• Title/Summary/Keyword: 융합 비즈니스 모델

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A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

A Study on the Development Plan to Increase Supplement of Voice over Internet Protocol (인터넷전화의 보급 확산을 위한 발전방안에 관한 연구)

  • Park, Jae-Yong
    • Management & Information Systems Review
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    • v.28 no.3
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    • pp.191-210
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    • 2009
  • Internet was first designed only for sending data, but as the time passed, internet started to evolve into a broadband multi-media web that is capable of transmitting sound, video, high-capacity data and more due to the demands of internet users and the rapid changing internet-communication technology. Domestically, in January, 2000 Saerom C&T, launched a free VoIP, but due to limited ways of conversation(PC to PC) and absence of a revenue model, and bad speech quality, it had hit it's growth limit. This research studied VoIP based on technological enhancement in super-speed internet. According to IDC, domestic internet market's size was 80,800 million in 2008, and it formed a percentage of 12.5% out of the whole sound-communication market. in case of VoIP, it is able to maximize it's profit by connecting cable and wireless network, also it has a chance of becoming firm-concentrated monopoly market by fusing with IPTV. Considering the fact that our country is insignificant in MVNO revitalization, regulating organizations will play a significant roll on regulating profit between large and small businesses. Further research should be done to give VoIP a secure footing to prosper and become popularized.

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Development of Valuation Framework for Estimating the Market Value of Media Contents (미디어 콘텐츠의 시장가치 산정을 위한 가치평가 프레임워크 개발)

  • Sung, Tae-Eung;Park, Hyun-Woo
    • Journal of Service Research and Studies
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    • v.6 no.3
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    • pp.29-40
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    • 2016
  • Since the late 20th century, there has been much effort to improve the market value of media contents which are commercialized in a digital format, by fusing digital data of video, audio, numerals, characters with IT technology together. Then by what criteria and methodologies could the market value for the drama "Sons of the Sun" or the animated film 'Frozen', often referred to in the meida, be estimated? In the circumstances there has been little or no research on the valuation framework of media contents and the status of their valuation system development to date, we propose a practical valuation models for various purposes such as contents trading, review of investment adequacy, etc., by formalizing and presenting a contents valuation framework for the four types of media of movies, online games, and broadcasting commercials, and animations. Therefore, we develope computational methods of cash flows which includes production cost by media content types, provide reference databases associated with key variables of valuation (economic life cycle, discount rates, contents contribution and royalty rates), and finally propose the valuation framework of media contents based on both income approach and relief-from-royalty method which has been applied to valuation of intangible assets so far.

A Study on the Method of Manufacturing Lactic Acid from Seaweed Biomass (해조류 바이오매스로부터 Lactic acid를 제조하는 방법에 관한 연구)

  • Lee, Hakrae;Ko, Euisuk;Shim, Woncheol;Kim, Jongseo;Kim, Jaineung
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.28 no.1
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    • pp.1-8
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    • 2022
  • With the spread of COVID-19 worldwide, non-face-to-face services have grown rapidly, but at the same time, the problem of plastic waste is getting worse. Accordingly, eco-friendly policies such as carbon neutrality and sustainable circular economy are being promoted worldwide. Due to the high demand for eco-friendly products, the packaging industry is trying to develop eco-friendly packaging materials using PLA and PBAT and create new business models. On the other hand, Ulva australis occurs in large quantities in the southern seas of Korea and off the coast of Jeju Island, causing marine environmental problems. In this study, lactic acid was produced through dilute acid pretreatment, enzymatic saccharification, and fermentation processes to utilize Ulva australis as a new alternative energy raw material. In general, seaweeds vary in carbohydrate content and sugar composition depending on the species, harvest location, and time. Seaweed is mainly composed of polysaccharides such as cellulose, alginate, mannan, and xylan, but does not contain lignin. It is difficult to expect high extraction yield of the complex polysaccharide constituting Ulva australis with only one process. However, the fusion process of dilute acid and enzymatic saccharification presented in this study can extract most of the sugars contained in Ulva australis. Therefore, the fusion process is considered to be able to expect high lactic acid production yield when a commercial-scale production process is established.

