• Title/Summary/Keyword: 기획 개발 단계

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Living Lab as Transition Arena: Case Analysis and Implication (시스템 전환 실험의 장으로서 리빙랩: 사례분석과 시사점)

  • Seong, Jieun;Park, Inyong
    • Journal of Korea Technology Innovation Society
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    • v.19 no.1
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    • pp.1-28
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    • 2016
  • Current Korean innovation system is facing a new turning point while the growth-oriented and S&T provide-oriented development strategy. Accordingly, there are needs for not only system transition in various area, such as sustainable energy, agriculture, and rural area but also STI policy paradigm shift to create a new innovative pathway. Living lab is being discussed in European country as a new innovative model based on user participation and as a niche experiments for sustainable system transition. This study attempts to analyze the living lab cases which are for the purpose of energy transition, agriculture rural areas system transition, and STI policy paradigm shift. Based on this analysis, the implications were derived in Korea. European Suslab project, C@R project, and Taiwan living lab, promoted diverse transitional experiments successfully by collecting users' background and experiences from pre-planning stage and by maintaining the user-driven innovative actions within the whole development process. This result provides various suggestions to current Korean situation that central government and local governments are considering the introduction of living lab. Living lab can also be utilized as a strategic niche experiments for socio-technical system transition in region or country, as a mean of policy integration, and as a new regional innovation model. In addition, it can be an important platform to realize the policy integration reflecting the user and demand-side which are highlighted in recent innovative policy paradigm.

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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A Study on the Advancement of IT project Order System in Public sector - Focused on the SW partitioning order institution - (공공부문 IT프로젝트 발주시스템 선진화에 관한 연구 - SW분할발주 제도를 중심으로-)

  • Lee, Myung-Hee;Lee, Jae-Du
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.595-597
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    • 2017
  • Despite rapid growth of the global SW market, the Korean market still has a long way to go to impact global power nations. What is the reason that holds back of the No. 1 high-speed Internet country in terms of SW development? It is lack of the foundation for development of the Korean SW industry. In this context, the Korean government declared SW-oriented society and developed polices for each sector; Regarding movement that tries to apply the SW partitioning order institution in public sector to IT projects, this research aims to study SI project problems expected when conducting the SW partitioning order institution and improvements focusing on the public sector that accounts for about 30% of the entire SW industry. SW partitioning order institution is divided into planning-design and development-realization stages, which may cause problems when it is applied to SI projects. As such, the study analyzed SI projects and separate and partitioning order, exemplary cases and examples of industrial projects related to partitioning order, and drew improvement measures from institutional, technological and managerial viewpoints. The research aims to help people involved in IT projects sell SW at proper prices and improve the environment, and presents directions to create a system that strengthens competitiveness of the SW industry and SI projects by providing solutions to problems that suppliers and demanders should recognize before implementing the SW partitioning order institution.

A Case Study on SK Telecom's Next Generation Marketing System Development (SK텔레콤의 차세대 마케팅 시스템 개발사례 연구)

  • Lee, Sang-Goo;Jang, Si-Young;Yang, Jung-Yeon
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.158-170
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    • 2008
  • In response to the changing demands of ever competitive market, SK Telecom has built a new marketing system that can support dynamic marketing campaigns and, at the same time, scale up to the large volumes of data and transactions for the next decade. The system which employs Unix-based client-server (using Web browser interfaces) architecture will replace the current mainframe-based COIS system. The project, named NGM (Next Generation Marketing ), is unprecedentedly large in scale. However, both managerial and technical problems led the project into a crisis. The application framework that depended on a software solution from a major global vendor could not support the dynamic functionalities required for the new system. In March 2005, SK telecom declared the suspension of the NGM project. The second phase of the project started in May 2005 following a comprehensive replanning. It was decided that no single existing solution could cope with the complexity of the new system and hence the new system would be custom-built. As such. a number of technical challenges emerged. In this paper, we report on the three key dimensions of technical challenges - middleware and application framework, database architecture and tuning, and system performance. The processes and approaches, adopted in building NGM system, may be viewed as "best practices" in the telecom industry. The completed NGM system, now called "U.key System," successfully came into operation on the ninth of October, 2006. This new infrastructure is expected to give birth to a series of innovative, fruitful, and customer-oriented applications in the near future.

Case Study on Production for Stop-motion Animation "Galaxay Kids" (스톱모션 애니메이션 <갤럭시키즈> 제작 사례 연구)

  • Kim, Tak Hoon;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.444-454
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    • 2017
  • Stop-motion animation is highly valued for realistic imagery and its ability to captivate the five senses of the audience. Despite this, practical research in this area is limited to date. The long hours required to produce stop-motion animation and turn these into profits can be attributed for the lack of knowledge in this area. In production research, the matter is made worse as it is difficult to protect the intellectual property made through the collaborated efforts of students and teaching staff through each laborious stage of planning, broadcasting and making 2D models. Meanwhile as the animation industry finds the investigation of new production processes taxing, it has maintained its focus on pre-existing processes such as the use of pipeline. This paper aims to shed light on new production methods that can be used to improve the effectiveness of existing stop-motion production. In addition, by working with Taktoon Enterprises on its T.V series Galaxy Kids the paper will revise real world production methods including the traditional use of hand made models. Thus by investigating the use of graphic technology such as 3D printing the paper will be able to extend current business models. Research conducted in this paper is a necessary part of overcoming various contents production obstacles. Furthermore, it may help publicize issues faced in production leading to the discussion and sharing of new innovations.

