• Title/Summary/Keyword: 중심 홈

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Revitalization of Traditional Market Places near the Grand Supermarket in Urban Areas: Focusing on the Case of Myung-Il Dong District (대형할인점에 인접한 전통시장의 활성화방안: 명일동지역의 사례를 중심으로)

  • Ahn, Yeon S.;Zhang, Ying
    • Journal of Service Research and Studies
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    • v.4 no.2
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    • pp.69-83
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    • 2014
  • This study was tried for revitalization of the traditional markets, at which were located the same business district of grand supermarket of an urban area in Seoul. The Myung-Il Market, one of traditional markets near the Gang-Dong Homeplus was selected for this research. In our research including the survey from the 63 purchasers' samples of Myung-Il traditional Market, the policy to strengthen the traditional market's ability was suggested to use the price and hygiene factors which affecting on the customers' satisfaction significantly. And the other complementary stategic factors, service and geographical area factors, were induced which were significantly relating to the 100 samples of purchasers at Gang-Dong Homeplus as the grand modern market. Therefore this research suggests the maintaining and enhancement strategy related to price and the hygiene factors should be impressed on the preferential basis for revitalization the traditional markets. And the other strategy which including service and geographical area factors as from the grand modern market's survey result will be considerated complementarily.

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Survey and Analysis of Mobile B2B Demand (모바일 B2B 수요에 대한 조사 분석 연구)

  • Kim, Chul-Whan
    • The Journal of Society for e-Business Studies
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    • v.10 no.2
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    • pp.1-19
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    • 2005
  • Due to the phenomenal growth in mobile internet users, mobile business as a type of applications of mobile internet has attracted the related industries' and academic researchers' attentions. However, most researchers focus on the issues of Mobile B2C collecting survey questions from consumers or internet users. This paper points out that Mobile B2B has distinct service sector and analyzes the current trend and demand of Mobile B2B in Korea by collecting survey questionnaire from specialists in mobile industries and people in universities and research institutes. Survey fields include business, market, contents/application, research and development and legal system. According to the survey results, Mobile B2B business will rise in distribution, finance, sales, and logistics industries from the beginning of 2005 using wireless PDA and the important preconditions will be security, certification, and standardization.

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Development of a High Performance Web Server Using A Real-Time Compression Architecture (실시간 압축 전송 아키텍쳐를 이용한 고성능 웹서버 구현)

  • Min Byungjo;Hwang June;Kim Hagbae
    • The KIPS Transactions:PartC
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    • v.11C no.6 s.95
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    • pp.781-786
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    • 2004
  • In these days, such services are popularized as E-commerce, E- government, multimedia services, and home networking applications. Most web traffics generated contemporarily basically use the Hyper Text Transfer Protocol(HTTP). Unfortunately, the HTTP is improper for these applications that comprise significant components of the web traffics. In this paper, we introduce a real-time contents compression architecture that maximizes the web service performance as well as reduces the response time. This architecture is built into the linux kernel-based web accelerating module. It guarantees not only the freshness of compressed contents but also the minimum time delay using an server-state adaptive algorithm, which can determine whether the server sends the compressed message considering the consumption of sewer resources when heavy requests reach the web server. Also, We minimize the CPU overhead of the web server by exclusively implementing the compression kernel-thread. The testing results validates that this architecture saves the bandwidth of the web server and that elapsed time improvement is dramatic.

User Experience and Flow on Smart-Phone -Focused on Galaxy S8 (스마트 폰의 사용자 경험과 플로우 -갤럭시 S8을 중심으로)

  • Lee, Young-Ju;Kang, Jae-Shin
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.199-204
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    • 2018
  • Smart phones that have lost their existing physical home buttons are being released at the same time, and the flow of users is also changing. The flow is highly subjective and can vary depending on the individual's tendencies. Therefore, this study investigated the change of the flow of smart phone users by Q methodology which is a method of subjectivity research. As a result, the proficiency level of how to turn on the power to start the screen showed a tendency to decrease the flow, and the playability, which is a result of curiosity about the new thing, The results were very positive in the continuity of navigation due to the use of software buttons instead of buttons. Therefore, it can be seen that the change in the hardware smartphone has a positive effect on the flow.

