• Title/Summary/Keyword: 정보기술 활동

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An Empirical Study on M&A (M&A에 관한 실증연구)

  • 김동환
    • Proceedings of the KAIS Fall Conference
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    • 2001.05a
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    • pp.62-65
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    • 2001
  • 1997년과 1998년 4월 1일자의 M&A제한규정이었던 증권거래법 제200조의 철폐와 적대적 M&A의 전면허용 그리고 외국자본의 투자제한의 간소화 등 규제완화조치와, 향후 외국인에 대해서 100%까지 주식을 매입할 수 있는 적대적 M&A가 허용될 것으로 보여 우리나라에서도 M&A활동이 보다 본격화 될 것으로 전망되고 있다. 우리나라에서는 1980년대부터 M&A에 대한 관심과 연구가 시작되면서 지금까지 기업합병ㆍ인수의 동기와 효과에 대해서 많은 연구가 이루어져 왔다. 지금까지의 연구내용은 대부분 기업의 M&A동기는 시너지효과를 얻기 위함이며, 또한 공시정보가 합병공시일 전후동안에 주가수익율에 반영되어 합병 당사기업의 주주의 부에 영향을 미치는지의 주가변화 유무에 국한된 것이었다. 또한 1985년부터 1991년 초 사이에 이루어졌던 연구는 당시 국내 M&A 환경이 매우 열악하고 극히 제한된 비정상적인 자본시장 상황 하에서 이루어진 사례에 의한 연구이었기 때문에 연구결과의 문제점과 한계성이 있었고, 실효성 측면에서도 다소 미흡하였다고 할 수 있다. 우리나라 M&A의 성장발전과정을 크게 2단계로 분류한다면, 제1단계는 1975년부터 시작하여 1990년까지로써 이 기간동안의 M&A환경은 그 여건조성과 성숙준비단계였으며, 제2단계인 1990년 초부터 비로소 선진국형 시장경제원리에 근거한 보다 경쟁적이고 자율적인 M&A 시장구조가 형성되면서 활성화 단계로 진입하였다고 볼 수 있을 것이다. 본 연구의 주된 목적은 1990년부터 1996년 사이에 이루어진 상장기업의 M&A 사례를 표본으로 하여 한국에서의 기업합병과 기업인수(주식취득)가 기업가치에 미치는 영향을 구명하는데 있다. 이를 위하여 먼저, M&A 당사기업의 합병성과 발생과 차이 유무를 주가수익율을 측정하여 실증분석하고 다음으로 M&A에 따른 시너지의 잠재적 원천이 어디에 있는지 재무성과분석을 통해서 이를 실증하는데 목적이 있다.PA-designated retailers ("sellers") must accept end-of-life items returned to them by the consumers. At the local level, Taipei City implements a pay-as-you-throw program, whereby citizens pay waste collection and treatment fees through the purchase of special trash bags approved by the Taipei City Government. However. recyclables that are separated by citizens are collected free-of-charge by the City. Taichung City and Kaohsiung City, on the other hand, enforce mandatory sorting schemes, whereby citizens face penalties if they don't separate recyclables from the trash before pick-up. These programs have resulted in a significant reduction in municipal waste. Per capita waste collected per day has dropped from 1.143 kg in 1997 to 0.978 kg in 2000. Targeting a 10% recycling rate for municipal waste in 2001. EPA plans to research and develop new recycling techniques, expand the scope of producer responsibilities, and strengthen existing mu

Students' satisfaction with their major and its influence on organizational commitment and behavior intentions to pursue career in the tourism-related fields among tourism-major college students (관광전공 대학생의 전공만족이 학과몰입과 행동의도에 미치는 영향)

  • Kim, Tae-Goo;Jee, Bong-Gu;Lee, Gye-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.2
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    • pp.665-674
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    • 2011
  • This study examined how students' satisfaction with their major department influences their organizational commitment and intention to pursue a career in tourism-related fields among college students majoring in hospitality and tourism. The results indicated that their overall satisfaction with their department affected positively their organizational commitment but not the behavioral intention to pursue career in the tourism-related fields. Organizational commitment, on the other hands, exerted a positively significant influence behavioral intention to pursue tourism-related career. The results of this study underscored the needs for the educators to manage students' psychological attachment to the department they belong to and their major field of study. Continuous relationship-building efforts should be made for the students to pursue tourism-related career after graduation. Such efforts include efficient communication between faculty and students, extended supports from the school and alumni to the students, and last but not the least, sufficient supports from colleges.

