• 제목/요약/키워드: 분석 계층 프로세스

검색결과 87건 처리시간 0.025초

Automatic Adaptive Algorithm to Optimize OFDMA Initial Ranging Contention Process (OFDMA 초기 레인징 경쟁 프로세스의 최적화를 위한 자동적응형 알고리즘)

  • Kim, Ha-Jeong;Jang, Bong-Seog;Lee, Seong-Ro
    • The Journal of Korean Institute of Communications and Information Sciences
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    • 제34권7A호
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    • pp.540-547
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    • 2009
  • In this paper, we work for the efficient use of the initial ranging contention slot in OFDMA based wireless mobile networks. Specially, the collision reduction method using an automatic adaptive optimal algorithm is studied for initial ranging contention slot used at initial connection of the mobile terminals. As a result, we propose the algorithm that achieves the collision minimization and the auto-dynamic slot arrangement of the initial ranging slots. To evaluate the proposed algorithm, we compare the simulation results of IEEE802.16e fixed initial ranging slot allocation method versus the proposed algorithm. The simulator is developed based on the IEEE802.16e standard MAC frame structure and processing procedures. As the simulation results, we can expect the proposed algorithm can be applied for the unmanned coastal base station because the proposed algorithm has the effect of minimizing administration cost for the base station.

Possibilities and Challenges of the Citizen Participation in Regional Planning : Case of Jecheon Citizen Group for Urban Planning (시민참여형 지역계획 수립의 가능성과 과제 - 제천시 시민계획단 운영 사례를 중심으로 -)

  • Kim, Tae Hwan;Kim, Eun Jung;Lee, Soo Ahm
    • Journal of the Korean association of regional geographers
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    • 제20권1호
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    • pp.101-111
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    • 2014
  • The purpose of this paper is to review the process of collaborative planning from the case of the Jecheon Citizen Group for Urban Planning(JCGUP). The JCGUP was composed of 4 subdivisions including industry/economy, urban regeneration/infra, health/welfare, and environment/tourism. The operation period was from October 16 to November 30, 2012, and the 67 citizens and 25 staffs participated in the JCGUP. The plenary sessions were scheduled to be held three times. Topics of 1st, 2nd, and 3rd sessions were pending issues of Jecheon, vision and goals for 2025, and strategies for accomplishing those vision and goals, respectively. Policy implications of the JCGUP was as follows. It functions as a tool to bring interests in civic planning and policies, and be an effective way to collect public opinions. Moreover, those opinions could be used as strategies and action plans in regional planning of Jecheon. This study can offer insights into how to manage and develop the citizen group for urban planning to help promote collaborative planning process in practice.

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The Effects of Technological Progress on Growth, Employment and Distribution (성장 ${\cdot}$ 고용 ${\cdot}$ 분배에 대한 기술진보의 파급효과)

