• Title/Summary/Keyword: 성공사업모델

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진공펌프 물 배기속도 측정 설비 구축

  • Lee, Dong-Ju;Park, Jong-Yun;In, Sang-Ryeol
    • Proceedings of the Korean Vacuum Society Conference
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    • 2016.02a
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    • pp.109.2-109.2
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    • 2016
  • 현민지브이티(Genesis)는 중소기업청 중소기업개발지원사업의 일환으로 진행된 2014년도 구매조건부 신제품 개발사업에 선정되어 '극저온 G-M냉동기를 이용한 대용량 Cold Trap개발'과제를 수행하면서 32인치 급으로 수분에 대해서 30,000[L/s] 이상의 배기속도를 가지는 대형 CWP를 개발하고 있다. 1차년도(2015년) 목표는 80K에서 200W급 단단 G-M극저온 냉동기를 개발하는 것이고, 2차년도(2016년) 목표는 이를 장착하여 30,000[L/s]의 물 배기속도 능력을 갖춘 32인치(800mm)급 직부형(appendage) CWP를 개발하는 것이다. 여기에서 가장 큰 문제점은 CWP 시스템의 물 배기속도를 실제로 측정하는 것이다. 왜냐하면 지금까지는 물(H2O)이 가진 독특한 물리적 특성으로 인해 배기속도 측정에 많은 어려움이 있어 이론적으로 계산한 값을 사용해 왔다. (심지어 크라이오 펌프 제조사 조차도 실험하지 않고 이론적인 계산 값을 일반적으로 사용한다.) 그러나 최근 본 과제 외에 물 배기속도 측정에 관한 요구사례와 일부 크라이오 펌프 제조사에서 수행하고 있다는 보고가 있는 바, 실제 물배기속도 시스템을 구축하여 이론과 실제 사이의 차이와 측정의 어려움 등에 관해 규명하고자 하였다. 물 배기속도 측정 방법은 크게 2가지로 나눌 수 있다. 첫째, 시스템으로 흘리는 물의 양을 Liquid MFC를 이용하여 먼저 측정한 후 Vaporizer로 보내어 기화 시키며 배기속도를 측정하는 방법. 둘째, 물을 Vaporizer로 먼저 기화시킨 후에 High Temp. MFM으로 기체 유량을 측정하며 배기속도를 측정하는 방법이 그것이다. 이에 국내 최초로 두 가지 방법 모두를 사용하여 표준화 된 물 배기속도 측정 설비를 구축하였고, 20인치(500mm) 크라이오 펌프와 인라인(inline)형 CWP 모델에 대한 물 배기속도 측정을 성공적으로 완료할 수 있었다. 향후 본 시험 방법과 결과를 토대로 32인치(800mm) 직부형 CWP 모델에 대한 물 배기속도 측정시험을 수행하고자 한다.

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Development of a Calculating Model for Local Index Based on Historical Data of Public Apartment Buildings (공공아파트 실적데이터 기반의 지역지수 산정 모델 개발)

  • Lim, Dae-Hee;Lee, Seung-Hoon;Seo, Yong-Chil
    • Journal of the Korea Institute of Building Construction
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    • v.10 no.2
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    • pp.75-80
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    • 2010
  • With the intensifying of price competition and structural diversifications, the uncertainty of the domestic housing market has been increased. This highlights the importance of the planning stage of construction projects, and the increased need for a higher level of accuracy in approximate estimates. Currently, a number of research and development programs to calculate construction cost at the initial planning stage are being conducted. However, there are few cases in which local characteristics are considered in deriving the results. If local calibration can be conducted during estimates, more accurate cost estimates will be enabled. This could also play a major role in ensuring the success of a project. Therefore, the purpose of this research is to develop a calculation methodology and a model for a local index based on the historical data of public apartment buildings, and to derive a local index that supports accurate construction cost estimates.

