• Title/Summary/Keyword: 산업관련경험

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The Role of R&D Center for Technology Commercialization : The Case and Implication to The Developing Country (기술사업화를 위한 연구개발센터의 역할 : 개발도상국의 사례 및 시사점)

  • Kim, Jong Jin;Choi, Jong In
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.4
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    • pp.27-39
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    • 2014
  • The role of R&D center for technology commercialization can be categorized into three distinct stages: the first stage consists in developing industrial problem-solving capability; the second consists in catching up with industrialized economies developing creative imitations of imported technologies; and the third consists in acquiring advanced knowledge creation capability. Accordingly, the R&D center's organization should be aligned with this development strategy. This case study of Kazakhstan provide a managerial implication for the other developing countries. The first stage of development, which may be called the 'industrial problem solving stage,' the center will build the infrastructure in terms of both technology and human-resources. The second stage will involve building up 'knowledge capability' with a view to becoming a major industrial R&D hub in Central Eurasia. In the third stage, the center will create advanced knowledge as a 'world-class knowledge center'. In this regard, the evolution of the R&D center should be described according to the features of the center's services.

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Specialized manpower trainning system for Technology-friendly game graphic designer (기술친화형 게임그래픽디자이너 인력양성 특성화 방안)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.257-262
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    • 2017
  • The success or failure of the Korean game industry is a key issue for the creation of competent and talented human resources for the production of competent contents. The purpose of this study is to elucidate how to characterize and educate human - friendly game graphic designers with global competitiveness. The success of multi-disciplinary education will be maximized when cooperation with the responsible professors, the active will of the professor, the educational vision of the school, and real-time and active administration are supported In this study, based on the analysis of demand and supply of the human resources in the game industry, we found out that the game industry requires specialized manpower of technology-friendly game graphic designer who has the creativity, practical. application ability, and the international competency. In addition, we suggested ways of linking the curriculum with the local industries and related organizations such that they could be well educated as experts in related fields.

A Topography of Design in Cyber Age (사이버 시대의 디자인 지형)

  • 오창섭
    • Archives of design research
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    • v.12 no.1
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    • pp.39-48
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    • 1999
  • Industrial design, as a traditional meaning, is based on the method of production by machine beginning with the Industrial Revolution. At present, the identity of design is in confusion with the development of computer and related medium technology. The new wave called 'cyber' has doubts about the hypothesis in the method of production by machine as the production method by machine had doubts about the hypothesis of the production method by handicraft long before. This thesis is a study on how computers and new media, such as virtual reality, change our environments and susceptibilities of life and design culture. The thesis is going to dismantle and reorganize the material-oriented classification based on the production method by machine through the discussion on cyberspace and culture, image. and text, virtual image and reality, and so on. Eventually this study finds out a topography and identity of the design in this changing age.

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A Catch-up Strategy of the K-Pop Firms in the Latecomer Environment (후발산업국 환경에서의 K-Pop기업 추격전략)

  • Choi, Hyundo
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.119-131
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    • 2015
  • The rise of K-Pop in the latecomer environment is unusual. There is little research on K-Pop from the catch-up perspective though it would yield some insight into a strategic direction of creative industries in the latecomer environment. Thus, this study aims to compare the firm capability, market development, and product strategy of K-Pop firms with ones of manufacturing firms during the catch-up period. It reveals first that K-Pop firms developed project execution capability to carry out discrete projects effectively by adopting in-house (vertical) system in music production and increasing the size of firms. Second, they pursued global market and utilized the window of opportunities based on a proven music genre. Third, K-Pop firms pursued the incremental innovation in the product development. Since these characteristics have many similarities with the catch-up strategy in the manufacturing sector, Korean catch-up experience could provide valuable insight into the development of creative industries in Korea.

Digital Face Design with Reference to Contemporary Fashion (현대패션의 관점에서 본 디지털 페이스디자인)

  • Lee, Se-Lee
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.363-371
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    • 2020
  • This study based on the digital innovation of the fashion industry has researched digital-based face design that already has many users all over the world through social media and has influenced the fashion industry. The purpose of this study is to present the future vision of the direction of the fashion industry by classifying representative cases of augmented reality-based digital face design and deriving the oriented value that penetrates them. It was needed to analyzing 3D designer's works that provide digital filter-based face design to the public through Instagram and Facebook. As a result of observing the oriented value of digital face design from the point of view of modern fashion through case exploration, three trends were drawn: experimental formativeness orientation, playful experience orientation, and future technology orientation. This study limited the scope to digital-based face design, but the conclusions presented through these are applicable to all areas of fashion. Therefore, it is supposed to expect to study new phenomena related to fashion design and fashion communication based on digital augmented reality beyond the scope of face design in the future.