  • Im, Yang-Taek
    • Proceedings of the Technology Innovation Conference
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    • 기술경영경제학회 2005년도 제26회 동계학술발표회 논문집
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    • pp.220-267
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    • 2005
  • 본 연구의 분석목표는 순요소증가형 CES 생산함수를 실증적으로 추정함으로써 한국 제조업부문의 기술변화의 유형을 규명하고 성장 ${\cdot}$ 고용 ${\cdot}$ 분배에 대한 기술진보의 파급효과를 분석하는 것이다. 이 분석결과를 토대로 하여, 본 연구는 성장 ${\cdot}$ 고용 ${\cdot}$ 분배를 동시적으로 추구할 수 있는 정책방향을 기술경제 패러다임의 시각에서 제시하였다. 본 연구의 실증적 분석결과는 다음과 같이 요약할 수 있다 : 한국 제조업부문의 기술변화의 유형은 Hicks형 비(非)중립적인 자본사용적(B(t)>0) 즉 노동절약적 기술진보인 것으로 추정되었다. 이 결과, 잠재적 고용수준은 감소될 수밖에 없었다. 또한, Hicks형 중립적 기술진보를 나타내는 총요소생산성 증가율(${\gamma}$)은 감소하였던 반면에, 비(非)중립적 기술진보를 나타내는 요소간 대체탄력도(${\sigma}$)와 자본집약도(${\delta}$)는 증가하였다. 이에 따라 노동(L)이 자본(K)으로 광범위하게 대체되었을 뿐만 아니라, 자본투입(K)이 노동투입(L)보다 상대적으로 더 빠르게 증가 (K/K > L/L 즉 k/k > 0)되었다. 이 결과, 소득분배구조가 악화 (S/S< 0)된 것으로 추정되었다. 그러므로, 오늘날 경제성장의 한계 봉착, 대량실업의 폭발, 계층간 갈등의 심화를 초래한 요인은, 성장 ${\cdot}$ 고용 ${\cdot}$ 분배를 동시적으로 추구하는 산업 ${\cdot}$ 기술경제정책을 일관성있게, 또한 과감히 추진하지 않았던 결과, 노동사용적 중소기업의 몰락, 노동의 생산효율성 증진을 위한 인적자본 투자의 미흡, 자본의 생산효율성 증진을 위한 자본절약적 기술진보의 저조, 총요소 생산성 증가의 부진, 만성적인 인플레이션에 의한 실질 임금수준의 하락 및 실물 자산가치의 상승 등이라고 말할 수 있다. 따라서 성장 ${\cdot}$ 고용 ${\cdot}$ 분배의 조화는 바로 노동효율 증가형 기순혁신이며, 이를 위한 인적자본에의 투자라고 말할 수 있다. 본 연구가 기술경제 패러다임(techno-economic paradigm)의 시각에서 제시하는 한국경제의 성장 ${\cdot}$ 고용 ${\cdot}$ 분배를 위한 정책방향은 다음과 같은 동태적발전과정으로 요약할 수 있다 : 기초과학연구능력 확충 ${\rightarrow}$ 소화 ${\cdot}$ 흡수 ${\cdot}$ 개량 ${\rightarrow}$ 토착화 능력의 배양 ${\rightarrow}$ 자체기술개발, 선진기술 도입, 산업간 및 산업내 기술확산, 국제기술협력 ${\rightarrow}$ 기술혁신의 촉진 ${\rightarrow}$ 총요소생산성과 기업경쟁력(자원 및 역량, 프로세스 경쟁력, 품질경쟁력, 시장경쟁력, 고객성과, 시장성과, 재무성과)의 제고 ${\rightarrow}$ 가격경쟁력(임금, 금리, 물류비용, 환율 등)과 비(非)가격경쟁력(디자인, 에프터서비스, 품질, 운송 등)의 제고 ${\rightarrow}$ 국가경쟁력의 제고 ${\rightarrow}$ 국제수지 흑자 ${\rightarrow}$ 성장 ${\rightarrow}$ 물가 및 고용 안정 ${\rightarrow}$ 분배 ${\rightarrow}$ 최대다수의 최대행복이다.

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A Study on the Management of Manhwa Contents Records and Archives (만화기록 관리 방안 연구)