Study on a Potentiality Analysis of Spatial Information in Urban Information System (도시정보체계의 공간정보 관련성 분석 연구)

  • 고광철;민경옥;김은형
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2003.04a
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    • pp.261-267
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    • 2003
  • 사회의 빠른 변화 속에서 지자체가 처리해야 할 정보의 양과 행정수요는 점점 증가하고 있으며, 의사결정과 기획을 위한 정보망과 정보시스템의 활용 계획을 수립하여야 하는 필요성은 더욱 증대되고 있다. 도시정보체계(UIS)의 구축은 의사결정의 효율적인 도구로 각광받아 대다수 지자체에서 활발히 진행되고 있다. 그러나 지자체 행정업무의 70~80%가 공간정보와 연계되어 있다는 막연한 기대감에서 출발한 현재의 도시정보체계(UIS) 구축사업은 단지공간정보 관리 중심의 시스템 개발에 치우치게 되었으며, 시설물 관리 분야에 대한 사업을 이미 수행한 지자체에서는 향후 어떠한 사업들을 전개해야 할 지에 대한 보다 다양하고 구체적인 비전을 가지지 못하고 있는 것이 우리의 현실이 아닌가라는 우려를 하게 되었다. 따라서 본 연구에서는 도시정보체계(UIS)의 새로운 비전 수립을 위해서는 막연하게 제시되고 있는 공간정보 관련성 분석을 보다 세분화하여 수행할 수 있는 공간정보 관련성 분석 모형을 제시함으로써 지자체 도시정보체계(UIS) 구축사업의 현재를 돌아보고 보다 발전적인 새로운 사업추진의 시각을 고찰해보고자 한다. 본 연구에서는 지자체 업무영역에 대한 보다 세분화된 공간정보의 관련성 분석을 위해 공간정보를 업무관점, 업무-정보산출물 관점, 데이터구축관점, 정보관점, 서비스관점으로 세분화여 하여 접근하였으며, 이를 종합하여 최종적인 공간정보 관련성 분석 모형을 구성하였다. 또한 지속적인 도시정보체계(UIS) 사업의 추진을 위해 시간적 개념의 변화 양상을 제시함으로써 GIS의 발달단계에 따라 어떠한 부분에 비중을 둔 사업의 추진이 이루어져야 하는지에 대해서 제시하고자 하였다. 본 연구를 통해 시설물 관리 중심의 도시기반정보화에 편중된 도시정보체계의 구축사업의 시각이 행정정보화, 생활정보화, 산업정보화 등 다양한 분야와 결합하여 보다 큰 시너지 효과와 사용자 중심의 서비스 개선을 창출할 수 있는 기반을 제공할 것을 기대해 본다.. 이상의 결과를 종합해볼 때, ${\beta}$-glucan은 고용량일 때 직접적으로 또는 $IFN-{\gamma}$ 존재시에는 저용량에서도 복강 큰 포식세로를 활성화시킬 뿐 아니라, 탐식효율도 높임으로써 면역기능을 증진 시키는 것으로 나타났고, 그 효과는 crude ${\beta}$-glucan의 추출조건에 따라 달라지는 것을 알 수 있었다.eveloped. Design concepts and control methods of a new crane will be introduced in this paper.and momentum balance was applied to the fluid field of bundle. while the movement of′ individual material was taken into account. The constitutive model relating the surface force and the deformation of bundle was introduced by considering a representative prodedure that stands for the bundle movement. Then a fundamental equations system could be simplified considering a steady state of the process. On the basis of the simplified model, the simulation was performed and the results could be confirmed by the experiments under various conditions.뢰, 결속 등 다차원의 개념에 대한 심도 깊은 연구와 최근 제기되고 있는 이론의 확대도 필요하다. 마지막으로 신뢰와 결속에 영향을 미치는 요소간의 개념적 분류, 차이의 검증, 영향력 등

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User Needs Analysis and Information Visualization of National R&D Information Navigation Service for Improving Usability (사용성 향상을 위한 국가R&D정보 내비게이션 서비스의 사용자 니즈 분석과 정보 시각화)

  • Lee, Byeong-Hee;Shon, Kang-Ryul
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.512-521
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    • 2013
  • This paper presents the user needs analysis and information visualization for the development of a semantic-based national R&D information navigation service in information service planning phase, which converges and fuses NDSL databases and NTIS databases. To investigate and analyze the user needs for improving usability, we make an improvement plan for R&D information services via a survey targeted at 30 persons, and on-site interviews targeted at 12 persons, almost of who are researchers in industries, universities and government-funded institutes. To design new information visualization service, we propose an interactive national R&D information visualization service, which is provided in navigation type, and prescribe persona and screen prototyping according to the user needs analysis. We design the national R&D information convergence/fusion architecture based on the NDSL databases, including 345,411 academic articles, 620,555 co-authors and 49,958 reports and NTIS databases including 187,466 national R&D projects. We expect that the national R&D information convergence/fusion architecture contributes to R&D information convergence/fusion as a leading model/standard and the interactive navigation-typed information visualization service strengthens usability continuously.

