• Title/Summary/Keyword: 기획방법

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An Empirical Study on the Effects of Technology Strategy and Technology Planning Capability on Firms' Profits (기업의 기술전략과 기술기획 역량이 경영성과에 미치는 영향 연구: 조직유연성의 조절효과를 중심으로)

  • Lee, Jongmin;Chung, Sunyang
    • Journal of Korea Technology Innovation Society
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    • v.18 no.1
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    • pp.1-27
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    • 2015
  • Korea has increased R&D investment continuously for the improvement of global technological competencies. Korea ranked first in the world with 4.15 percent in the ratio of R&D investment to GDP. In particular, the private sector occupies a crucial position of technological innovations in Korea, constituting 78.5% of total R&D investment. However, quantitative growth strategy is no longer effective, so efforts to enhance efficiency by upgrading qualitative level are badly needed. This paper studied methods for improving firms' business performance. For this, it tried to empirically verify technology strategy and technology planning capability's influence factors on the improvement of business performance. The study showed that technology strategy and technology planning activities have positive effects on the improvement of business performance. And it was revealed that coordination flexibility contributes to the enhancement of business performance by positively controlling technology planning activities. The study performed sample survey on the companies with R&D centers and multiple regression analysis and quantile regression were used for the analysis.

A Proposal of Media Exhibition Contents for the Aquarium - Focused on 'Gyeongpo Lagoon Ecological Museum' (아쿠아리움을 위한 미디어 전시 콘텐츠 제안 - 경포 석호생태관을 중심으로)

  • You, Mi;Woo, Jeonggueon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.116-124
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    • 2016
  • In this paper, we propose digital exhibition contents for the aquarium, especially 'Gyeongpo Lagoon Ecological Museum'. We try to plan appropriate media contents that can be mixed with the aquarium storytelling. The aquarium must have special spaces that are not related with an exhibition directly but are necessary for survival of fishes such as a water circulation room. We design the special spaces using media contents and let visitors feel that the whole aquarium is in the ocean. First of all, we investigate the aquarium currently under construction. And then, we propose the appreciate media platforms and plan individual content. We suggest 3 types of media platforms, 3D water projection, interactive games utilizing Kinect, and a fog screen. Moreover, we produce 2D drawing concepts, 3D modeling images, and virtual exhibitions in virtual reality for the representation of the location in which those platforms are installed and the media contents we plan. The pre-visualization is helpful for the media platform construction and is used as a rough sketch to producing an animation shown in the exhibition.

Resolving the Game Design Discrepancy between the Game Designer and the Gamer by Employing a Knowledge Representation Model (지식표상모델을 활용한 개발자 및 사용자의 게임기획에 대한 불만족 해소방안)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.127-136
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    • 2009
  • According to 2008 game white paper, it is reported that both the game developer's and the gamer's dissatisfactions about a game design have been increased recently. It is required to enhance the style of the development work flow and the communication manners to reduce such dissatisfactions. This paper suggests a method which can be used not only to simplify the development work flow but also to provide a satisfactory communication skill between the developer and the users. By speculating the mental recognition model, a knowledge representation model based on UML(Unified Modeling language) has been devised. Our approach can be successfully employed to conceive the user feedback and to articulate the original game design elements, thus provides a more concrete and flexible design process.

A Priority Evaluation Methodology for Spin-off of Defense Technology : Patent Analysis and AHP Approach (국방 기술의 민수화 우선순위 평가 방법론 : 특허 분석 및 계층분석과정 (AHP) 기반)

  • Park, Yun-Mi;Seol, Hyeon-Ju
    • Journal of the military operations research society of Korea
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    • v.36 no.3
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    • pp.15-27
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    • 2010
  • Dual-use technology, upon its effective development, can be a highly efficient technology that may be utilized for both achieving industry competitiveness and building National Security. Although research needs for such development methodology and call for corresponding efforts have long been proposed, actual outputs have not reached its desired level. Hence, this paper aims to provide more concrete and quantitative process in technology planning used to activate development of dual-use technology, considering dual usability and transferability of such technologies. In such effort, we propose use of patent analysis and the Analytic Hierarchy Process (AHP) for determining priorities for spin-off defense technology. First, the necessity of R&D and potential spin-off are measured based on patent information. Second, the necessity of R&D results from a quantitative analysis and the potentials spin-off are derived from analysis of patent citations. Then, AHP is used to calculate the importance of evaluating factors, and to assess alternative scores. Finally, we present the result of spin-off priority. A case study on the Korea defense technology is presented to illustrate the proposed method. We expect this study to make contribution in vision making of the military R&D spending.

The Current Status and Tasks of Technology Assessment in Korea (한국의 기술영향평가, 현황과 과제)

  • Ryu, Ji-Yeon;Han, Min-Kyu;Yim, Hyun;Ahn, Byoung-Min;Hwang, Ki-Ha
    • Journal of Korea Technology Innovation Society
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    • v.13 no.4
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    • pp.617-637
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    • 2010
  • As the impact of S&T on daily life increases, efforts to predict and anticipate the adverse effects of S&T development on human society and the natural environments are reinforced. In addition, public character of S&T demands wider participation of various stakeholders in R&D process. In response to these demands, Technology Assessment (TA) was introduced in the process of S&T policy formation. The Korean TA exercises were carried out 5 times since 2003 through 2008 by Korea Institute of S&T Evaluation and Planning (KISTEP), the necessity of which was incorporated in the S&T basic law. TA in Korea has been continuously upgraded in terms of organizational structure and procedure, but still in progress to take into account of problems exposed so far. In this paper, problems of TA in Korea are examined in terms of law, sponsor, management, and utilization. Suggestions for its improvement such as sophistication of methods and linking to national S&T planning are proposed.