A Study on Legitimacy of Discourses on the Waterworks integration in Japan: Focusing on the Case of Toyonakasi (일본에 있어서 상하수도 통합논의의 정당성 -풍중시(豊中市) 사례를 중심으로-)

  • Yi, Young-Geun;Ryu, Si-Saeng
    • Proceedings of the Korea Water Resources Association Conference
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    • 2012.05a
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    • pp.230-230
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    • 2012
  • 일본의 상하수도 사업은 국토교통성(하수도)과 후생노동성(상수도)으로 크게 양분되어 있으며, 환경성이 수질을 담당하는 체제로 이루어져 있다. 이는 수량과 수질을 분리하고 있는 우리나라와도 크게 다를 바가 없다. 그러나 중앙에서의 다원적인 분리와는 또 다른 차원으로 지방자치단체에서는 상하수도 통합이 급속도로 진행되고 있다. 이는 기후변화라는 지구적 환경의 변화와 더불어 해외 물산업에 대한 경쟁력이 밑바탕이 되면서 가속화되고 있다. 즉, 아시아의 신흥국을 중심으로 급격한 경제발전에 따른 인구가 증가하면서 정수장 및 하수처리장의 건설과 더불어 누수 및 도수(盜水) 문제가 현재화하면서 이에 대한 운영관리기술의 도입이 시급해졌기 때문이다. 이러한 과제를 해결할 수 있는 충분한 기술과 경험을 보유하고 있는 일본의 지방자치단체가 해외 물산업을 전제로 지자체 내의 상하수도 통합을 추진하고 있다. 본 연구는 이처럼 이원적으로 이루어지고 있는 일본 상하수도 업무의 법제도적 차이를 살펴보고, 특히 지자체를 중심으로 전개되고 있는 상하수도 통합과정의 동향과 의의를 풍중시((豊中市)토요나까시)의 사례를 중심으로 살펴보았다. 풍중시(豊中市)는 2008년 상하수도 통합을 천명하면서 기존의 운영방침에서 크게 탈각하는 정책을 취하게 되었고, 이 정책을 통하여 시의 지속가능한 발전 및 위기관리체제를 일신하고, 나아가 기후변화에의 대응력 강화에까지 그 범위를 확장하고 있다. 지자체의 상하수도 통합논의가 가속화되는 반면, 일본 중앙 정부에서는 아직 이렇다 할 움직임을 보이지는 않고 있다. 이는 부처간의 이견차이가 큰 부분인 만큼 쉽사리 제도적인 변경으로 움직이기는 어려울 것이다. 그러나 밑으로부터의 이러한 거대한 개혁움직임과 그 동인의 정당성을 확보해가고 있는 과정을 감안한다면 정부차원의 상하수도 통합이 완전히 부정되기도 어렵다. 상하수도 통합논의와 관련한 일본의 사례는 향후 우리나라 상하수도 정책을 재검토할 수 있는 계기가 될 것이다.

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Concept and Development Direction of Digital Aquaculture considering the Improvement of Aquaculturists' Acceptability (어가수용성 향상을 고려한 디지털양식의 정의 및 발전방향)

  • Sang Jung Ahn;Chang-Mo Ma;Se Han Kim;Deuk-Young Jeong;Sungyoon Cho;Kiwon Kwon
    • Journal of Internet Computing and Services
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    • v.24 no.4
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    • pp.93-105
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    • 2023
  • In order to transform the traditional aquaculture industry, which is dependent on experience, labor-intensive and natural environment, into future intelligent smart aquaculture, digital aquaculture improves aquaculture reproducibility and efficiency of production process through digitization of the aquaculture industry based on ICT equipments, Data analysis and utilization for promoted to increase the acceptability of aquaculturist. Europe's advanced fisheries countries have achieved rapid growth not only in aquaculture technology but also in the aquaculture equipment industry through digitization that combines information and communication technology with aquaculture farms. However, it is not possible to collect aquacultural data in Korea because it has not secured a Korean aquaculture industry for multi-variety, small-scale production and aquaculturists' refusal of reception for digital transformation. Therefore, this study intends to suggest the development direction of digital aquaculture to convert to intelligent smart aquaculture in the future by analyzing trends and critical technology.

Asymmetric Changes in Korean Industry and Labor after Economic Crises (경제위기 전후 산업과 노동의 불균형 변화와 미래 전략)

  • Lee, Dong Jin
    • Analyses & Alternatives
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    • v.7 no.1
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    • pp.45-81
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    • 2023
  • This paper examines how Korean economy has been asymmetrically changed after economics crises. The three crises during the last three decades, covid19, global financial crisis, and currency crisis, have deteriorated the economic inequalities of Korea in various ways. First, manufacture industry has been affected larger by economic crises, but recovered fast. The shocks in service sector were small but persist longer or were permanent. Second, although the covid19 spreaded out more to the capital area, the negative economic shock was greater in the non-capital region. That is, the crisis in the capital region transferred or amplified to the other region. Third, the inequality between permanent and temporary workers became worse after crises. Fourth, the sluggish small business growth problem became more serious during the covid19. In order to overcome the industrial and labor inequality, it is desirable to government strategy for economic development from focusing on high value-added industry to a balanced growth for all industry and region. To this end, governemt support should be asymmetric. That is, it should focus on indirect support such as regulatory reforms in the high value-added and private-led industries, and, for small business related service sector and non-capital region which have had limited opportunity of renovation and growth, the more active effort of government and government-driven gowth strategy would be desirable.

