• Title/Summary/Keyword: 아이디어 창출

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A study on the effect of startup entrepreneurs' experience of industry-university cooperation through incubator organizations on organizational learning capability and innovation performance (벤처기업 창업가의 배태조직과 산학협력 경험이 조직학습역량과 혁신성과에 미치는 영향)

  • Kim, Deokyong;Bae, Sung Joo
    • Journal of Technology Innovation
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    • v.30 no.2
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    • pp.29-58
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    • 2022
  • Startups lack resources and manpower to build internal capabilities to strengthen market competitiveness; external cooperation such as joint research and networking plays is important. In this study, we analyzed the effect of startups' industry-university cooperation on organizational learning capability and innovation performance. Empirical results demonstrate the mechanism by which government R&D investment strengthens organizational learning capability and creates innovative results by promoting cooperation between startups and universities. First, industry-university cooperation strengthened organizational learning capability. An empirical analysis shows that startups increase internal capabilities through external cooperation. Second, startups' organizational learning capability had a significant effect on innovation performance. We analyze how organizations with high learning capabilities positively develop corporate innovation performance by having a culture of discovery and sharing new ideas. Finally, industry-university cooperation had different effects on organizational learning capability and innovation performance according to the previous experiences of startup founders. In particular, small- and medium-sized (startup) businesses and individual-based experience groups positively affected the creation of organizational learning capabilities and innovation performance through industry-university cooperation. Small- and medium-sized businesses and individual founders have a relatively small cooperative network with the outside world compared to founders of large companies, universities, and research institutes; therefore, they strengthen organizational learning capabilities through cooperation with universities. This study demonstrates that government should create policy inducements for cooperation with universities to maximize the R&D performance of startups. Criticism exists that lending support to startups and universities will hinder innovation performance; nevertheless, government investment plays a role in expanding intangible resources such as accumulating technologies, fostering high-quality human resources, and strengthening innovation networks. Therefore, the government should appropriately utilize the its authority to strengthen investment strategies for startup growth.

Seeking for a Curriculum of Dance Department in the University in the Age of the 4th Industrial Revolution (4차 산업혁명시대 대학무용학과 커리큘럼의 방향모색)

  • Baek, Hyun-Soon;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.193-202
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    • 2019
  • This study focuses on what changes are required as to a curriculum of dance department in the university in the age of the 4th industrial revolution. By comparing and analyzing the curricula of dance department in the five universities in Seoul, five academic subjects as to curricula of dance department, which covers what to learn for dance education in the age of the 4th industrial revolution, are presented. First, dance integrative education, the integration of creativity and science education, can be referred to as a subject that stimulates ideas and creativity and raises artistic sensitivity based on STEAM. Second, the curriculum characterized by prediction of the future prospect through Big Data can be utilized well in dealing with dance performance, career path of dance-majoring people, and job creation by analyzing public opinion, evaluation, and feelings. Third, video education. Seeing the images as modern major media tends to occupy most of the expressive area of art, dance by dint of video enables existing dance work to be created as new form of art, expanding dance boundaries in academic and performing art viewpoint. Fourth, VR and AR are essential techniques in the era of smart media. Whether upcoming dance studies are in the form of performance or education or industry, for VR and AR to be digitally applied into every relevant field, keeping with the time, learning about VR and AR is indispensable. Last, the 4th industrial revolution and the curriculum of dance art are needed to foresee the changes in the 4th industrial revolution and to educate changes, development and seeking in dance curriculum.

Development of 3D Printed Snack-dish for the Elderly with Dementia (3D 프린팅 기술을 활용한 치매노인 전용 영양(수분)보충 식품섭취용기 개발)

  • Lee, Ji-Yeon;Kim, Cheol-Ho;Kim, Kug-Weon;Lee, Kyong-Ae;Koh, Kwangoh;Kim, Hee-Seon
    • Korean Journal of Community Nutrition
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    • v.26 no.5
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    • pp.327-336
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    • 2021
  • Objectives: This study was conducted to create a 3D printable snack dish model for the elderly with low food or fluid intake along with barriers towards eating. Methods: The decision was made by the hybrid-brainstorming method for creating the 3D model. Experts were assigned based on their professional areas such as clinical nutrition, food hygiene and chemical safety for the creation process. After serial feedback processes, the grape shape was suggested as the final model. After various concept sketching and making clay models, 3D-printing technology was applied to produce a prototype. Results: 3D design modeling process was conducted by SolidWorks program. After considering Dietary reference intakes for Koreans (KDRIs) and other survey data, appropriate supplementary water serving volume was decided as 285 mL which meets 30% of Adequate intake. To consider printing output conditions, this model has six grapes in one bunch with a safety lid. The FDM printer and PLA filaments were used for food hygiene and safety. To stimulate cognitive functions and interests of eating, numbers one to six was engraved on the lid of the final 3D model. Conclusions: The newly-developed 3D model was designed to increase intakes of nutrients and water in the elderly with dementia during snack time. Since dementia patients often forget to eat, engraving numbers on the grapes was conducted to stimulate cognitive function related to the swallowing and chewing process. We suggest that investigations on the types of foods or fluids are needed in the developed 3D model snack dish for future studies.

