• Title/Summary/Keyword: 융.복합 시대

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A Study on Management Strategies and Management Performance According to Organizational Culture Types in the Digital Economy Era (디지털 경제 시대의 조직문화 유형에 따른 경영전략 및 경영성과에 관한 연구)

  • Lee, Sangho;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.8 no.4
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    • pp.85-96
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    • 2022
  • The purpose of this study was to investigate how the management strategies and organizational culture required in the digital economy have an effect on business performance. It provided basic data on management strategies and organizational culture necessary to approach as a digital leading country. For data collection, a survey was conducted from March 1 to May 30, 2022 for companies located in J province and engaged in industries related to the digital economy. The survey was conducted online and non-face-to-face, and a total of 225 companies participated in the survey. For statistical analysis, frequency analysis, exploratory factor analysis and reliability analysis, cluster analysis, independent sample t-test, and multiple regression analysis were performed. The research results are as follows. First, organizational culture was classified into high and low groups according to preference in innovation oriented, relationship oriented, task oriented, and hierarchical oriented. Second, the 4 types of organizational culture showed differences in prospectors strategy, analyzers strategy, defenders strategy, differentiation strategy, cost leadership strategy, financial performance, and non-financial performance according to preference. Third, management strategies affecting financial performance were found to be analyzers strategy, differentiation strategy, prospectors strategy, and cost leadership strategy. Fourth, management strategies affecting non-financial performance were found to be differentiation strategy, defenders strategy, analysis strategy, offensive strategy, cost leadership strategy, and focus strategy. Fifth, organizational culture affecting financial performance was found to be task oriented. Sixth, organizational culture affecting non-financial performance was found to be innovation oriented and relationship oriented. Through these studies, it is expected that the economy will be revitalized in the domestic market and a growth ecosystem that can take a new leap forward is created in the global market.

Reading Cognitive Culture by Intentional Instruction and Convergence Analysis in Advertising Content Stories (광고콘텐츠 스토리에 담긴 의도적인 지시체와 융복합적 해석소에 의한 인지적 문화읽기)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.37-45
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    • 2019
  • The This study aimed at clarifying that the cognitive interpretation code is essential for college students to read the correct culture while discussing the producer's story production system for creative advertising content and the process of interpreting the meaning of advertisers and the formation of principles and beliefs. The production of advertising content aimed at persuasion should first identify anachronistic reason system based on the target audience's perception principle. A concise analysis of the experiment found key clues that confirmed that a sample of the producer's intended story would be inconsistent with the clues of information that a college student could remember. I have tried to organize a semantic analysis tool that combines these key clues and as a tool for reading culture of the right time for college students. As a result, university student inmates were able to identify one side of positive communication: reading a new cognitive symbol culture based on their subjective experience and beliefs, rather than analyzing cross-sectional analysis of the primary language and non-verbal expressions of their advertising contents. In the future, if an advertising content story producer works to identify such a process in advance, it will help persuade inmates.

Analysis of Relative Importance of Board Game Development Models (보드게임 개발 모형의 상대적 중요도 분석)

  • Kim, Ji-Hye;Ho, Ryu Seuc
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.257-263
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    • 2022
  • In the current era of Corona, the positive potential of board games is emerging as the 'untact' is accelerating. This situation can be seen as an opportunity to have a positive impact on the development of the board game industry depending on how to develop board games in a more interesting, high-quality and educational way than before. To this end, this study intends to present a methodology for deriving the relative importance of important factors in board game development among the preceding studies and methodologies for more advanced board game development by board game developers and experts. This study is to derive the relative importance of important factors in board game development. To this end, important factors in board game development for board game developers and experts were derived through the Delphi method, and the Delphi method in the ranking format was used to rank the relative importance of the derived factors. This study focused on the development model of playing cards among board games. Priority analysis result, development and planning composition, prior research analysis, draft production, production, validation, application, and review in order of importance were derived(were derived in the order of importance). The results of this study are expected to provide practical guidelines for companies to prioritize and utilize development according to their importance when developing board games.

