• Title/Summary/Keyword: 디지털화 프로세스

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An Exploratory study on the Effect of Digital Environment on Customer Participation and Marketing System (디지털 환경에서 고객 참여를 통한 고객 주도형 관계 구조 형성에 관한 탐색적 연구)

  • Lim, Jong-Won;Yang, Suk-Joon
    • Asia Marketing Journal
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    • v.8 no.1
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    • pp.19-47
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    • 2006
  • This study explores the effect of the properties of digital infra on customer participation to explain how customers' initiatives impact the marketing process in the digital environment. Also the effect of the accumulated information through customers' information sharing on their initiatives in the marketing activities can be discovered. These effects can be better understood by developing comprehensive model and employing large sample empirical test. Study1 identifies the properties of digital infra which overcomes the limitations of off-line environment in customers' participation - Information openness, connectedness, community interaction and structure clarity - and how these properties activate customers' participation in the marketing process. Study2 shows the process structure of reverse marketing activities in the digital environment. These findings deliver the fact that customers' initiatives in the marketing activities will be accepted generally under the digital environment. Consequently, this study suggests some managerial implications for completely different marketing strategies in response to customers' initiatives in the marketing activities under the digital environment.

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A study on the characteristics of brain image and yeongsang expression in the digital information environment (디지털 정보환경에 있어 뇌내 이미지와 영상표현의 특성에 관한 연구)

  • 이규옥
    • Archives of design research
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    • v.16 no.2
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    • pp.323-334
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    • 2003
  • This study is focused on subjective images that are produced before visualization in the digital information environment and on characteristics of objective, dynamic image expression that specifies the subjective images. In this study, the visual world that works in the action of "see"is expanded into vision of eyes, vision of brain, and vision of camera. Also we have redefined the definitions of image and its materialized image, yeongsang. It is defined that image contains a strong meaning of consciousness and mind, and that yeongsang involves vision in which constantly changing information of light is created and reproduced by physical processes. We made it clear that image expression in the 21 st century is becoming more generalized, simplified, and concentrated, by the digital technology, from existing specific non-real images to "informationalized" non-real images. This means that there exists an intrinsic difference in the expressional form of the modern analog environment and that of the recent digital environment in the area of yeongsang communication. Along with development of technology, image information raises plastic reality through indirect experience in the virtual space by expanding the sensual faculty of human. However, there also is a tendency for humans to rely more on technology instead of utilizing their creative faculty. Image expression by“the digital information environment” in the 21st century will pursue two sides; one is to shift from external expression of the human body in the cyber space to internal expression, and the other is to internalize the image world and make it connected worldwide. Further research is necessary in these fields.ary in these fields.

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Understanding Service Supply Chain Management : Issues and Challenges (서비스 공급망관리의 이해 : 이슈와 과제)

  • Cho, Namhyung;Park, Seong Taek;Rhee, MoonKi Kyle
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.291-301
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    • 2018
  • Supply chain in service sector has been established on the premise that firms need to manage their process uncertainties to satisfy customers in an efficient manner. Information sharing and synchronization play key roles in minimize uncertainties from their involved supply chain. The duality of customers being inputs providers as well as consumers, differentiates service supply chains from manufacturing and is a challenging issue to traditional supply chain management. The service supply chain is a structured network which should be managed with supply chain theory and principles. Various key operations need to be carried out through a highly integrated and collaborated service supply chain and supporting information hub. The purpose of this paper is to present the issues and key components in the service supply chain, where the repetitive service is provided along the value chain, such as tourism, restaurant, mega-sized hospital supply chain.

A Study on the Induction Procedure of PLM in the Multi-Item Product Business : Benchmarking Method (다품종 사업환경에서의 PLM 적용에 대한 연구 : Benchmarking 기법)

  • Ahn, Yong-Ho;Jeong, Woo-Cheol;Kim, Tae-Sung
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.125-133
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    • 2012
  • To make maximum benefit through the R&D investment, various methods is presented to support cooperating company in managing product information which reaches to conceptual design, detail design, production and a service from planning phase of production. Recently, the induction of PLM (Product Lifecycle Management) is being accelerated to design the enterprising system which is various from the idea phase for a product plan to the elimination through the life cycle of the product by the major companies. This study is focused on the research and development of the major companies which is producing products like sets, parts and equipment. This study proposes the process of product strategy, goods planning, development, information and the renovation of decision-making system.

Casual Game Production Using Spritekit (스프라이트킷을 활용한 융복합 캐주얼 게임 제작)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.369-376
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    • 2016
  • This paper will discuss the process behind creating casual games utilizing Spritekits. Casual games, which recently have been on this rise due to the increasing use of personal adhered media and SNS, are significant in that they are leading the way to various changes in the gaming industry whilst making it popular. With this background in mind, and through research on Casual Games, we have divided the production process of Casual Games into three parts and created the game "Round and Round" which utilizes Spritekits. We have sectioned and organized the production process of Casual Games into four parts as followed: information architecture, design, program development, and debugging. This research will propose an easier methodology to approaching the production of casual games and be a guideline for creating games with the minimal amount of personnel.

Research on Cybersecurity Risk Management System in Smart Factory Environment (스마트팩토리 환경의 사이버보안 리스크 관리 체계 연구)

  • YoungSun Shin
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.4
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    • pp.43-54
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    • 2024
  • This study presented a cybersecurity risk management system in a smart factory environment. A smart factory refers to a factory that optimizes the production system and increases efficiency. However, this digitized environment is vulnerable to cyber attacks, and manufacturing companies can suffer serious damage from disruptions in production systems or information leaks. Therefore, a systematic approach to effectively managing cyber security risks is essential in smart factories. In this study, a continuous security risk management system for each stage of the smart factory was proposed along with business process-based security risk assessment. These studies will help to further improve cybersecurity risk management in smart factories. It will also play an important role in ensuring that smart factories operate safely and efficiently.