The Influence of Continuing Participation Intention on the Relationship between Self-Determination and Motivation Factors (자기결정성과 동기요인이 크라우드소싱의 지속적 참여의도에 미치는 영향에 대한 연구)

  • Kim, So-Jeong;Kim, Hyung-Jun
    • Management & Information Systems Review
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    • v.36 no.1
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    • pp.251-271
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    • 2017
  • This research examined a study on the effect of the self-determination and motivation in the crowdsourcing on the continuous participation intention. This study has classified the three elements of the self-determination which is not forced by outer pressure has intended to analyze practically the effect on the motivation of the customers participating in the crowdsourcing into the intrinsic motivation phase and extrinsic motivation phase. The autonomy, competence and relatedness could be verified with the intrinsic motivation phase of the participants who affect positively the enjoyment and accomplishment. In the effect autonomy, competence and relatedness on the monetary compensation and recognition by others of the extrinsic motivation phase, the hypothesis that the effect autonomy, competence and relatedness of the on the monetary compensation would be negative was overruled, which must have been because while the participation in the crowdsourcing is proposing voluntarily one's own ideas, the concept that the monetary compensation makes the participants participate in order to perceive others not in the voluntary proposals but in the competitive relationships and win them worked and thus the autonomy was perceived negatively. Also, the reason why the relationship between the monetary compensation and the autonomy, competence and relatedness was not supported can be said to be because the crowding-out effect which decreases the intrinsic motivation affected the external compensation and the motivation.

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The Solution of Content Creation for User Side Using Animation Management System (애니메이션 공정관리시스템을 활용한 사용자 중심 콘텐츠 생성 방안)

  • Lim, Yang-Mi;Kim, Sung-Rea;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.163-167
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    • 2006
  • The previous media has the function that was information of the contents was delivered by only content providers, but the current media makes the interactive function between content providers and general receivers. For this reason, the role of receivers are also expanded in the realm of multimedia and receivers have the roles of the sending and getting information for content user, not more receiver. The constituent members relative to content are content providers, users and user-created content. This paper introduces "the wonderland" the animation process management system for high-level user group. Also, most of images which are made of the animation process are publicly accessible, providing the public or the average user group for making resources easily by using "the wonderland." Although, the general user can get an environment to reedit their own new movie with making the most of provided movie sources are scene and cut units, according to one's taste and one's idea. The materialization of process management system can expand dramatically enough contents, and save the time to edit digital animation or movie, control numerous sources, made an animation processing, and the result output. Such "the wonderland" will significantly help to create future content.

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The relationship between Knowledge management and Innovation, and the moderating effect of Convergence Federation in Small & Medium Business (중소기업의 지식경영활동과 혁신의 관계: 이업종융합회 참여의 조절효과)

  • Park, Roh Gook;Ahn, Kwan Young;Ko, Kwang Man
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.1
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    • pp.137-147
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    • 2013
  • The purpose of this study is to review the relationship between knowledge management and innovation, and the moderating effect of Convergence Federation in Small & Medium Business. In order to verify and achieve the purposes mentioned above, questionnaire data are gathered and analysed from 481 establishments located in Kangwon-do, Chungpuk-do, Kyunggi-do, Kyungpuk-do province and so on. Multiple regression and multiple hierarchical regression analysis are applied to test the proposed hypotheses: 1) the relationship between knowledge management and innovation, 2) the moderating effects of Convergence Federation's participation on the relationship between knowledge management and innovation. Empirical survey's findings are as follows; First, knowledge acquisition and application showed to be positively related with all innovation activities(organization innovation, human resource innovation, product innovation, and quality innovation). Second, Convergence Federation's participation strengthened the positive relationship between knowledge acquisition and product innovation, and it did also the positive relationship between knowledge application and product innovation.

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Practical use palette research of color name digitl search system (색이름 디지털 검색체계의 실용팔레트 연구)

  • 문은배
    • Archives of design research
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    • v.16 no.3
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    • pp.161-174
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    • 2003
  • Choice and use of color are very important field for designer. Present color sprang by central field of design business unlike past. Color is used mainly by three fields of sensitivity, administration, mind. But, do substantial design including all of three fields at use. Practical research field that is based on basic research when see as actuality of domestic color design is been behind real condition. Specially, color sensitivity field and color management field are very important field, it can speak that color name arid related area are most important among two. Because collar name includes sensitivity and color management. This research constructs correct data because investigate and analyze and search all compatible color names that is announced in existing or is recorded in public cosmopolitanly. As a result, it is to promise accuracy when produce creation of idea and result of design using color name. Examined laying stress on color that domestic data that is used in research is basis with Korean industrial Standard, connection literature, on-the-spot probe. International data investigated American ISCC-NBS to base. Other abroad color name data examined official data of each country all systematically with Japan, Europe. Findings about 11,000 basis color names and 33,000 application color names sorted collection. Collection method and classification system follow in international standard and arranged for user's tile convenience. Also, use frequency did laying stress on Munsell that is high color system so that can aid in industrial design business. Improved to write all international standard color values sue as RGB, CMYK, XYZ and can be applied all in each field of design. Is applying and get along with continuation improvement and development in homepage of present KIDP, it may become more worth research.