Suggestions for Advanced YouTube E-learning Service for MZ Generation (MZ세대를 위한 유튜브 이러닝의 고도화 서비스 제안)

  • Ha, Jae-Hyeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.309-316
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    • 2022
  • This study is a study on the YouTube e-learning advanced service plan in the non-face-to-face era. The trends in education change were examined through literature research and prior research, and improvement measures were suggested through online surveys and in-depth interviews. As for the research method, the first online survey was conducted based on the Honeycomb model and the Likert 5-point scale targeting 90 MZ generation who have experience learning on YouTube for a total of 14 days from October 15 to 28, 2021. A second in-depth interview was conducted with 6 people who answered that the frequency of learning through YouTube is high. As a result of the experiment, users thought that there was an improvement point according to the purpose of learning, and they were able to derive elements that felt a problem in common. In addition, I proposed a new YouTube learning platform through additional questions. Through this study, it is expected that YouTube e-learning service reference materials can be used to respond to the post-non-face-to-face era.

A Study on Development of Education Program Using Presidential Archives for the Free Learning Semester (자유학기제에 적용가능한 대통령기록물 활용 교육프로그램 개발)

  • Song, Na-Ra;Lee, Sung Min;Kim, Yong;Oh, Hyo-Jung
    • The Korean Journal of Archival Studies
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    • no.51
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    • pp.89-132
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    • 2017
  • The presidential records reflect the era of the times, and it has valuable evidence to support the administrative transparency and accountability of government operations. People's interest in the presidential records increased in response to its recent leak. The presidential archives were moved to Sejong in line with its desire to provide public-friendly services. This study will help users access the archives and utilize archiving information. The Ministry of Education introduced the free learning semester, which all middle schools have began conducting since 2016. The free learning semester provides an environment where education can be provided by external organizations. As middle school students are still unfamiliar with archives, the free learning semester provides a good environment for accessing archives and records. Although it serves as an opportunity to publicize archives, existing related studies are insufficient. This study aims to develop the free learning semester program using the presidential archives and records for middle school students during the free learning semester based on the analysis of the domestic and foreign archives education program. This study shows a development of the education program using presidential archives and records through literature research, domestic and foreign case analysis, and expert interview. First, through literature research, this research understood the definition of the free learning semester as well as its types. In addition, this research identified the four types of the free learning semester education program that can be linked to the presidential archives. Second, through website analysis and the information disclosure system, this research investigated domestic and foreign cases of the education program. A total of 46 education programs of institutions were analyzed, focusing on student-led education programs in the foreign archives as well as the education programs of the free learning semester in domestic libraries and archives. Third, based on these results, This study proposed four types of free learning semester education programs using the presidential archives and records, and provided concrete examples.

Activation of Sports Talent Cultivation for Elderly Sports Promotion (노인체육진흥을 위한 체육인재양성 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.167-186
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    • 2021
  • The purpose of this study was to present a new direction for sports talent cultivation, determine the sports talent cultivation status in various types of sports and relevant areas, and present specific plans for activating practical sports talent cultivation in the elderly population in an effort to cope with the rapid changes of times. For this purpose, literature review was performed to analyze the elderly sports and sports talent cultivation status, analyze the problems with elderly sports and sports talent cultivation and development tasks, and present the following comprehensive plan for cultivating elderly sports talent cultivation in pursuit of elderly sports promotion: First, it is necessary to become more competitive in education by developing various programs for convergent and combined elderly sports talent cultivation as well as by changing into a convergent and combined way of thinking in the organizational culture environment of sports. Second, it is necessary to build more career education infrastructures for elderly sports talent cultivation in the elderly sports and relevant departments. Career education may become an issue in every area, which means building comprehensive DBs for undergraduates and graduates. Third, it is necessary to give greater support to research and development in the entire area of elderly sports. This means implementing relevant projects efficiently through governance with the Ministry of Culture, Sports, and Tourism in charge of elderly sports policies, the Ministry of Health and Welfare, and professionals in the private sectors. Fourth, it is necessary to make comprehensive, systematic, and mid- and long-term strategies for cultivating sports talent at the governmental level. This means sports talent cultivation and search, career and employment, reeducation (competence reinforcement training), and job and employment stability in the areas of education, health, and welfare as well as sports. Fifth, it is necessary to operate a tentatively-called elderly health agency under the influence of the Office of the Prime Minister. This requires expansion and qualitative improvement of education on the basis of greater efficiency in preventing any overlapped task from wasting the budget through inter-department cooperation and positive partnership.

