• Title/Summary/Keyword: 모바일 정보추구

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Study on Crisis Conflict Culture Communication : Focusing on Information Specificity in SNS (위기갈등문화에 대한 소통방식 연구 :SNS 메시지 구체성을 중심으로)

  • Li, Xiao-Fan;Kim, Jung Kyu
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.251-256
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    • 2020
  • Based on the development of SNS in Mobile and Internet, crisis management is regarded as an important issue that determines the rise and fall of businesses. This study aims to contribute to more efficient implementation of crisis management messages by examining the relationship between the strategy of crisis management communication and the level of specificity of the message. The study found that consumers evaluated the crisis-hit company's acceptance communication strategy to show a higher level of integrity, reliability and appropriateness than the defensive strategy. However, this main effect is mediated by the specificity (high specificity vs. low). Specifically, consumers' assessment of crisis management messages and information-seeking behavior were found to be most favorable when used in a mixture of acceptance strategies and high specificity. Conversely, the lowest effect was the combination of defense strategy and high specificity. Based on these results, the theoretical discussions is described for crisis management practitioners of enterprises and organizations.

A Case Study: ICT and the Region-based Sharing Economy of a Start-up Social Enterprise (ICT 기반 지역 공유경제형 사회적 기업 사례 연구)

  • Roh, Taehyup
    • Information Systems Review
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    • v.18 no.1
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    • pp.157-175
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    • 2016
  • Under the market economy of capitalism, several limitations reveal the inequity and redistribution problem of wealth, inefficiency of over-manufacturing and over-consumption, pollution of the natural environment, and the constraint of human liberty and dignity. The new challenge of symbiotic relationships that encourage individual corporations coincides with the need to practice social responsibility and share values to overcome these limitations. Social economy and the social enterprises that simultaneously pursue the making of corporate private profits and the realization of social values have been suggested and disseminated as alternative social value creators. Furthermore, the concept of a sharing economy, which refers to the sharing of things rather than owning them, is growing traction as a new paradigm of capitalism. However, these efforts of social enterprises have fallen short against the conflicts between private profit and social values. This study deals with the case of a start-up social corporation, "Purun Bike Sharing Inc.," which is based on a regional sharing economy business model about bike rental services that use Information and Communication Technology (ICT). This corporation pursues harmonic management to achieve a balance between private profit and social value. Its corporate mission is to achieve sharing, coexistence, and contribution for public welfare. This mission is a possible idea for use in the local community network as a core key for sustainable social enterprises. The model can also be an alternative approach to overcome the structural friction in the social corporation. This study considers the case of Purun Bike Sharing as a sustainable way to practice a sharing economy business model based on a regional cooperation network, which can be combined with social value, and to apply ICT to a sharing economy system. It also examines the definition and current state of social enterprises and the sharing economy, and the cases of the sharing economy business model for the review of prior research.

Smart-Telemedicine System Design and Business Model Analysis for Longitudinal Healthcare (예방의학을 위한 Smart-Telemedicine 시스템과 비즈니스 모델의 설계와 분석)

  • Kim, Chanyoung;Kwon, Dosoon;Lee, Jaebeom;Kim, Jinhwa
    • Information Systems Review
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    • v.14 no.2
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    • pp.1-19
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    • 2012
  • Recently due to the enhancement of education and lifestyle, the trend of healthcare services are changed to a more active and differentiated service in which a continuous self health care is possible. The Smart-Telemedicine system offers medical services by merging Blue-tooth and telecommunication modules to former blood pressure, blood sugar, heartbeat and temperature measuring devices. Moreover, it could analyze one's health pattern which would be helpful for the patient to prevent potential future illness. In addition, the easier accesses to various remote controllable medical check-up programs are offered to public as a number of available smart phone are rapidly escalating. The Smart-Telemedicine system provides the most ideal interactive medical service via accessible smart phones and mobile medical check-up devices at anywhere and anytime. It is very beneficial since it can save patients' time and money because people can reach to the service right at their home and be allowed to take charge of their health care process via longitudinal health data. Therefore, not only social costs that occur in elderly community would be saved, but also business in various forms of medical service field transactions could be possible. This paper will suggest the Smart-Telemedicine System for preventive medicine, its design and analysis of business models and the evaluation of those model.