The Study on Dynamic Query Visualization of Digital Data - Focusing on Developing Element, Expression and Interface - (디지털 데이터의 동적 질의형 시각화에 관한 연구 -개발 요소, 표현, 인터페이스 중심으로-)

  • 최홍석;김성곤
    • Archives of design research
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    • v.17 no.2
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    • pp.437-450
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    • 2004
  • Advancement of the media it will be able to express the development and information of computer system causes a problem, how to get the information from plenty of digital data. It needs to the research that provides efficient interface to the user and presents the information visualization standard to the author Consequently, From this paper it investigated analysis of the dynamic diagram and the computer software it led development process of information visualization and result of development outcome. Important developing forms of Information visualization are include Element, Expression, Interface. For developing information visualization model, First, Find the element from many kind of media, include graphic. Second, Find form of the expression from past the diagram which comes to be used plentifully. Last, To get appropriate result it applies the interface, necessary from the interface component which is various uses from computer program. like this, on this paper presents about important three visualization developing forms with detail examples.

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A Study on Geospatial Information Role in Digital Twin (디지털트윈에서 공간정보 역할에 관한 연구)

  • Lee, In-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.268-278
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    • 2021
  • Technologies that are leading the fourth industrial revolution, such as the Internet of Things (IoT), big data, artificial intelligence (AI), and cyber-physical systems (CPS) are developing and generalizing. The demand to improve productivity, economy, safety, etc., is spreading in various industrial fields by applying these technologies. Digital twins are attracting attention as an important technology trend to meet demands and is one of the top 10 tasks of the Korean version of the New Deal. In this study, papers, magazines, reports, and other literature were searched using Google. In order to investigate the contribution or role of geospatial information in the digital twin application, the definition of a digital twin, we investigated technology trends of domestic and foreign companies; the components of digital twins required in manufacturing, plants, and smart cities; and the core techniques for driving a digital twin. In addition, the contributing contents of geospatial information were summarized by searching for a sentence or word linked between geospatial-related keywords (i.e., Geospatial Information, Geospatial data, Location, Map, and Geodata and Digital Twin). As a result of the survey, Geospatial information is not only providing a role as a medium connecting objects, things, people, processes, data, and products, but also providing reliable decision-making support, linkage fusion, location information provision, and frameworks. It was found that it can contribute to maximizing the value of utilization of digital twins.

A Study on the Product Design Process in I-Business Environment Focusing on Development of the Internet-based Design Process - (e-비지니스환경에서의 제품디자인 프로세스에 관한 기초연구-인터넷기반의 디자인 프로세스 개발을 중심으로-)

  • 이수봉;이돈희
    • Archives of design research
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    • v.16 no.1
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    • pp.181-198
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    • 2003
  • The purpose of this study is to develop a on-line design tool for effectively coping with e-Business environment, or product design process into a Cyber model for traditional manufacturers which attempts new product development under such environment. It was finally developed as a model named $\ulcorner$Design Vortal Site; e-BVDS) that was based on the structure and style of internet web site. Results of the study can be described as follows ; \circled1 e-Business is based on the Internet. All processes in the context of e-Business require models whose structure and method of use are on-line styles. \circled2 In case that a traditional manufacturing business is converted into e-Business, it is better to first consider Hybrid Model that combines resources and advantages of both such traditional and digital businesses. \circled3 The product design process appropriate for e-Business environment has to have a structure and style that ensure utilization of the process as an Internet web site, active participation by product developers and interactive communication between participants in designing and designers. \circled4 $\ulcorner$e-BDVS) makes possible the use of designers around the wend like in-house designers, overcoming lack in creativity, ideas and human resources traditional business organizations face. However, the operation of $\ulcorner$e-BDVS$\lrcorner$ requires time and budget investments in securing related elements and conditions. \circled5 Cyber designers under $\ulcorner$e-BDVS$\lrcorner$ can easily perform all design projects in cyber space. But they have some limits in playing a role as designers and they have difficulty in getting rewards if such projects completed by them are not finally accepted. \circled6 $\ulcorner$e-BDVS) ensures the rapid use of a wide range of design information and data, reception of a variety of solutions and ideas and effective design development, all of which are not possible through traditional processes. However, this process may not be suitable to be used routine process or tool. \circled7 $\ulcorner$e-BDVS$\lrcorner$ makes it possible for out-sourcing or partners businesses to overcome restrictions in time and space and improve productivity and effectiveness. But such they may have to continue off-line works that can not be treated on-line.

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Data Sharing Technique between Heterogeneous based on Cloud Service (클라우드 서비스 기반 이기종간의 데이터 공유 기법)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.3
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    • pp.391-398
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    • 2018
  • There are many problems caused by data sharing between general heterogeneous digital devices due to various interfaces. To solve this problem, this paper proposes heterogeneous data sharing with cloud service and mobile through D2D communication that supports communication between different devices. The proposed technique is used to reduce the load on the server to perform data synchronization. Also, in order to minimize data latency caused by data replication between different devices, a technique to enhance the speed of data writing with copying only the modified parts in the chunk list is adopted and cloud service model integrated with mobile environment is realized in order to minimize the network bandwidth consumed for synchronization for data sharing. Therefore, it is possible to share data in different spaces efficiently with maintaining data integrity and minimizing latency in data.