Plant Locations and Production Networks of the European Civil Aviation Industry: Focus on the Airbus (유럽 민간 항공산업의 생산입지와 생산네트워크: Airbus를 사례로)

  • Moon, Nam-Cheol
    • Journal of the Economic Geographical Society of Korea
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    • v.18 no.3
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    • pp.267-280
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    • 2015
  • The European civil aviation industry, which had lower technical skills, capital strength and market scale than the U.S., adopted the production system of joint development and division labor between the nations of Europe. Each plant locations strengthened their specialization of the production branch in the past 40 years with a geographical accumulation of the specialized manufacturing facilities, suppliers, universities and laboratories by the logic of geographical proximity and learning effect. The cargo plane transportation system in the production of short- and medium-haul aircraft facilitated the geographical dispersion of manufacturing process and the logistical linkage among the various plant locations. But the production of long-haul large aircraft(A380) chosen the transportation system by the cargo ship because of the size and weight. Considering the transportation system by the cargo ship, the choice of Toulouse as a final assembly plant location was the irrational locational decision from a locational point of view. This locational choice is explained by the merging process of the European civil aviation industry, the logic of learning effect and geographical proximity, and the active attraction support policy.

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인트라넷(intranet)을 이용한 경영모의게임(Business Simulation Game)의 활용 및 효과

  • 김광용;이재호;이승렬
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1997.10a
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    • pp.68-70
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    • 1997
  • 본 연구의 목적은 정보산업의 발달로 급변하고 있는 교육환경하에서 인트라넷(intranet)을 활용한 경영모의게임(Business Simulation Game)의 활용방안을 제시하고, 이러한 수업이 갖는 장점 및 수업효과에 미치는 영향을 조사하였다. 즉, 학생들이 팀을 이루어 게임을 하는데 있어 남녀별, 직장경험별, MBTI의 특성 별, 팀 구성원의 수의 차이에 따른 게임 성과 및 수업효과와의 상호관계를 실증적으로 비교, 연구하여, 궁극적으로는 한국교육실정에 맞는 인트라넷을 이용한 경영 모의 게임의 개발을 그 목적으로 하고 있다. 근래에 정보 및 통신기술의 발전과 인터넷 사용의 보편화로 여러 가지 학문 분야에서 정보화 및 국제화가 많이 이루어져왔다. 특히 인터넷과 관련된 여러 가지 기술(technology)들을 적극적으로 통합, 활용하고자 하는 인트라넷(intranet)의 발전은 정보기술의 여러 학문 분야에서의 활용가능성을 더욱 높이고 있는 실정이다. 그러나 이러한 인터넷, 정보 및 통신기술의 교육현장에서의 활용 방안에 대한 많은 연구들은 실질적으로 그 이론적 배경 및 효과에 대한 깊은 연구없이 종래의 교육방법에 대한 대안 또는 보조 역할로서의 가능성만 제시하고 있는 형편이다. 따라서 본 연구는 첫째, 경영모의게임과 정보통신기술의 활용을 위한 학술진흥방안의 하나로서 인트라넷을 이용한 경영모의게임 과목의 구축및 수행에 관한 구체적인 절차를 제시한다. 즉 경영모의게임 구성은 어떤 모듈들이 어떻게 인터넷상에서 사용되었으며, 도한 게임의 운영은 어떻게 하는것이 바람직한가 등에 관한 연구이다. 둘째, 성별, 직장경험별, MBTI 특성별, 팀의 크기별로 게임성과 및 수업효과에 관한 실증적 연구를 함으로써, 게임 이론의 경영마인드 형성 및 정보화에서 예견 될수 있는 여러 가지 문제점 및 가능성을 지적하여, 한국문화 및 현실에 맞는 정보화를 이용한 경영모의게임 교육방안을 제시한다. 셋째, 본 연구는 의사결정지원 시스템(DSS), 전문가 시스템(ES), 전자우편(E-mail)등과 같은 정보기술의 교육현장에서의 활용방안 및 그 교육적 효과도 점검하였으며, 마지막으로 본 연구는 당면현실로 다가온 정보화 및 세계화의 기업환경에서 예견되는 몰입(committment)의 약화에 대한 치유방안으로서, 정보화된 경영모의게임의 기업 교육훈련 시스템(Business Training System)으로의 발전 가능성을 제시한다 하겠다.

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