Apache NiFi-based ETL Process for Building Data Lakes (데이터 레이크 구축을 위한 Apache NiFi기반 ETL 프로세스)

  • Lee, Kyoung Min;Lee, Kyung-Hee;Cho, Wan-Sup
    • The Journal of Bigdata
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    • v.6 no.1
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    • pp.145-151
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    • 2021
  • In recent years, digital data has been generated in all areas of human activity, and there are many attempts to safely store and process the data to develop useful services. A data lake refers to a data repository that is independent of the source of the data and the analytical framework that leverages the data. In this paper, we designed a tool to safely store various big data generated by smart cities in a data lake and ETL it so that it can be used in services, and a web-based tool necessary to use it effectively. Implement. A series of processes (ETLs) that quality-check and refine source data, store it safely in a data lake, and manage it according to data life cycle policies are often significant for costly infrastructure and development and maintenance. It is a labor-intensive technology. The mounting technology makes it possible to set and execute ETL work monitoring and data life cycle management visually and efficiently without specialized knowledge in the IT field. Separately, a data quality checklist guide is needed to store and use reliable data in the data lake. In addition, it is necessary to set and reserve data migration and deletion cycles using the data life cycle management tool to reduce data management costs.

A Study on Satisfaction on Use of VR Tourism Program (VR관광콘텐츠의 이용만족에 대한 연구)

  • Yang, Sung-Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.184-193
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    • 2019
  • With the development of the information and communication technology, tourism items or products based on new technology is created or developed for tourists. This study examines tourist's satisfaction about VR program, "Secret Wind Forest", which is the story of Gotjawal, one of famous Jeju eco-tourism attraction. In order to achieve the study goal, it identified a study model from the previous studies. It collected data using survey from visitors who used VR program. The total of 227 questionnaires was utilized for data analysis. Based on the study model, it accepted five hypotheses (H1~H5), which are as follows. Firstly, individual innovativeness has a significant effect on perceived usefulness. Secondly, individual innovativeness influenced perceived usefulness, and perceived usefulness and ease influenced usage satisfaction. These results have both theoretical and practical contribution in terms of the development to tourist products using VR program. Academics can provide basic theories such as tourism activities, behaviors, and attitudes to tourism consumer-related studies on VR tourism program in terms of content application. Practically, it can help tourist marketers who want to use VR tourism program and content developers who use VR devices to construct VR program stories using tourism resources and to plan and execute contents considering the target market.

Measurement of flash point for binary mixtures of Ethanol, 1-propanol, 2-propanol and 2,2,4-trimethylpentane (Ethanol, 1-propanol, 2-propanol 그리고 2,2,4-trimethylpentane 이성분 혼합계에 대한 인화점 측정)

  • Hwang, In Chan;In, Se Jin
    • Clean Technology
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    • v.25 no.2
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    • pp.140-146
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    • 2019
  • Flammable substances, such as organic solvents, are commonly used in laboratories and industrial processes. The flash point of flammable liquid mixtures is a very important parameter for characterizing the ignition and explosion hazards, and the flash points of mixtures of $C_2{\sim}C_3$ alcohols and 2,2,4-trimethylpentane were measured in the present study. The 2,2,4-trimethylpentane is an important component of gasoline and is frequently used in the petroleum industry as a solvent. Lower flash point data were measured for the binary systems {ethanol + 2,2,4-trimethylpentane}, {1-propanol + 2,2,4-trimethylpentane}, and {2-propanol + 2,2,4-trimethylpentane}. The flash point measurements were carried out according to the standard test method (ASTM D3278) using a Stanhope-Seta closed cup flash point tester. The measured flash points were compared with the predicted values calculated using Raoult's law and also following $G^E$ models: Wilson, Non-Random Two Liquid (NRTL) and UNIversal QUAsiChemical (UNIQUAC). These models were able to predict the experimental flash points for different compositions of {$C_2{\sim}C_3$ alcohols + 2,2,4-trimethylpentane} mixtures with minimal deviations. The average absolute deviation between the predicted and measured lower flash point was less than 1.28 K. A minimum flash point behaviour was observed in all of the systems as in the many observed cases for the hydrocarbon and alcohol mixtures.