Determinants of Entrepreneurial Intentions : Individual Characteristics and Environmental Factors (창업 의지의 결정요인: 개인특성 및 환경요인)

  • Yoon, Bang-Seob
    • Korean Business Review
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    • v.17 no.2
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    • pp.89-110
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    • 2004
  • This study examined individual characteristic factors and environmental factors as determinants of entrepreneurial intentions. As for individual characteristic factors, individuals' career orientations and entrepreneurial self-efficacy were examined. As for environmental factors, social supports and successful role models, classified as personal environmental factors, were examined, and social perceptions for entrepreneurs, classified as social environmental factors were also examined. Data were collected from undergraduates of business department, and graduates of the same department. The samples of 208 and 81 for each group were used for final analysis. Results showed that as a whole, career orientations affected entrepreneurial intentions. Specifically, entrepreneurial orientations had positive effects, and security orientations had marginally negative effects on entrepreneurial intentions, while, unexpectedly, autonomy orientations had no significant effects. Entrepreneurial self-efficacy had the strongest positive effects on entrepreneurial intentions. Social supports and successful role models, which were not identified as distinct variables by the respondents, were integrated as a new variable of 'network environments' for analysis in this study. Network environments positively affected on entrepreneurial intentions. Social perceptions for entrepreneurs, however, did not affect on entrepreneurial intentions. Based on the results of career orientations, self-efficacy, and network environment, the implications for activating entrepreneurship were discussed.

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Study on Success and Failure of Diversification Based on Neo-Schumpeterian Perspective: Samsung's Three Diversification Cases in the Semiconductor Industry (네오슘페터주의 관점에서 바라본 다각화의 성공과 실패: 삼성 반도체사업의 세 가지 다각화 사례 연구)

  • Park, Tae-Young
    • Journal of Technology Innovation
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    • v.18 no.2
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    • pp.175-219
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    • 2010
  • Since diversification can be a necessary means for company's survival and the conservation of its success, hundreds of studies have been done by three schools of industrial economics, strategic management, and Neo-Schumpeterian economics for over 30 years. However, any school has not presented a model comprehensively explaining diversification' success or failure. The study tried to suggest a theoretical framework integrating findings came from three schools. The framework considers both firm's technological capabilities and sector-specific characteristics as well as reflects a Neo-Schumpeterian view emphasizing technological aspects. The goal of the study is finding major reasons of success and failure during company's diversification through studying three diversification cases of Samsung. Our findings show that the diversification toward TFT-LCD was easier and more successful than the diversification toward microprocessor because DRAM is more similar to TFT-LCD than microprocessor. Samsung also tended to build only the types of capabilities which were originated from capabilities accumulated in DRAM business. Our findings give firm's strategists a lesson that they can increase the probability of success in diversification, if only they should simultaneously consider a new sector's characteristics, a firm's technological capabilities accumulated in old sectors, and the availability of old capabilities for being applied to a new sector.

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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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A Study on the Startup Growth Stage in Korea (스타트업 성장단계 구분에 대한 탐색적 연구)

  • Kim, Sunwoo;Kim, Kangmin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.2
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    • pp.127-135
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    • 2020
  • The purpose of this paper is to classify individual startups by growth stage based on data-based quantitative criteria. This is to provide a basis for systematic support for government startups based on accurate statistics on the startup growth process. This startups were the TIPS (Tech Incubator Program for Startup) support company, which used a relatively reliable startup. We found seed money to complete MVP (Minimum Viable Product) within 1.5 years after establishment, verified PMF (Product-Market Fit) within 1 year, attracted Series A investment within 2.5 years after establishment, and successfully commercialized it. It attracted Series B investment for stable growth within 1.5 years (Series B investment within 4 years from start-up). The results of the study, the division of government programs that support stage-based startup commercialization, that is, within three years and within seven years of establishment, is significant to date. Three directions are suggested for future research. First, develop indicators for monitoring startup growth stages. Second, it continuously updates the annual changes and tracks the growth stages of individual startups. Third, we discover the successful growth law of technology-based startups by applying in-depth case analysis of successful startups to the model.

An Exploratory Case Study of a Successful Online Start-up Fashion Shopping Store: Focusing on the Entrepreneurial Process of a Soho Shopping Mall (온라인 패션쇼핑몰의 성공적 창업에 대한 탐색적 사례연구: 소호쇼핑몰의 기업가적 과정을 중심으로)