Implementation of UX-based Automatic Control System for CTI and Broadcasting Linkage of Customer -Focusing on call center data- (고객의 CTI와 방송연계를 위한 UX기반 자동제어시스템의 구현 -콜센터 데이터를 중심으로-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.2
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    • pp.61-66
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    • 2020
  • The purpose of this study is to identify and manage the problem of components discontinuity in the future based on the implementation of information systems to solve the problem of discontinuance of militaries parts, so as to solve the problem of discontinuance of components in the operation of the weapon systems and reduce excessive expenditure due to aging of the weapon system. The purpose is to prevent the discontinuance of components in the future by up-dating the production phenomena of parts manufactures periodically. Defense industries and R&D perood can expand users convenience by supporting selection of more efficient parts in weapon systems development and information of vast components information systems.

An Analysis of A Circularly Polarized Conformal Microstrip Parch Antenna Using The Unsplit Anisotropic Perfectly Matched Layer(UAPML) (비분리형 비등방성 완전 정합층(UAPML)을 이용한 원형편파 등각 마이크로스트립 패치 안테나의 해석)

  • 박동희;김정기
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.9 no.6
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    • pp.813-823
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    • 1998
  • This paper analyzed the circularly polarized conformal microstrip patch antennal using the unsplit anisotropic perfectly matched layer(UAPML) method. Also, this paper are treated effectively the edge and corner parts on the 3 dimensional UAPML. Especially, to analyze microstrip patch antennas with the coaxial feeder line, it was applied to mixed the UAPML with Mur's first order absorbing boundary condition. Therefore this paper suggest the new the method to mix the UAPML with Mur's first order absorbing boundary condition. The results show the time responses of electromagnetics $E_z$ and $H\chi'$, input impedances of coaxial cable and radiation patterns of strip parchs on the single and the array patchs with central frequencies 1.575 GHz, 1.778 GHz and 4.8 GHz in L-band and C-band for mobile communication. The results of this paper shows that its results was compared the Mur's first order abc and mixed the second order dispersion boundary condition(SDBC) with the Mur's first order absorbing boundary condition. In accordance with, the validity of the method is confirmed.

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A Review of Research Trends on the Elderly Housing in Korea : In Reference to the Comparison of Research Trends Among Korea , Japan and the U.S.A. (한국의 노인주거연구의 경향 - 한국과 일본, 미국의 연구 경향 비교를 중심으로 -)

  • 최정신
    • Journal of the Korean housing association
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    • v.7 no.2
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    • pp.45-56
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    • 1996
  • 본 연구의 목적은 한국에서 장래에 이루어질 노인주거연구의 주제를 예측할 수 있도록 일본, 미국, 한국의 노인주거연구의 경향의 차이를 파악하고 비교하기 위한 것이다. 본 연구는 세나라에서 1940년대부터 1990년대 현대까지 발표된 노인주거연구에 대한 학술지와 논문을 분석함으로써 이루어졌다. 세 나라에서 전체 772편의 논문을 수집하여 이를 발표된 연도와 주제에 따라 분류하였다. 본 연구는 일본과 미국의 연구 경향의 특징을 별도로 발표한 후속 연구이다. 일본에서는 1950년대에 노인주거에 대한 연구가 시작되어 80년대 후반에 절정을 이루었으며, 그 이후로 서서히 관심이 줄어들고 있는 추세이다. 일본에서의 주요 주제는 노인홈과 노인시설내의 주 생활조사, 3대 동거 주택, 유료노인홈과 노인시설의 소비자 문제등이다. 미국의 경우, 노인주거의 연구는 일본보다 빠른 1940년대에 시작되어 70년대와 80년대에 걸쳐서 다른 때보다 더 많은 연구가 발표되었다. 주요주제는 1970년대부터 80년대에는 노인주거와 노인시설에 집중되어 있었으나 80년대 이후에 노인주거의 연구방법과 노인주택정책방향으로 관심이 바뀌고 있다. 한국에서의 노인주거에 대한 연구는 세나라 중에서 가장 늦은, 1970년대 후반부터 시작되어 80년대 후반 이래로 그 관심이 점점 증가하고 있다. 한국에서 가장 관심이 있는 연구대상의 하나는 일본과 마찬가지로 기혼자녀와 노부모와의 동거주택에 대한 주제이다. 이상 세나라의 연구주제에서의 차이점은, 한국과 일본에서는 모두 노인주거와 연구방법 분야에는 비교적 관심이 적은 반면, 미국에서는 3대동거주택에 대한 관심이 적은 것이다. 일본과 미국 두나라에 비하여 한국에서는 노인주거 연구에 있어서 아직까지 다양한 주제를 발견하기 어려운데 그 이유는 한국에서는 노인주거에 대한 구체적인 개발이 아직까지 이루어지지 않아서 노인주거에 대한 경험도 많지 않기 때문이라고 생각된다. 앞으로 한국에서도 노인주거가 개발된다면 그 후에는 보다 다양한 연구주제가 나타날 것이라고 기대된다. 예를 들면 노인거주시설의 질적인 비교, 특수한 형태의 노인주거에 대한 요구, 노인주거내의 주생활조사나 평가, 노인을 위한 설비의 디자인 등에 관한 연구들을 생각해 볼 수 있다.