  • Kim, Seon Mi;Kim, Ik Han
    • The Korean Journal of Archival Studies
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    • 제28호
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    • pp.35-81
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    • 2011
  • Manhwa is a mass media (to expose all faces of an era such as politics, society, cultures, etc with the methodology of irony, parody, etc). Since the Manhwa records is primary culture infrastructure, it can create the high value-added industry by connecting with fancy, character, game, movie, drama, theme park, advertising business. However, due to lack of active and systematic aquisition system, as precious Manhwa manuscript is being lost every year and the contents hard to preserve such as Manhwa content in the form of electronic records are increasing, the countermeasure of Manhwa contents management is needed desperately. In this study, based on these perceptions, the need of Manhwa records management is examined, and the characteristics and the components of Manhwa records were analyzed. And at the same time, the functions of record management process reflecting the characteristics of Manhwa records were extracted by analyzing various cases of overseas Cartoon Archives. And then, the framework of record-keeping regime was segmented into each of acquisition management service areas and the general Manhwa records archiving strategy, which manages the Manhwa contents records, was established and suggested. The acquired Manhwa content records will secure the context among records and warrant the preservation of records and provide diverse access points by reflecting multi classification and multi-level descriptive element. The Manhwa records completed the intellectual arrangement will be preserved after the conservation in an environment equipped with preservation facilities or preserved using digital format in case of electronic records or when there is potential risk of damaging the records. Since the purpose of the Manhwa records is to use them, the information may be provided to diverse classes of users through the exhibition, the distribution, and the development of archival information content. Since the term of "Manhwa records" is unfamiliar yet and almost no study has been conducted in the perspective of records management, it will be the limit of this study only presenting acquisition strategy, management and service strategy of Manhwa contents and suggesting simple examples. However, if Manhwa records management strategy are possibly introduced practically to Manhwa manuscript repositories through archival approach, it will allow systematic acquisition, preservation, arrangement of Manhwa records and will contribute greatly to form a foundation for future Korean culture contents management.

A Study on Methodology of Scenario-Based Interface Design - with an focus on Scenario Collection and Verification method through Web Survey (시나리오 기반 인터페이스 디자인 방법론에 관한 연구 - 웹 서베이를 통한 시나리오 수집과 검증 방법을 중심으로)

  • 김현정
    • Archives of design research
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    • 제16권2호
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    • pp.395-404
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    • 2003
  • As scenario-based design is expanded to various fields of design, it is introduced to HCI(Human Computer Interaction) in order to figure out user information & tasks. However, scenario based design methods that is focused on collecting scenarios regarding users'needs, is mainly utilized conceptual design stage for system itself. There is a gap between users'need scenarios to interface design of HCI system. In this study, web survey is suggested as scenario based interface design method in order to connect scenario collecting to task specification and to menu structure design of home-network controller. The degree of users'need for specified tasks was verified to various kinds of users through web survey and it decideddepth and order of menu structure. Tasks also was categorized to situation mode and users can make their own menu structure by selecting menu contents or even mode itself, because degrees of need for specified task situation were varied by lifestyle of user group. Finally, it is found that web survey method can be applied to collect and database various scenarios of. various users when a questionnaire is well designed for collection.

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Relationship between Dynamic Capabilities, Operational Capabilities and Innovation Performance : Considering Moderating Effect of Environmental Dynamism (동적역량, 운영역량, 혁신성과 간의 관계: 환경역동성을 조절변수로 하여)

  • Park, Sang Oon;Cho, Keun Tae
    • Journal of Technology Innovation
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    • 제28권4호
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    • pp.27-62
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    • 2020
  • This study empirically verified the effect of environmental dynamism on changes in the dynamic and operational capabilities of an enterprise and its innovation performance. With the aim of quantification, the concept and definition of each capability were defined as a hierarchical structure of dynamic and operational capabilities. Five research hypotheses were established through prior research on dynamic capabilities, operational capabilities, innovation performance, and environmental dynamism. For empirical analysis, the hypotheses were verified based on surveys from 300 Korean manufacturing companies. It was shown that Dynamic capabilities had a positive relationship with operational capabilities and operational capabilities had a positive relationship with innovation performance. And it was shown that operational capabilities had a positive relationship with radical innovation in business groups with high environmental dynamism while operating capabilities had a positive relationship with gradual innovation in business groups with low environmental dynamism. Also, the moderating effect of environmental dynamism was not significant in the relationship with dynamic capabilities on operational capabilities. This study is meaningful in that it lays the groundwork for empirically verifying the dynamic capabilities of an enterprise by embodying its dynamic capabilities and operational capabilities into processes, and verifies the effect of environmental change on its capabilities and innovation performance. And it has implications to suggest how an enterprise should transform its capabilities to sustain its competitive advantage in a rapidly changing environment.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • 제17권1호
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.