee, Dahye;Hong, Hee Jung;Park, Sungjae;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.519-532
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    • 2014
  • The emerging technologies for the natural computer interaction can give manufacturers new opportunities of product innovation. This paper is the study on a method of human communication about a finger gestures interaction. As technological advance has been so rapid over the last few decades, the utilizing products or services will be soon popular. The purpose of this experiment are as follows; What is the usefulness of gesture interaction? What is the cognitive impact on gesture interaction users. The finger gestures interaction consist of poking, picking and grasping. By measuring each usability in 2D and 3D space, this study shows the effect of finger gestures interaction. The 2D and 3D experimental tool is developed by using LeapMotion technology. As a results, the experiments involved 48 subjects shows that there is no difference in usability between the gestures in 2D space but in 3D space, the meaningful difference has been found. In addition, all gestures express good usability in 2D space rather than 3D space. Especially, there are the attractive interest that using uni-finger is better than multi-fingers.