Case Study on Engineering Camp Program involving Engineering Design Activity and Intra-/Inter-Team Works for High School Students: Plant factory as main theme (공학설계활동과 팀 내, 팀 간 협력 기반 고등학생 공학 캠프 프로그램 운영 사례: 식물공장을 주제로)

  • Cho, Kyung-Suk
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.46-58
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    • 2015
  • Informal engineering education program for high school students was developed to cultivate engineering literacy using the human resources and facilities of university. Plant factory, a smart farming technology, was selected as a main theme, and the novel engineering camp program involving engineering design activities and intra-linter-team works was planned. The camp program was applied to 38 high school students in an active learning classroom. Five teams were constructed according to elemental technologies such as biotechnology, information-communication technology, energy engineering, mechanical engineering and architectural engineering, and the students were participated in intra- and inter-team activities to achieve the final goal of 'the construction of a plant factory in school'. The team works were conducted according to the eight steps of engineering design process (identifying the problem and need, identifying criteria and constraints, brainstorming possible solutions, selecting the best possible solution, constructing a prototype, testing and evaluating the solution, communicating the solution, and refining design). Participants' satisfaction survey showed that the satisfaction on the contents of engineering design was 4.48 on 5-point Likert scale. The participants' satisfaction on creative activity and systematic methodology was 4.43 on 5-point Likert scale. 97% of participants responded positively to team works, and 92% of participants were satisfied with career mentoring activity supplied by undergraduate/graduate students. These results indicates that the engineering camp program involving engineering design activity and intra-/inter-team works can contribute to cultivate engineering literacy such as creativity, problem solving ability, collaboration, communication skills for high school students, and to increase their interests in engineering fields.

A Study on Creative Music Drama Teaching Plans for Pre-service Early Childhood Teachers using Piano Ensemble - Focusing on 'Peter & The Wolf' - (피아노앙상블을 활용한 예비유아교사의 창의적 음악극 지도 방안 - 피터와 늑대를 중심으로 -)

  • Park, Joo-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.117-129
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    • 2021
  • Nowadays, the trend of early childhood education has focused on finding educational activities to enhance quality of learning with integrative, learner-centered experience by combining each subject and domain. Pre-service early childhood teacher's music drama activity is a sort of integrated education including literature, instrumental music, play, art and movement that are included in the culture and art for preschoolers to help them understand role and value of the art and directly influence personality and creativity and motive to arouse interest in various learning directly. It's expected to see that development of creative teaching plan for the music drama using piano ensemble could support basic research in integrated educational activity in the teacher training course and also, activate the music drama activity. Research findings and suggestion are as follows. First, the music drama activities are systematically and step-by-step implemented according to the audience according to the cooperative learning and creative plans of pre-service early childhood teachers. Second, if understanding characteristics of casts in the music drama and assigning their roles efficiently, it enhances approach of pre-service early childhood teacher music drama activity and activate it. Third, making music in music drama activities can be composed and arranged to suit the musical literacy and level of pre-service early childhood teacher. Fourth, pre-service early childhood teachers could have integrated experience and evaluation efficiently in the short term to use as reference for the teaching plan and data for the music drama.

A Study on Success Factors of Global Strategy of Cultural Content Company: Focusing on Iconix (문화콘텐츠기업 글로벌전략의 성공 요인에 관한 연구: 아이코닉스를 중심으로)

  • Han, JooHee;Choi, MyeongCheol;Zhang, MengTian
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.337-342
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    • 2021
  • The purpose of this study is to analyze the environment and strategic behaviors of cultural contents companies with a focus on Iconix, and to derive strategic recommendations for Iconix to pursue in order to create a sustainable competitive advantage. As a result of the analysis, Iconix is a vertically integrated development-business system from content planning to business in line with their mission to develop into an all-weather entertainment content provider that can confidently compete with the major players in the US and Europe that are already leading the global market. It is building a strong global business network covering both domestic and overseas markets in stages, taking a high-level global strategy. However, depending on Pororo's success or due to various problems within the organizational structure, it is facing limitations. Therefore, if the various strategic suggestions presented in this study are implemented based on the One Source Multi Channel/Multi Use strategy that can maximize the added value of contents through the participation and business linkage of leading companies in each sector of the entertainment industry, the total entertainment will be stabilized. It will establish itself as a leader in the contents industry.