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Understanding the Roles and Limitations of SNS for Network Social Movements: A Case Study of "Save Jeju Island" Movement in South Korea (네트워크 사회운동과 SNS: Save Jeju Island (SJI) 운동 사례)

  • Chae, Younggil
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.89-102
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    • 2014
  • Since the Arab spring in 2010, SNS prompted discussions about the roles to organize collective actions. First of all, mobile media and SNS help to mobilize both on and offline social movement, second, to create new forms of collective actions, third, to organize social movement organizations across the world, fourth, to empower movement participants to develop new collective identities. On the other hand, the same technologies also hinder social movements from developing continuity and dedication. In addition, the problems of digital divide might aggravate the divisive process to organize collective actions across the world. This research is built on these ongoing arguments about the potentials and limitations of new media technologies. In particular, this research tries to move beyond the confrontational approaches to the media through the case study of Save The Jeju Island social movements on Facebook. The movement SNS on Facebook aims to provide as well as organize international SMOs and activists that might help deeper understandings on the potentials and limitations of online communication strategies for global social movements.

Streaming Service Scheduling Scheme in Mobile Networks (모바일환경에서 실시간 데이타서비스를 위한 스케줄링 정책)

  • Min Seung-Hyun;Kim Myung-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.3 no.1
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    • pp.47-57
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    • 2002
  • Recently, wireless networks have been pursuing multimedia data service as voice, data, image, video and various form of data according to development of information communication technology. It guarantees cell delivery delay of real time data in efficient real time multimedia data transfer. Also, it minimizes cell loss rate of non-real time multimedia data. In the wireless ATM, there are based on Asynchronous Transfer Mode(ATM). It implies that there are various service with difficult transmission rates and qualities in the wireless communication network. As a result, it is important to find out the ways to guarantee the Quality of Service(QoS) for each kind of traffic in wireless network. In this thesis, we propose an improved TCRM scheduling algorithms for transmission real-time multimedia data service in wireless ATM Networks. We appear real time multimedia scheduling policy that apply each different method to uplink and downlik to wireless ATM network. It can guarantee QoS requirements for each real time data and non-real time data. It also deals the fairness problem for sharing the scarce wireless resources. We solve fault of TCRM as inefficient problem of non-real data by using arbitrary transmission speed and RB(Reservation Buffer) through VC(Virtual Control) and BS(Base Station).

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Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