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A Study of Retro Design Trend -Focusing on Automobile Style- (레트로 디자인 동향 고찰 -자동차 스타일을 중심으로-)

  • 이명기
    • Archives of design research
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    • v.13 no.4
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    • pp.95-103
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    • 2000
  • In order to satisfy customers' desire that is becoming more diverse, and to create the unique character of a product in the fast changing social structure and living environment, today's designers have to make efforts to provide new ideas continuously. In the twentieth century, the development of design in various aspects could be possible through an epoch-making progress of technology and industrialization, and thus the meaning and style of design has changed differently according to the current of the times. The retro design, which borrows the designs and styles which were popular in the past and recreates the design of modern meaning and concept, is widely applied now and in the spotlight as a latest design trend. This phenomenon of revival style appears as an image that makes us recollect the past in various fields while being recognized as an another value of new sense. Considered from the history of style changes for the past 100 years, the automobile design, the most representative in product design fields, has gradually changed in its types according to continuous historical, social, and cultural changes and technological progress, while a variety of designs have been continuously presented. The recent current of automobile styles, according to the rapid progress of advanced scientific technology, shows the fast and various changes and the retro style is becoming a new trend arousing people's interests and reintroducing the past designs. The revival trend in automobile designs is expected to stimulate human sensitivity and restore humanity on a different level before the trend, and also expected to be recreated as a new design trend in modern sense, connecting us with the past culture and expanding the realms of future designs.

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A Study on Platform Strategies of Korean First Mobile Instant Messenger KakaoTalk (주식회사 카카오의 플랫폼 전략에 대한 연구)

  • Jang, Kyoung Young;Oh, Jung Suk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.4
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    • pp.49-56
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    • 2013
  • KakaoTalk, a Korean mobile instant messenger service launched by KAKAO Inc., has grown remarkably popular in a short period of time, with its number of subscribers exceeding 100 million as of July 2013. Today, KakaoTalk is an everyday communication tool among most Korean mobile users. Although KAKAO has been the subject of many business and consumer studies, the KakaoTalk platform strategy has not been studied thoroughly. In this study, we analyze its platform strategy through the lens of several widely utilized frameworks such as Platform Leadership (Gawer & Cusumano 2002, 2008), Winner-take-all dynamics (Eisenmann et al. 2006), and Open Service Innovation (Chesbrough 2011). Our results show that Eisenmann et al (2006)'s "Winner-Take-All" platform best explains how KakaoTalk dominated its rivals, Mypeople by Daum Communications and Line by Naver Corporation. In surpassing its rivals, KAKAO delivered a solution to the 'essential problem' that mobile social communication should be upgraded from mobile companies' paid "Short Message Service" (SMS). By doing so, KakaoTalk fulfilled the first requirement of Gawer & Cusumano (2008)'s "Coring" strategy, which explains how a new platform is created. KakaoTalk also satisfied the second requirement of "Coring" by providing economic incentives for KakaoTalk members to interact through its Games and Items store. Actively accepting its customers' ideas and upgrading its services, KAKAO reinforced its platform leadership to its customers and put Chesbrough (2011)'s "Outside In - Open Service" innovation strategy into practice.

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A Comparative Study of the Accelerator and Venture Capital through Investment Behavior (투자 행태를 통한 엑셀러레이터와 벤처캐피탈의 비교 연구)

  • Choi, Yunsoo;Kim, Dohyeon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.4
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    • pp.27-36
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    • 2016
  • Venture companies, which can commercialize various kinds of new ideas and creating added value, are amid of great attention. Since most of venture companies in initial development stages cannot finance its capital sufficiently all by their own, investments from outside investors are key factor to their survival. However, they have lots of difficulties in financing from outside investors because of their typical uncertain but favorable investment characteristics. Moreover, even though they had successfully financed from outsiders, problems related to their stakeholders, such as interrupting in management and types of investments, cause contrary results to firms. Therefore there are various kinds of systems for startups like angels, venture capitals and governmental supports. Even so, investments and supports for venture companies are still not sufficient. 'Accelerator', which is a brand-new investment type started from Silicon Valley in United States during the mid 2000, is growing attention these-days. It mainly supports startups financially in the initial development stages, however, it also supports the firms by providing mentoring, education and networking services. On the other hand, difference between existing investment types and performance of the investment is still in controversy. Therefore this study compared investment behavior between accelerator and venture capital. As a result, we found that the difference in investment behavior of accelerators and venture capital.

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