  • Son, Mi Young
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.91-106
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    • 2022
  • This study targets four Soho fashion shopping malls that are operating successfully in the online fashion market. This study analyzed the entrepreneurship process by dividing it into three stages. The results of the case study are as follows. In the case of Company S, the founder, who had little work experience, started an e-commerce business with a sense of fashion and entrepreneurship. It is a contemporary, casual brand with competitive prices, design power, and diverse product assortment, and the business performance was achieved through data management and analysis and the diversification of distribution channels. In the case of Company B, the founder, who had little work experience, started a manufacturing and e-commerce business by leveraging their SNS network capabilities and entrepreneurial spirit. It is a contemporary fashion brand with product competitiveness of specific items and start-up characteristics, and performance was achieved through the establishment of brand identity and market expansion. Third, Company M and Company C are examples of Soho fashion shopping malls where the founders with more extensive work experience at the time of founding their respective start-ups focused on brand recognition as their core competitiveness. In the case of Company M, the apparel brand was launched with a wealth of experience and design spirit. It is a fashion designer brand that stands out for its sensibility, and the owner has achieved performance through various entrepreneurial activities that broaden the corporate horizon. Company C is a manufacturing and e-commerce brand that was started with design capabilities and an entrepreneurial spirit. It is a luxury fashion brand that focuses on emotional expression, and the outcomes, such as brand recognition and sales, were achieved through active customer management. The results of this study can be used as basic data in education for and research of Soho shopping malls and the prospective founders.

Research on a Conceptual Model of Architecture Framework for Simulation based Acquisition (SBA를 위한 아키텍처 프레임워크 개념모델에 관한 연구)

  • Sohn, MyE
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.309-318
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    • 2010
  • Simulation-based acquisition(SBA) is a new acquisition paradigm to deliver combat systems cheaper, faster, and better. ROK MND adopts the vision of SBA and is pushing ahead with dramatic reform. However, ROK MND does not develop the SBA architecture framework which facilitates the reuse of tools and techniques and data software code and algorithms among participants of collaborative environments. In this paper, we propose a conceptual Model of architecture framework for SBA. To do so, we analyse acquisition process of MND and propose the to-be operational view that describes fundamental concept for how Government, Industry, and Academia can collaborate and share information more effectively throughout the acquisition process. Furthermore, we identify the tools and techniques that supports the operational nodes, and propose technical view and all view, too. technical view compose of set of standards that can ensure interoperability among tools, techniques and data, and all view provide an overarching description of the architecture.

A Study of BIM-based Construction Management Work Process Development in Design Phase (설계단계의 BIM기반 CM 업무 프로세스 개발에 관한 연구 - 설계관리 업무를 중심으로 -)

  • Lee, Seoyun;Ham, Namhyuk;Kim, Juhyung;Kim, Jaejun
    • Korean Journal of Construction Engineering and Management
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    • v.14 no.6
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    • pp.90-101
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    • 2013
  • A typical construction project involves participation of various parties including clients, contractors, architects, and engineers for its successful completion, and yet has intrinsic differences of interests among the participants during the project execution period. A construction management (CM) services's role is then to resolve these differences of interests among the participants during the project execution, and lead the projects to its successful completion while representing the clients' demands and interests. The use of building information modeling (BIM) is increasing recently among construction projects, and those CM service companies are experiencing difficulties applying BIM. This is because the use of BIM in construction projects suggests a quite new set of operational paradigm. The purpose of this paper is then to review the recent cases of projects which used BIM; to analyze the these projects' processes; to reengineer the design phase process based on the lessons learned from recent BIM application; and to suggest a modified design phase process model that could improve the use of BIM and related coordination operations.

An Analysis of Market Trend and Profitability Model for Mobile Social Game : A Case Study of Japanese Mobile Social Game (모바일 소셜게임의 시장동향 및 수익모델 분석 - 일본 모바일 소셜게임을 중심으로 -)

  • Kim, Han-Gook
    • Journal of Korea Entertainment Industry Association
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    • v.6 no.4
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    • pp.82-92
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    • 2012
  • Recently people who enjoy social game via mobile devices significantly are increasing depending on the rapid adoption of smart phones and the development of the network such as LTE. Most of them are enjoying the casual gaming mobile social games that you are able to play easily, but social issues like health problems due to long play time are emerging. The users, however, do not last long because of the simplicity of the game, and there are few people who actually buy game items even though they play it long time. This study has been conducted aiming to overcome such difficulties. This study suggests ways to generate constantly revenue avoiding short-term box-office after the release of mobile social games based on the analysis for market trend and profitability of the mobile social game. In addition, by applying profitability model analyzed to Japan's most successful game practices, this paper suggests the concrete methods about the commitment of the users. For summarizing the main achievements of this paper, providing the latest market information about mobile social games, analysis of profitability, practical implications for the commitment of the users are presented.