2013, 달라지는 클라우드 컴퓨팅

  • Yang, Hui-Dong;Hwang, Se-Un
    • Information and Communications Magazine
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    • v.30 no.4
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    • pp.23-28
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    • 2013
  • 개념적으로 존재하던 클라우드 컴퓨팅의 사용이 본격적으로 심화되면서 기업들의 클라우드 컴퓨팅에 대한 개념과 생각에도 많은 변화가 생기게 되었다. 클라우드 컴퓨팅 구축이 더욱 가속화되는 가운데, 그로 인한 비용절감이나 투자수익 창출 효과에 대한 검증이 활발해질 것으로 예측됐다. 시대를 뒤바꾸는 혁신적인 기술도 잇달아 등장할 것이란 기대도 높다. 2013년은 클라우드 컴퓨팅의 발전에 또 한번의 변곡점이 될 것으로 전망된다. 본 고에서는 2013년 클라우드 컴퓨팅에 관한 예측 몇 가지를 살펴보고자 한다. 첫째, 중소기업에서의 클라우드 컴퓨팅 사용 및 정착이 가속화될 것으로 보인다. 대기업의 경우에는 기존에 구축되어 있는 IT 시스템에 대한 거버넌스 체계를 완성해 나가고 있는 상황 속에서 중앙집중형과 사용자 편의성이 강화된 클라우드 컴퓨팅을 도입하기 위해서는 아직 추구 해야 할 과제가 많다. 하지만 중소기업은 예산을 문제로 대기업과 같은 수준의 IT 인프라를 갖추지 못하고 있기 때문에 클라우드 컴퓨팅 도입으로 비용대비 고효율의 IT 인프라를 갖출 수 있다. 둘째, CSP, CSB와 통합허브가 성장할 것이다. 플랫폼 전쟁이 시장 점유율 '횡령' 싸움임을 CSP들이 깨닫게 됨에 따라 이러한 가격 경쟁들은 더 잦아질 것으로 전망된다. 그리고 2013년 클라우드 벤더들은 클라우드 가격 책정이 비용-수익 관리(costyield management)의 연장선에 있음도 알게 될 것이다. 핵심은 효율적 설계와 저비용 운영, 그리고 무엇보다 높은 사용률에 있다. 또한 기업들이 점점 많은 애플리케이션을 소프트웨어 형태로 구매하고 있기 때문에 애플리케이션 자체를 통합하는 문제, 애플리케이션에 대한 보안과 감사 프로세스개발 등의 문제가 제기되고 있다. 시스템 통합 서비스와 통합 허브는 이런 문제를 해결하기 위해 노력하게 될 것이다 셋째, 2013년은 하이브리드 클라우드 컴퓨팅이 급부상할 것으로 전망된다. 앞으로는 클라우드 컴퓨팅 시장에서 공급업체끼리 경쟁하는 것은 의미가 없으며 기업들은 절대 한 가지 클라우드 기술이나 공급자에 안주하지 않을 것이다. 이것은 곧 2013년에는 하이브리드 및 이종 클라우드 컴퓨팅이 각광 받을 것을 의미한다. 이러한 하이브리드 클라우드 컴퓨팅을 도입하기 위해서는 클라우드 컴퓨팅의 단점과 문제 해결을 위해 하나의 목적을 가지고 다양한 산업체들이 모여 경쟁업체이면서도 협력관계를 이루는 것이 중요하다. 넷째, 멀티 디바이스를 이용한 클라우드 사용이 폭발적으로 증가될 것으로 보인다. 1인당 여러 대의 단말 보유, 이동성 향상 요구, 4G 확산 등 모바일 시장을 중심으로 한 환경 변화로 인해 이전보다 한층 진화된 클라우드 기반의 서비스가 다양하게 등장할 것으로 예상된다. 또한 4G 시대가 본격적으로 개막되면서 데이터 및 앱을 저장하는 것뿐만 아니라 앱을 실행하는 프로세싱까지도 모두 인터넷 상의 서버에서 이루어지는 방식인 클라우드 스트리밍(Cloud Streaming)이라는 신기술이 상용화될 것으로 기대된다. 다섯째, 2013년에는 'XaaS(Everything as a Service)' 개념이 보다 확장될 것이다. 클라우드 컴퓨팅의 사용이 확산됨에 따라 하드웨어의 도입, 소프트웨어 및 데이터베이스 개발과 구축, IT 서비스 등 IT 인프라 스트럭처의 토대에 많은 변화가 생겼다. 인프라스트럭처는 더 이상 고정불변의 자산으로서가 아니라 유연성과 확장성을 강조하는 서비스로서의 특징으로 점점 부각되고 있다. 따라서 모든 IT 인프라스트럭처가 Ondemand화 서비스로 제공되는 비즈니스 모델들이 부상하고 있으며 플랫폼, 하드웨어 데이터베이스 등 모든 IT 요소를 서비스 형태로 제공하는 XaaS가 2013년 새로운 개념으로 떠오를 것으로 기대된다. 여섯번째로 스토리지를 둘러싼 가격 경쟁이 더욱 심화될 것으로 보인다. 업체들의 가격 인하는 앞으로도 계속될 것이며 사용자들에게도 큰 혜택으로 돌아갈 것이지만 사람들은 가격만으로 서비스를 선택하지 않을 것이기 때문에 가격보다는 차별화된 기능 및 서비스 전략이 필요할 것이다.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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A Study on Property Change of Auto Body Color Design (자동차 바디컬러 디자인의 속성 변화에 관한 연구)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.253-262
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    • 2006
  • Research of color has been developed and also has raised consumer desire through changing from a tool to pursue curiosity or beauty to a tool creating effects in the 20th century. People have been interested in colors as a dynamic expression of results since the color TV appeared. The meaning of colors has been recently diversified as the roles of colors became important to the emotional aspects of design. While auto colors have developed along with such changes of the times, black led the color trend during the first half of the 20th century from 1900 to 1950, a transitional period of economic growth and world war. Since then, automobile production has increased apace with the rapid economic growth throughout the world and automobiles became the most expensive item out of the goods that people use. Accordingly, increasing production induced facility investment in mass production and a technology leveling was achieved. Auto manufacturing processes are very complicated, auto makers gradually recognized that software changes such as to colors or materials was an easier way for the improvement of brand identity as opposed to hardware changes such as the mechanical or design components of the body. Color planning and development systems were segmented in various aspects. In the segmentation issue, pigment technology and painting methods are important elements that have an influence on body colors and have a higher technical correlation with colors than in other industries. In other words, the advanced mixture of pigments is creating new body colors that have not existed previously. This diversifies the painting structure and methods and so maximizes the transparency and depth of body colors. Thus, body colors that are closely related to technical factors will increase in the future and research on color preferences by region have been systemized to cope with global competition due to the expansion and change of auto export regions.

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