• Title/Summary/Keyword: 지적 성장

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Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

민영화정책(民營化政策)의 핵심논쟁(核心論爭)에 관한 소고(小考)

  • Yu, Seung-Min
    • KDI Journal of Economic Policy
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    • v.18 no.1
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    • pp.149-215
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    • 1996
  • 현행 민영화정책이 공기업의 효율성제고를 최우선 목표로 설정한 것은 타당한 선택이었음에도 불구하고, 경제력집중 심화에 대한 우려와 주식시장의 제약 등을 이유로 민영화정책은 그 추진실적이 부진하고 향후 지속 여부가 불투명한 것이 현실이다. 본(本) 논문(論文)은 우리나라 공기업민영화를 둘러싼 논쟁의 핵심인 경제력집중(經齊力集中), 경쟁도입(競爭導入), 주식시장여건(株式市場與件) 등이 공기업민영화와 관련하여 어떻게 이해되어야 할 것이며, 바람직한 정책대응(政策對應)은 무엇인지를 논의하고 있다. 재산권이론(財産權理論)을 동원하여 주인(主人) 있는 경영(經營)의 의미를 재해석할 때, 기업지배(企業支配) 통제구조(統制構造)의 정착이 요원한 우리 현실에서 민영화가 기업효율을 제고하려면 민간대주주(民間大株主)의 지배(支配)를 인정하는 방식이 최선책(最善策)이며, 소유가 분산되고 전문경영체제(專門經營體制)를 도입하는 민영화방식은 지배구조(支配構造)의 실패가능성(失敗可能性) 때문에 차선책(次善策)이라고 평가된다. 그러나 효율성 차원의 최선책은 경제력집중이라는 국민경제적 비용을 초래하므로, 정부로서는 경제력 집중이라는 비용(費用)과 효율성이라는 편익(便益)을 조화시키는 방안을 모색할 수밖에 없다. 이 경우 정부가 고려할 보완책(補完策)으로는 감자후(減資後) 민영화(民營化)와 분할민영화(分割民營化)가 있다. 한편 자연독점의 특성이 뚜렷한 일부 네트워크사업분야를 제외하면, 민영화시 경쟁도입(競爭導入)은 기업효율성과 국민경제의 배분효율성을 제고하므로 정부로서는 당연한 선택일 것이다. 경쟁은 공기업의 인수자격규제에 있어서도 새로운 기준을 제시하는데, 민영화를 정부(政府)와 민간(民間)사이의 M&A로 이해하고 경쟁제한적(競爭制限的) 기업결합(企業結合)을 규제하는 공정거래법(公正去來法)의 정신(精神)이 인수자격규제기준이 되어야 하며, 업종전문화(業種專門化) 발상(發想)에 근거한 인수자격규제는 득보(得)다 실(失)이 클 것이다. 아직도 자생적 성장기반이 취약한 주식시장의 제약에 따라 민영화일정의 탄력적인 조정은 불가피하지만, 정부는 상장(上場)의 필요성(必要性)을 재검토하고, 매각(賣却)의 우선순위(優先順位)를 조정하며, 무엇보다도 양질(良質)의 주식(柱式) 공급(供給)이 수요(需要)를 창출하는 메커니즘을 개발해야한다. 이와 함께 본(本) 논문(論文)은 현행 추진체계(推進體系)에 내재된 민영화의 지연가능성이 심각한 문제임을 지적하였고, 대규모 공기업의 민영화가 대기업(大企業)의 새로운 전형(典型)을 창출하여 한국자본주의(韓國資本主義)의 건전한 발전을 앞당기는 역사적 기회라는 점을 강조하고 있다. 마지막으로 재벌인수가 가능한 경우와 규제되어야 할 각각의 경우에 대하여 민영화정책(民營化政策)의 '체크리스트'를 제시하고 있다.

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Analysis on the Technological Innovation and Cooperative Networks of Service Industries by Region (서비스업 기술혁신과 협력네트워크의 특성 : 수도권과 비수도권 비교 분석을 중심으로)

  • Choi Ji-Sun
    • Journal of the Korean Geographical Society
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    • v.40 no.1 s.106
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    • pp.63-77
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    • 2005
  • Innovation, esp. technological innovation, in service sectors has drawn much attention as innovation-driven economy and service-led growth has been emphasized in the 21st century. This paper attempts to analyze the technological innovation from the perspective of geography and to understand the role of cooperative networks in the technological innovation. In sum, this study reveals that more firms in the Seoul Metropolitan Area (SMA) tended to succeed in the technological innovation in service sectors than those in the provinces. However, the difference originated from the difference in firms' internal capabilities, not from the difference in the external innovative capabilities represented by cooperative networks relevant to innovative milieu. In terms of cooperative partners, the fm in the provinces placed special importance on universities as cooperative partners, while the firms in the SMA put much emphasis on various types of cooperative partners. The cooperation with private partners was a statistically meaningful variable for the occurrence of technological innovation, regardless of firms' location. The cooperation with public partners proved to influence firms' application for the intellectual property right such as patents in both the SMA and the provinces.