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The Development Direction of the Game Production Pipeline Management System-based on the Example of Game Production - Focus on the texture (게임제작사례를 통한 제작파이프 라인 관리체계의 발전방향 - 텍스쳐 매핑 제작 파이프라인 중심으로 -)

  • Kim Hyun-Jo
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.165-175
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    • 2005
  • The Worldwide Game Industry is getting recognized in the center of the culture contents industry, the total amount of the worldwide game industry is going to be over a hundred billion dollars in 2008 and the worldwide game industry will play a role of leading the growth of culture contents industry. To survive under the current circumstance, it is time to consider the research of the development direction and inspection of factors which Korea game industry has the superiority in the current worldwide game industry. As the result of the rapid growth of IT technology, home networking and ubiquitous environments are getting made up and the competition power of the worldwide game market is also getting hotter, The purpose of this thesis is to show the research and development direction of the organization system that has a effective texture mapping production pipeline among the whole game graphic production pipelines in order to have a international competition power and the future of Korea game industry.

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A study on new and renewable energy program evaluation framework through the analysis of U.S. EERE (미국 EERE(Energy Efficiency & Renewable Energy)평가 시스템 분석을 통한 국내 신.재생에너지 프로그램 평가방안 연구)

  • Lee, Dong-Geon;Kim, Yeon-Bae
    • 한국신재생에너지학회:학술대회논문집
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    • 2009.11a
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    • pp.285-288
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    • 2009
  • 정부는 최근 그린홈 100만호 사업을 중심으로 각종 신재생에너지 보급률 향상을 도모하는 많은 프로그램을 기획하여 현재 약 12개의 신재생 에너지 보급지원 프로그램과 R&D 프로그램을 운영하고 있다. 그러나 현재 국내 신재생에너지 정책 및 프로그램은 차후 개선 및 체계적인 운영을 위한 조직적인 프로그램 평가 체계를 갖추고 있지 않으며 평가 기관이나 평가 주기 등 평가에 필요한 기본적인 합의와 법제적 배경 역시 미비한 상황으로 신재생에너지 프로그램의 평가 제반 시스템에 대한 근본적 고민이 필요한 시점이라고 볼 수 있다. 이에 본 연구에서는 미국 DOE(Department of Energy)산하 EERE(Energy Efficiency & Renewable Energy)의 신재생에너지 보급사업평가체계를 분석하여 EERE 프로그램 평가 방법의 국내 적용 가능성을 검토해 보았다. EERE는 미국의 에너지 효율화 및 신재생에너지 전담 사무국으로 10개의 에너지효율화 및 신재생에너지 연방정부 프로그램을 운영하고 있으며 Strategic Management system을 통해 효율적인 프로그램 관리를 시도하고 있다. 특히 General program evaluation Guideline에서는 표준화된 세부 평가 방법론을 제시하여 정례적 혹은 일회적 평가를 시행하고 있는데 이 세부 평가 방법들은 프로그램의 특성에 따라 프로그램을 운영하고 프로그램의 존속 및 개선여부를 결정하는데 결정적인 도움을 주고 있어 차후 국내에서 시행되고 있는 신재생에너지 프로그램의 정성적/정량적인 평가를 시행하는 많은 시사점을 제공할 것으로 기대된다.

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A Study on IoT Service for Game Development (게임 개발을 위한 IoT 서비스)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.291-297
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    • 2015
  • The basic idea of IoT(Internet of Things) is interconnection and cooperation with a variety of things in real life such as Radio-Frequency Identification(RFID) tags, sensors, mobile phone, etc, through internet. IoT technologies which applied to these fields consist of sensor network technology and middleware, application. Currently, IoT technology is applied to various fields such as health care, home care, automotive, transportation, construction, agriculture, environment, food, and etc, based on its technologies. This paper focuses on discussion of the IoT development trend in game field. In order to achieve this purpose, first, the IoT technologies for game development based on sensor network technology and middleware, application is mentioned. Second, covers serious game and gamification that is expected to be a growing that is expected to be a growing, by applying IoT technologies to the game field. It can help for game developers by using IoT technologies.