Design and Implementation of Real-time Digital Twin in Heterogeneous Robots using OPC UA (OPC UA를 활용한 이기종 로봇의 실시간 디지털 트윈 설계 및 구현)

  • Jeehyeong Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.189-196
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    • 2023
  • As the manufacturing paradigm shifts, various collaborative robots are creating new markets. Demand for collaborative robots is increasing in all industries for the purpose of easy operation, productivity improvement, and replacement of manpower who do simple tasks compared to existing industrial robots. However, accidents frequently occur during work caused by collaborative robots in industrial sites, threatening the safety of workers. In order to construct an industrial site through robots in a human-centered environment, the safety of workers must be guaranteed, and there is a need to develop a collaborative robot guard system that provides reliable communication without the possibility of dispatch. It is necessary to double prevent accidents that occur within the working radius of cobots and reduce the risk of safety accidents through sensors and computer vision. We build a system based on OPC UA, an international protocol for communication with various industrial equipment, and propose a collaborative robot guard system through image analysis using ultrasonic sensors and CNN (Convolution Neural Network). The proposed system evaluates the possibility of robot control in an unsafe situation for a worker.

A Study on the Introductioin of Data Trusts System to Expand the Rights of Privacy Self-Determination (개인정보 자기결정권 확대를 위한 데이터 신탁제도 도입 방안 연구)

  • Jang, Keunjae;Lee, Seungyong
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.29-43
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    • 2022
  • With the advent of the Internet and the development of mobile digital devices such as smartphones and tablet PCs, the communication service paradigm began to shift from existing voice services to data services. Recently, as social network services (SNS) are activated and 4th industrial revolution technologies centered on ICT (Information and Communication Technologies) such as Big Data, Blockchain, Cloud, and 5G/6G are rapidly developed, the amount of shared data type and the amount of data are increasing rapidly. As the transition to a digital society begins actively, the importance of using data information, as well as the economic and social values of personal information are becoming increasingly important. As a result, they are actively discussing policies to revitalize the data information industry around the world and ways to efficiently obtain, analyze, and utilize increasingly diverse and vast data, as well as to protect/guarantee the rights of information subjects (providers) in various fields such as society, culture, economy, and politics.. In this paper, in order to improve the self-determination right of personal information on data produced by information subjects, and further expand the use of safe data and the data economy, a differentiated data trusts system was considered and suggested. In addition, the components and data trusts procedures necessary to efficiently operate the data trusts system in Korea were considered, and the non-profit data trusts system and the for-profit data trusts system were considered as a way to flexibly operate the data trusts system. Furthermore, the legal items necessary for the implementation of the data trusts system were investigated and considered. In this paper, in order to propose a domestic data trusts system, cases related to existing data trusts systems such as the United States, Japan, and Korea were reviewed and analyzed. In addition, in order to prepare legislation necessary for the data trusts system, data-related laws in major countries and domestic legal and policy trends were reviewed to study the rights that conflict or overlap with existing laws, and differences were investigated and considered. The Data trusts system proposed in this paper is a reasonable system that is expected to recognize the asset value of data in the capitalist market economy system, to provide legitimate compensation for data produced by data subjects, and further to contribute greatly to the use of safe data and creation of a new service market.

Wireless Earphone Consumers Using LDA Topic Modeling Comparative Analysis of Purchase Intention and Satisfaction: Focused on Samsung and Apple wireless earphone reviews in Coupang (LDA 토픽 모델링을 활용한 무선이어폰 소비자 구매 의도 및 만족도 비교 분석: 쿠팡에서의 삼성과 애플 무선이어폰 리뷰를 중심으로)

  • Tuul Yondon;Tae-Gu Kang
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.23-33
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    • 2023
  • Consumer review analysis is important for product development, customer satisfaction, competitive advantage, and effective marketing. Increased use of wireless earphones is expected to reach $45.7 billion by 2026 with growth in lifestyle. Therefore, in consideration of the growth and importance of the market, consumer reviews of wireless earphones from Apple and Samsung were analyzed. In this study, 11,320 wireless earphone reviews from Apple and Samsung sold on Coupang were collected to analyze consumers' purchase intentions and analyze consumer satisfaction through analysis of the frequency, sensitivity, and LDA topic model of text mining. As a result of topic modeling, 16 topics were derived and classified into sound quality, connection, shopping mall service, purchase intention, battery, delivery, and price. As a result of brand comparison, Samsung purchased a lot for gift purposes, had a high positive sentiment for price, and Apple had a high positive sentiment for battery, sound quality, connection, service, and delivery. The results of this study can be used as data for related industries as a result of research that can obtain improvements and insights on customer satisfaction, quality and market trends, including manufacturing, retail, marketers, and consumers.