투명전극용 박막의 제작과 전기적인 특성에 대한 연구

  • O, Teresa
    • Proceedings of the Materials Research Society of Korea Conference
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    • 2011.10a
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    • pp.42.1-42.1
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    • 2011
  • 박막형 디스플레이구서에 있어서 투명전극은 필수적이다. 투명전극은 정보를 표시하기 위해 빛을 외부로 방출시키거나 태양광 등을 소자 내부로 입사시켜야 한다. 또한 전극을 형성하는 박막은 높은 광투과율과 ${\sim}10-4{\Omega}cm$ 정도의 낮은 전기비저항을 가져야 한다. 가장 널리 사용되는 투명전극으로 ITO (Indium Tin Oxide)는 인듐의 독성, 저온증착의 어려움, 스퍼터링시 음이온 충격에 의한 막 손상으로 저항의 증가 및 액정디스플레이의 투명전극으로 사용될 경우 $400^{\circ}C$정도의 높은 온도와 수소플라즈마 분위기에서 장시간 노출시 열화로 인한 광학적 특성변화가 문제로 지적된다. 이러한 문제 해결의 대안으로 ZnO 산화물 반도체가 있는데 ITO 박막에 비해 비저항이 높기 때문에 도핑을 이용한 비저항을 ${\sim}10-4{\Omega}cm$ 정도로 낮추어야 한다. 투명전도막으로는 ITO, FTO 등과 더블어 체적 저항율은 다소 높으나 환원성 분위기에 대한 내성, 가시광 영역에서의 높은 광투과율과 저렴한 가격 등의 장점 등으로 AZO 박막이 주목 받고 있다. ZnO는 ITO 나 FTO에 비해서 700 kJ/mol의 큰 분해에너지를 가지므로 코팅 때 발생하는 전도도 및 투과율이 나빠지는 현상이 발생하지 않는 특징이 있으며, 위의 두 재료에 비해 밴드갭도 가장 낮아서 자외선 투과율이 낮다. 그러나 내습성이 약하기 때문에 이를 보완하기 위하여 내습성향상과 전도성 향상을 위해서 3족 원소인 B, In, Al, Ga 등을 도핑한 ZnO 투명전도막의 연구가 진행되고 있다. 이러한 원소들 중에서 Al로 도핑했을 때 가장 낮은 비저항을 얻을 수 있다고 알려져 있다. 본 연구에서는 SiOC 박막위에 AZO 박막을 제조하기 위하여 RF 마그네트론 스퍼터링법을 이용하여 박막을 성장시켰으며, 박막의 전기적 및 광학적 특성을 조사하였다. AZO 박막은 rf power가 5~200 W인 RF 마그네트론 스퍼터 방법에 의해서 제작되었다. SiOC 박막은 산소와 DMDMOS 전구체의 유량비를 다르게 하여 플라즈마 발생 화학적 기상 증착방법으로 증착되었다. 증착된 SiOC박막은 UV visible spectroscopy에 의해서 분석하였다. 투명전극의 비저항은 rf 전력이 작을 수록 낮았으며, SiOC 절연막 위에 AZO를 증착시킨 후 반사률은 반대로 바뀌는 것을 확인하였다.

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A Study on the Training System of Institutional Repository Staffs (기관 레포지토리 실무자 연수 체계에 관한 연구)

  • Cho, Jane
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.5-22
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    • 2013
  • Institutional repository has been regarded as core facilities of research libraries to realize open access by collecting, preserving, distributing of intellectual asset what institution has created. In our country, many universities and research institutions are trying to introduce institutional repository system. But almost universities not only take the negative attitude to manage properly, but also never give basic training to staff members who take over institutional repository job. This study brightens up the current status of Korean training system and compares the British and Japanese cases what shows diverse advanced managing cases. Furthermore, by putting together demands of hands-on workers, suggest direction of future institutional repository staff training system. First, institutional repository staff training system has to suggest strategies to induce strong support from institution. Second, it has to give not only courses about content collecting and registering, but also practical training. Finally, the program for enhancing system management technology has to be provided, and the place where technical staffs can share their system information mutually has to be provided.

