• Title/Summary/Keyword: 기획 개발 단계

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What is Missing from Korea's New Regional Development Policy - An Overseas Case Studies Toward an Eco-Oriented Society - (자원순환적 지역개발의 해외 벤치마킹사례 연구)

  • Moon, Seogwoong
    • Environmental and Resource Economics Review
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    • v.15 no.2
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    • pp.355-386
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    • 2006
  • This paper analyses recent regional development policies being carried out in Japan and the U.S. Such policies are formed on the sustainability principle aiming at the realization of circula-flow economy and zero waste society. The study here illuminates Japan's Eco-town project and three cases of eco-industrial developments in Minnesota. Such projects have gone from improving industry competitiveness through constructing clean production systems on the company level to improving national competitiveness through constructing a 'circular society' on the government level. Japan included the realization of a 'circular society' as its government's top agenda because it recognized that environmental pollution stems from the inefficient use of natural resources. Eco-town project is a regional development policy specifically reflecting such recognition. The eco-efficiency based city development approaches in Minnesota are but small examples of the new wave in regional development in the developed countries. We need to go beyond emphasizing eco-friendly and ethical management to just the companies. The government itself needs to design national policies based on environmental sustainability.

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VE Alternative Verification Method Using KANO Model (카노모델을 활용한 VE대안 검증방법)

  • Liu, Jun-Nan;Qiao, Le;Park, Jin-Young;Kim, Byung-Soo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.39 no.6
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    • pp.923-932
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    • 2019
  • VE is used as a powerful tool to add value to facilities by improving functionality and reducing costs. By identifying the client's requirements in the VE process and reflecting them in the quality model, the developed alternatives meet the client's requirements. However, there is no process to verify how the developed alternatives reflect the needs of the client through functional analysis, idea generation and evaluation. The purpose of this study was to develop, verify, and prove the effectiveness of a methodology for evaluating client satisfaction with alternatives developed during the VE Job Plan. The KANO model, which can identify the satisfaction and dissatisfaction of requirements in product planning, was set as a methodology for alternative verification procedures of VE, and was improved and applied to the purpose of this study. As a result, the alternative evaluation method developed in this study was found to be useful. It is expected that the KANO model will be used to evaluate the satisfaction of VE alternatives in the VE Job Plan analysis.

Participatory Design Process with Concept Generation Toolkits - A Case Study of Designing the Stroller and Its Renting System for Department Stores - (컨셉도출 툴킷을 활용한 참여적 디자인 프로세스 - 백화점 유모차 및 대여 시스템의 디자인 사례연구 -)

  • 성기원;신현경;강학화;남택진
    • Archives of design research
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    • v.16 no.1
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    • pp.73-82
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    • 2003
  • This paper presents a case study of designing the stroller and its renting system for department stores in order to verify the feasibility of the participatory design approach, in particular the concept generation toolkits and the participatory design workshops, in the product development process. As the concept generation toolkits to draw active user participation, a Velcro Covered stroller model and a Block Layout System were developed and used in a series of the participatory design workshops. The results suggest that the participatory design approach provides better understanding of what the users want and allows designers to avoid false expectation about the design context. It was also found that the experience of design team with the users in the workshop was a good source of design ideation. The study also suggests that participatory design approach can become more effective by developing the concept generation toolkits which are more appropriate for design problems and the methods to smoothly transform the concepts from users into synthesized design solutions.

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Economic Analysis for a Tidal Power Plant Project using RETScreen - Focused on the Tidal Power Plant in Asan Bay (RETScreen을 활용한 조력발전 개발사업 경제성 분석 - 아산만 조력발전소 사례를 중심으로 -)

  • Kim, Min-Ock;Jeong, Keun-Chae
    • Korean Journal of Construction Engineering and Management
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    • v.14 no.4
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    • pp.152-163
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    • 2013
  • In this research, we analyse the economic feasibility of a tidal power plant project which can efficiently generate mass, permanent, predictable, and homogeneous electric power. For the economic feasibility analysis, we used the RETScreen that is developed at the CANMET Energy Technology Center in Natural Resources Canada and widely utilized for analysing the economic feasibility and sensitivity of clean energy projects. Results from the feasibility and sensitivity analysis showd that the tidal power plant project in Korea has a enough economic feasibility, and its feasibility increases more as certified emission reductions price and electricity unit price increase. Based on the results from the feasibility study, we can solve the energy problems to be come in near future by constructing the tidal power plants in Korea more aggressively.

A Study on the Development of the 『Guunmong』 Story's Digital Image-Contents by Collective Intelligence (집단지성기반의 『구운몽』 디지털 이미지 콘텐츠 개발 방안 연구)

  • Lee, Jung-Gon;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.501-512
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    • 2019
  • The purpose of this study is to explore the necessity and method of the development of modern digital image contents using the story of the literary work 'Guunmong'' by Kim Man-joong. Collective intelligence technique is one of the most recommended. Today, most cultural content development is achieved through the application of digital technology through collaboration of various people from the planning stage to the completion stage. Most prototypes of local cultural contents are developed based on the literary works of artists from the region or background of the region on the works. These local cultural resources can be developed into experiential tourism products and used for the development of local cultural industry. This study first examines the availability of collective intelligence method as a way to effectively develop local cultural contents, and proposes application of image-telling technique and using web-toon characters in digital image contents development. In order to prove the practical applicability of the proposed method, we present an example of cultural contents development of 'Guunmong'. Finally, we propose a new business model based on collective intelligence to develop a system of creation and distribution of the cultural contents through the continuous collaboration.