A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

A study on multidisciplinary and convergent research using the case of 3D bioprinting (3D 바이오프린팅 사례로 본 다학제간 융복합 연구에 대한 소고)

  • Park, Ju An;Jung, Sungjune;Ma, Eunjeong
    • Korea Science and Art Forum
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    • v.30
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    • pp.151-161
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    • 2017
  • In the fields of science and engineering, multidisciplinary research is common, and researchers with a diverse range of expertise collaborate to achieve common goals. As the 4th industrial revolution gains currency in society, there is growing demand on talented personnel both with technical knowledge and skills and with communicative skills. That is, future engineers are expected to possess competence in social and artistic skills in addition to specialized knowledge and skills in engineering. In this paper we introduce an emerging field of 3D bioprinting as an exemplary case of interdisciplinary research. We have chosen the case to demonstrate the possibility of cultivating engineers with π-shaped expertise. Building on the concept of T-shaped talent, we define π-shaped expertise as having both technical skills in more than one specialized field and interpersonal/communicative skills. Wtih references to such concepts as trading zones and interactional expertise, we suggest that π-shaped expertise can be cultivated via the creation of multi-level trading zones. Trading zones are referred to as the physical, conceptual, or metaphorical spaces in which experts with different world views trade ideas, objects, and the like. Interactional expertise is cultivated, as interactions between researches are under way, with growing understanding of each other's expertise. Under the support of the university and the government, two researchers with expertise in printing technology and life sciences cooperate to develop a 3D bioprinting system. And the primary investigator of the research laboratory under study has aimed to create multiple dimensions of trading zones where researchers with different educational and cultural backgrounds can exchange ideas and interact with each other. As 3D bioprinting has taken shape, we have found that a new form of expertise, namely π-shaped expertise is formed.

A Study on Production of Broadcasting New Media Style Guide (방송사 뉴미디어 스타일 가이드 제작에 관한 연구)

  • Kim, Kyung-Yoon;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.379-385
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    • 2014
  • N-Screen era is held due to the cloud computing technology which access to contents anytime, anywhere without any persistent. In the broadcast industry, this broadcast contents is rapidly serviced by variety of media devices such as PC, Smart phone, Tablet, App, IPTV. To Increase the usefulness and usability of the platform, same brand identity have to be maintain by devices and integrated guide which can encompass a variety of media are needed. This study tries to figure out the need of New Media Style Guide to keep brand identity in a variety of new media beyond previously Web style guide which limited in the Web pages. First, Integrated Guide GEL of BBC's and Web style guide of KBS was analyzed. Through the analysis it was found that the limitations and problem of the current web style guide and then suggested the improvement direction. In addition, this study tried to find which design elements should be made for new media style guides through in-depth interview with practitioners who work in broadcast media industry for more than three years. Through the research it was understood the current status of integrated brand identity and found a way to improve forward to new media platforms of KBS.

On the Influence of Branded-app Usage and Motivation on Brand Attitudes, Satisfaction and Intention to Repeat Usage (브랜드앱 이용동기가 브랜드 태도와 만족도 및 지속적 사용의도에 미치는 영향에 관한 연구)

  • Park, Keun-Young;Lee, Chull Young;Kim, Jin-Hee
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.157-163
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    • 2016
  • With the rapid expansion of smart-phone based brand app and its marketing implementations, the marketers stake much resources in the success of brand apps so that they are able to reinforce the user satisfaction and intention for repeat use. The purpose of this paper is to understand the characteristics underlying the brand applications and to analyze the usage and attitudes of the users. Self-administered survey on the research variables for respondents of 20-49 age group was conducted and the results as follow. The results are as follows the consumers are more satisfied with its usefulness, entertainment, and design attributes of the brand app. They tend to keep using a brand app that contains useful contents and great entertainment elements. Marketers thus need to reflect those elements when developing and distributing a brand app in order to meet the needs of their customers. The study results would help marketing firms find new competitive edges by providing basic insight for new competition strategies for brand app development.