A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1353-1358
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    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.

Research Analysis on the Present of Koreas Silver Industry and Silver Product Design (한국의 실버산업과 실버용품디자인의 현황 조사분석)

  • 윤형건
    • Archives of design research
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    • v.16 no.2
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    • pp.151-160
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    • 2003
  • Out of the OECD countries, Korea is showing the fastest growth of elderly population. Taking into account the rate of increase of the elderly and average lifespan, we can deduct that the future society will be an elderly society . Therefore, the market in Korea targeted to this group will quickly increase into a large market. Leading nations already into the elderly society , have actively pursued studies into silver generation product design and compared to these countries, Korea is far behind them. There is an immediate need for a detailed overall study on the design of products used daily by the elderly, This study has based its focused on the elderly society and silver generation products and was accompanied by thorough interview research method through questionnaires. The result showed that the Korean elderly were very aware about silver generation industry. However, they Pointed out that there are many Problems regarding silver generation products. Therefore, a need for a new design reflecting more of the lifestyle of the elderly is required. Also, there is an immediate need for development of more comfortable products and a well-structured system that enables easy access to these products.

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Modules of Directing Interactive Media Moving Images (인터랙티브미디어 영상의 쌍방향성 연출구조에 관한 연구)

  • Kim, Hyo-Yong;Kim, See-Eun
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.84-94
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    • 2012
  • The year 2011 witnessed interactive communication media and digital instrument experience a substantial growth in popularity within developed nations as well as developing nations in part due to the ongoing development of internet and information technology. The development of interactive media and technology have contributed to the increased progress of not only digital contents but also to the development of diverse interactive arts. This study will demonstrate how the direction of interactive media moving images through interactive media by utilizing the use of interactive art directing modules which will aid by expressing the theme and the directing concept of the art. To aid in the understanding of interaction directing module, two examples of art works are used as samples cases - "Room Two"(Mixing Lab in a museum; Interactive media art & Experimental mixing, Seoul Art Center, 2006) and a RPG(Role-playing game) style Game. Through these cases, this study intends to enhance the yet insufficient reference for interactive media art and assist artists attempting interactive media moving images through interactive media.

The Effect of Overdesign on Titan Rocket Engine Reliability and Development Cost (과설계가 타이탄 로켓엔진의 신뢰도 및 개발비용에 미치는 영향)

  • Kim, Kyungmee O.;Hwang, Junwoo
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.4
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    • pp.334-340
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    • 2015
  • Engine derating is often considered for reliability benefits because lower power operation reduces its failure probability. To be derated during operation, however, the engine must be initially overdesigned. The engine overdesign is cost effective only if reliability increased from derating is enough to offset the initial increase in the development cost caused from the overdesign. The purpose of this paper is to provide an analytical model to consider a trade-off between the engine overdesign and derating. We use a logistic regression model to explain reliability growth in the number of hot firing tests for a fixed power level. Using the Transcost model with the reliability growth model, we show that 10% overdesign of Titan rocket engine decreases its development cost by about 9% and 23% depending on the reliability requirement. We also point out that such a cost reduction depends on the fuel type a rocket uses.

A study on Sensationalism of Advertisements on Online News Sites: Based on the Internet and Mobile Applications (온라인 뉴스사이트의 광고 선정성 연구: 인터넷과 모바일앱을 중심으로)

  • Lee, Hee-Bok;Shin, Myoung-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.469-478
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    • 2015
  • With several problems being pointed out with the rapid growth of online advertising markets, false, exaggerated or sensational advertisements are increasing. Particularly, the sensational appeal of online advertising is placed in the blind spot of deliberation on advertisements with any social consensus on the deliberation on online advertisements not made yet. According to these reasons, regulation and maintenance of the deliberation system are required for online advertising. In this study, content analyses on visual and verbal sensationalism in 2,009 advertisements were carried out based on 32 national online news services. According to the analyses, obscene advertisements on online news services are more than serious. In this study, based on the analyses, need for deliberation and regulation on online advertising is raised and direction of the deliberation on desired advertising is explored. In the future, effective advertising deliberate models need to be constructed through gathering opinions of the various members of the online advertising industry, such as advertisers, advertising agencies, media representatives, and publishers, etc.