A Study on the Meaning of Record Contents Based on Record Continuum: Focusing on the Record Contents of Religious Institutions (레코드 컨티뉴엄 기반 기록콘텐츠의 의미 모색 종교기관 기록콘텐츠 사례를 중심으로)

  • Kim, Myoung-hun
    • The Korean Journal of Archival Studies
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    • no.52
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    • pp.241-275
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    • 2017
  • This study reinterprets the meaning of the record contents from the viewpoint of the record continuum to find ways to enhance the usability of records that are emphasized by the electronic record environments. In general, in academic discussions and practical examples, record contents are recognized as digital media produced by putting a high level of computer technologies and a big budget based on some records related to specific subjects. To enhance the usability of, and spread the meaning through, records, it is necessary to shift the awareness in record contents. For this purpose in Chapter 2, to grasp the meanings of the church records as well as the utilization direction, it is necessary to analyze the organization and function. Therefore, the analysis of the organization and function of the church was examined. In Chapter 3, this study attempted to find the meaning of the contents of church records in each dimension of the record continuum in relation to the mission of the church, which was identified through the organization and function analysis of the church. In Section 3, which corresponds to Dimension 4, the meaning of church record contents is diversified in society. In the end, this study suggests that the meaning and use value of records can be found in everyday life and can then be spread to society as well.

Analysis of Marketing Strategy in Domestic Online Luxury Fashion Platform (국내 온라인 명품 패션 플랫폼 마케팅전략 분석)

  • Min Gyung Lee;Hyeon Ju Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.361-372
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    • 2023
  • In this study, three luxury fashion start-up platforms, Balaan, Trenbe, and Must-it, were selected as research subjects. The purpose of this study is to compare and analyze the marketing mix strategies of each of the three online sites. The results of our study are as follows. First of all, the product strategies of the three luxury platform companies are characterized by the composition of products from high-end brands to SPA brands, and product composition such as kids, home living, Used goods and art in addition to women's and men's wear. In addition, the pricing strategies of luxury platforms show price differences depending on the luxury platform even for the same product. It is shown as a structure that directly determines margin. Therefore, in order to secure an edge in price competitiveness, each platform provided discount coupons and savings that are not available in offline stores such as department stores, providing opportunities to purchase luxury goods at a lower price than offline stores.Lastly, the sales promotion strategies of the three luxury platform companies was used include price discount promotions such as price discounts, discount coupons, and regular sales, and value-added sales such as membership registration/review points, events, product information, delivery services, social contribution activities, and SNS utilization.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Analysis on Awareness and Actual Condition of Metaverse Utilization in Education for Design Major Students : Focusing on D-University (메타버스 활용 교육에 대한 디자인 전공생의 인식 및 실태 분석 : D 대학교를 중심으로)

  • Heejung Kang;Hyunsuk Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.837-842
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    • 2023
  • This study analyzed the awareness and actual condition on metaverse utilization in education for design major students. An online survey was conducted for 14 days from May 10 to 23, 2023, targeting 120 students majoring in design at D University. The evaluation method of the questionnaire was a nominal scale and a 5-point scale, and the questionnaire results were analyzed through SPSS 29.0. First, it is necessary to sufficiently share the advantages of metaverse utilization in education with students, and to provide basic literacy programs utilizing the characteristics of metaverse and supporting class activities. Second, students' response will be higher in studio classes where practical training is conducted rather than information delivery or understanding-oriented lectures. Third, in order for the metaverse to become a means of education in the digital transformation era rather than just a temporarily medium in COVID-19 era, specific and systematic design education programs reflecting the characteristics of the metaverse need to be continuously developed. In addition, it is important for instructors to actively review the use of the metaverse and search for various ways to utilize it.

Development of a Real-time Action Recognition-Based Child Behavior Analysis Service System (실시간 행동인식 기반 아동 행동분석 서비스 시스템 개발)

  • Chimin Oh;Seonwoo Kim;Jeongmin Park;Injang Jo;Jaein Kim;Chilwoo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.68-84
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    • 2024
  • This paper describes the development of a system and algorithms for high-quality welfare services by recognizing behavior development indicators (activity, sociability, danger) in children aged 0 to 2 years old using action recognition technology. Action recognition targeted 11 behaviors from lying down in 0-year-olds to jumping in 2-year-olds, using data directly obtained from actual videos provided for research purposes by three nurseries in the Gwangju and Jeonnam regions. A dataset of 1,867 actions from 425 clip videos was built for these 11 behaviors, achieving an average recognition accuracy of 97.4%. Additionally, for real-world application, the Edge Video Analyzer (EVA), a behavior analysis device, was developed and implemented with a region-specific random frame selection-based PoseC3D algorithm, capable of recognizing actions in real-time for up to 30 people in four-channel videos. The developed system was installed in three nurseries, tested by ten childcare teachers over a month, and evaluated through surveys, resulting in a perceived accuracy of 91 points and a service satisfaction score of 94 points.