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Simultaneous Multicomponent Analysis of Preservatives in Cosmetics by Gas Chromatography (GC를 이용한 화장품 살균·보존제의 다성분 동시분석법)

  • Cho, Sang Hun;Jung, Hong Rae;Kim, Young Sug;Kim, Yang Hee;Park, Eun Mi;Shin, Sang Woon;Eum, Kyoung Suk;Hong, Se Ra;Kang, Hyo Jeong;Yoon, Mi Hye
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.45 no.1
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    • pp.69-75
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    • 2019
  • Preservatives of cosmetics is managed by positive list in Korea. Positive list requires a proper quantitative analysis method, but the analysis method is still insufficient. In this study, gas chromatography with flame ionization detector was used to simultaneously analyze 14 preservatives in cosmetics. As a result of method validation, the specificity was confirmed by the calibration curves of 14 preservatives showing good linearity correlation coefficient of above 0.9997 except dehydroacetic acid (0.9891). The limits of detection (LOD) and quantification (LOQ) of 14 preservatives were 0.0001 mg/mL ~ 0.0039 mg/mL and 0.0003 mg/mL ~ 0.0118 mg/mL, respectively, but they were 0.0204 mg/mL, 0.0617 mg/mL for dehydroacetic acid, respectively. The precision (Repeatability) of the values was less than 1.0%, but 7.1% for dehydroacetic acid. The Accuracy (% recovery) of 14 preservatives in cosmetics showed 96.9% ~ 109.2%. Finally, this method was applied to 50 cosmetics available in market. Results showed that the commonly used preservatives were chlorophene, phenoxyethanol, benzyl alcohol and parabens. However, the amount of the detected preservatives was within maximum allowed limits established by KFDA.

A Research on the Methods of Forming the Fandoms of the Theatre - Centered on the Comparisons between K-POP and the Theatre (연극의 팬덤 형성 방법 연구 K-POP과 연극의 비교를 중심으로)

  • Kim, Lee-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.379-405
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    • 2015
  • The purpose of this thesis is to seek the methodologies for forming the fandoms of the Theatre. For the research, I explain by giving the example of the K-POP, of which the fandom has already been spread. Afterwards, I describe about the items which can substitute the plays and about the limits. By escaping from the passive consumptions, the fandoms have been expanded to the domain in which the culture is reborn. The cultural activities of the fandoms have come out of simply liking the fans, and the domain has been widened to the social activities. In the case of the K-POP, it has gone beyond Korea and has the fandoms in the whole world. Regarding the reasons why the fandoms could be formed in relation to the K-POP, firstly, it is because the project-type stars made by the large-scale agency had existed. Secondly, it is because the methods of accessing the contents had become simple through the online proliferation, such as the YouTube and the SNS's. Lastly, it is because the cultural activities of the fandoms give the joys, thereby continually maintaining the fandoms. If this is substituted for the Theatre, in the case of the Theatre, in order for the large-scale agencies to make the plans for and train the actors and the actresses, there are, somewhat, the excesses. However, if a PR method suitable for the online environment is developed and if the common joy is given to the audience of the Theatre, there is the possibility that the fandoms can be invigorated regarding the Theatre. Although, with regard to the K-POP and the Theatre, there exist the differences between the contents, if the methodologies of the K-POP fandoms, which have invigorated the fandoms and have been managing stably, are substituted for the plays, the invigoration of the fandoms is possible regarding the Theatre, too.

Quantitative Analysis of Flow in MMORPG Games (MMORPG 기반 게임의 몰입에 대한 정량적 분석 방법)

  • Nam, Byeong-Cheol;Bae, Ki-Tae
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.73-84
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    • 2011
  • Online game market accounts for 56.4% of entire game industry in Korea. MMORPG games account for a great part of online game market which have 45.27%. However, most of them are wholly reliant on their subjective criteria - not general rule or standard in the planning and developing process. For this reason, they can be easily misunderstood imitation game which has no difference or creativeness from masterpiece. In this paper to solve this problem especially deals with the quantification of flow through analysis of MMORPG to propose common information or method of quantitative analysis. The method of quantitative analysis which deals with the quantification of flow through analysis of successful MMORPG verifies the effectiveness of the proposed method.

Development Testing/Evaluating Method about Residual Data Protection Technology based on the MFP (디지털 복합기의 잔여정보 완전삭제 기능 시험/평가방법론 개발)

  • Kim, Chan-Il;Lee, Kwang-Woo;Cho, Young-Jun;Kim, Dong-Keun;Sim, Wan-Tae;Kim, Seung-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.1449-1452
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    • 2009
  • 현재 기업 및 공공기관에서는 산업기술 유출 방지를 위해 잔여데이터 완전삭제 등 보안기능이 구현된 디지털 복합기를 사용하고 있다. 이에 따라 국제적으로 특히 일본 평가기관들 중심으로 공통평가기준으로 평가 인증 많이 받고 있다. 그러나 국내에서는 MFP에 대한 인식과 평가 노하우(know-how)의 부족하여 평가 인증 방법에 미비한 상태이다, 본 논문에서는 MFP의 핵심 중요 기술인 잔여정보 완전삭제 기능을 공통평가기준으로 평가할 수 있는 국내 시험/평가 방법론을 제시하고자 한다.

A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.