A Study on the Improvement for Practical Application of Cultural Impact Assessment System (문화영향평가제도의 현실적 적용을 위한 개선방안 연구)

  • Ko, Jeong-Min;Park, Ji-Hye
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.51-80
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    • 2017
  • This study aims to analyze various issues and problems in the implementation process of cultural impact assessment in 2016. As a result of the analysis, it is found that the evaluation index of the cultural impact assessment is difficult to understand, and the referring data and materials in the evaluation planning phase in the process of the cultural impact assessment are deficient, and the evaluation planning is based on surveys rather than various methods. And there are some problems with evaluation scales and weighting, and they are focused on the evaluation itself rather than the feedback of the evaluation results. Therefore, this study suggests that, in the evaluation planning phase, the different methods of comparing the evaluation results according to the project execution, the project progress, and the completion time of the project should be adopted, and the project manager and the evaluation group participate developing the evaluation indicators together, and methodology for identifying causal relationship such as system dynamics will be adopted. In the stage of evaluation, it is necessary to introduce various methodology such as diverse residents participation, abundant case study, application of quantitative methodology, and the utilization of expert evaluation teams. In the evaluation feedback stage, it is necessary to provide thorough consulting based on the evaluation results.

Qualitative Case Study on the Development and Management of Parent Participation education Program - for Multi-cultural Parents with Children in early elementary School - (부모참여형 다문화 부모교육 프로그램 개발 및 운영과정에 대한 질적 사례 연구: 초등학교 저학년 자녀를 둔 결혼이민자 가정을 중심으로)

  • Kim, Eun Jeong;Chung, Se Mi;Jeong, Jee Young
    • Korean Journal of Family Social Work
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    • no.57
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    • pp.217-253
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    • 2017
  • This study examines the process of developing and managing parent participation education programs, its performance, and its factor of deriving performance targeted on multi-cultural parents with children in early elementary school. Particularly, opinions of multi-cultural parents were considered and every process of developing and managing the program in this study was reflected. The analysed results were largely divided into three upper categories, which were 'growing as parents', 'forming new multi-culturalism', 'creating support system', and eight sub-categories. In addition, the factors that led to the positive achievement of program were appeared as 'development of active education program', 'organization and operation of parent inclusive program', 'utilization of flexible group structure', 'implementation of close interaction and communication between the members of the development team and the management team'. Based on the following results, we propose development and management process for effective multi-cultural parent education program.

Preliminary Investigation for Apply of e-Government Framework at the Construction CALS System (건설CALS시스템에 전자정부 표준프레임워크 적용을 위한 사전 고찰)

  • Yang, Sung-Hoon;Kim, Nam-Gon
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.433-440
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    • 2013
  • The Ministry of Land, Infrastructure and Transport was developed the Construction CALS system for improvement of the construction economy. Construction CALS system is consist by Construction Portal System, Construction Management System, Construction Authorization and Permission System, Compensation Management System, Facility Maintenance Management System and has utilized at construction site of more than 900. Ministry of Land, Infrastructure and Transport and related researcher was proposed method of various function improvements for usability of the system. However, the proposed method was expanded the problems like increase of system management cost and development cost with decrease of data process rate. The problem was increases because has added of only service function without modify of software structure to the system on each different platform base. One of the methods for solving problems is to apply the e-Government framework and then integrated the different platform. The purpose of this paper is analyse of the applicability and efficiency of e-Government framework to the construction CALS system. For that was analyzed the e-Government standard framework and the developments case. And then was verified about the adaption possibility and efficiency by use the Function Point tool.

The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.557-562
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    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

The Development of Heuristics for Voice Shopping Service through Voice Interface with Display (디스플레이 탑재형 음성 인터페이스를 통한 음성쇼핑 서비스 휴리스틱 개발)

  • Gwon, Hyeon Jeong;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.1-33
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    • 2022
  • Voice shopping is gaining attention following the trend of non-contact E-commerce by enabling people to shop via voice command. Therefore, in this study, voice shopping service heuristics using a display-mounted voice interface were developed in preparation for the future where voice shopping becomes a part of daily life in the world. First, as a theoretical approach, a literature survey of 50 papers on the design principles of 'visual interface,' 'voice interface,' and 'shopping service' was conducted to produce a total of 29 draft design principles. Second, as an empirical approach, a focus group interview was conducted on consumer decision-making processes in shopping experiences and information-seeking behavior within the context of shopping to draft the heuristics. This was to supplement the user experience, a weak part of the literature research. Finally, a Delphi survey asked 20 experts in UX, service planning, artificial intelligence development, and shopping to evaluate the heuristics draft developed through the above two stages. After three rounds of Delphi surveys, the final heuristics were proposed.