• Title/Summary/Keyword: 협업 산업

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Analysis of Collaboration Method Used according to the Characteristics of Each Stage of the Design Process (디자인 과정 단계별 특성에 따라 활용되는 협업 방식 분석)

  • Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.300-308
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    • 2021
  • The epidemic of COVID19 caused a big change in design collaboration, which has been conducting using face-to-face interaction. Designers actively used video conferencing and online document tools in situations where face-to-face meetings were difficult, and this gave them an opportunity to experience that non-face-to-face collaboration can be more effective in a specific design process. In this regard, this study attempted to find out which activities during the design process are more compelling in face-to-face collaboration or non-face-to-face collaboration. To do this, three user experience design projects conducted after the COVID19 epidemic were analyzed through a retrospective interview method. As a result, during four design stages, 'Discover, Define, Develop, Deliver', face-to-face collaboration is necessary for the areas that require creative problem solving through active interaction. In contrast, non-face-to-face collaboration is preferred and more effective when designers need their own space and proceed their design work. In addition, the aspects of design tools supporting non-face-to-face collaboration were also illustrated. Findings discovered through this study are expected to contribute to research on the design process later.

A Study on the Service Architecture for u-Device Collaboration based Hi-fi Applications (u-디바이스 협업 기반 하이파이 응용을 구현하기 위한 서비스 구조에 관한 연구)

  • Ko, Young-Geun;Lee, Jae-Wook;Seo, Myung-Woo;Baik, Song-Hoon
    • 한국IT서비스학회:학술대회논문집
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    • 2008.11a
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    • pp.559-562
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    • 2008
  • IT와 건설 산업간 융합의 대표적 사례로서 유비쿼터스 도시의 개념이 도입된 이후 현재 여러 지자체에서 u-City 구축이 확산되고 있다. 한편, u-City에 구축된 첨단 인프라의 활용성을 극대화하여야 한다는 부담감이 다양한 u-서비스에 대한 고민으로 이어 졌으며, 이로부터 u-디바이스간 협업의 개념이 파생되었다. u-디바이스간협업의 예로는 공공장소에서의 개인 미디어 재생과 같은 응용이 자주 거론되고 있다. 그러나 음향 미디어의 재생에 있어서는 그 재생의 품질이 서비스의 만족도에 중요한 역할을 할 것이다. 이에 본고에서는 하이파이 재생 시스템의 모델로부터 고충실도 음향 재생을 위한 기능요소를 추출하고, 이를 기반으로 하이파이 응용을 위한 u-서비스 제공 구조를 제시하고자 한다.

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A Study on a Knowledge-based Co-Work System for Cooperative Business Model (협동조합 사업모델을 위한 지식기반 협업 시스템에 대한 연구)

  • Song, Jeo;Jeon, Jin Hwan;Lee, Sang Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.333-334
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    • 2015
  • 2012년 12월 협동조합기본법이 시행된 이래, 2015년 6월 현재 전국적으로 약 7,300여개의 협동조합이 설립되어 조합원들의 유기적인 공동활동을 통해 공동사업을 수행하고 있다. 소상공인협동조합, 사회적협동조합 등 다양한 형태의 협동조합은 자신들의 공동목적을 달성하기 위한 요소로 업무정보 공유에 기반한 협업이 필수적이라고 인식하고 있다. 기획재정부의 분류에 따르면 21개의 업종으로 다양한 산업군에 걸쳐 협동조합은 하나의 기업처럼 사업활동을 하고 있다. 하지만, 일반기업과는 달리 협동조합은 수직적인 경영구조가 아닌 조합원들 간의 수평적 경영조직을 갖는다. 본 논문에서는 공동사업 수행과 공동이익 창출이라는 협동조합의 특수한 사업모델과 전국에 산발적으로 분산되어 있는 조합원들 간의 공동업무 활동을 위한 협업 시스템을 제안한다.

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Innovation of Engineering Education via Global Automotive Development Project

  • Jee, Hae-Seong
    • Journal of Engineering Education Research
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    • v.12 no.3
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    • pp.41-49
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    • 2009
  • The paper introduces an educational environment for multidisciplinary automotive development project made with other global institutions worldwide. The main objective is to accelerate students design and manufacturing skills, while giving them the experience of global communications for a large scale collaboration. This objective demands the intimate partnership between industrial design and engineering worldwide as well. Not only is the design and manufacturing portion of the project a challenge, but the students must organize the project teams together to incorporate different subsystem designs from other institutions, which, after all, requires constant communication and a truly team-oriented atmosphere for the global innovative engineering education.

The Design, Implementation and Verification of Distributed Pair Programming System for Supporting Collaboration (협업을 지원하는 분산 페어 프로그래밍 시스템 설계/구현 및 검증)

  • Noh, Hyo-Won;Park, Jin-Ho;Gwak, Hoon-Sung
    • Journal of Advanced Navigation Technology
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    • v.17 no.3
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    • pp.346-353
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    • 2013
  • The dominant trend in software development is the globalisation of the software industry. This development is faced with diverse problems, which require solution by the adoption of new processes and development techniques. eXtreme Programming (known as XP) is one methodology which is now at the leading edge of software development. This recent trend in XP allows organisation members to cooperate towards the development of new software independently of the existing developers. This is achieved functionally between the members by the development of distributed pair programming, this is not IDE plug-in shape of text, simple screen sharing or chatting function based.

A Cross-Organizational Choreography Modeling System (기업간 협업 코레오그래피 모델링)

  • Moon, Ki-Dong;Jung, Jae-Woo;Kim, Kwang-Hoon;Paik, Su-Ki
    • Journal of the Korea Computer Industry Society
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    • v.5 no.8
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    • pp.791-800
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    • 2004
  • According to the cooperation between organizations increases, e-Commerce and virtual organizaions spread, because of IT development, the number of business processes increased from bounds of an organization to crossing organizational boundaries. In order to support dynamic setup of business processes among independent organizations, a formal standard schema of describing the business processes is basically required because of business process models over multiple organizations, which are defined in different fromat by business process modeling systems their own business process modeling systems. The vision of ebXML is to create a single global electronic marketplace where enterprises, without any concerns about size and geographical location, can meet and conduct their businesses with each other through the exchanges of XML-based messages. Therefore, this thesis also analyzes and implements an ebXML based choreography modeling system for supporting collaborations between organizations.

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Performance of Collaboration Activities upon SME's Idiosyncrasy (중소기업 특성에 따른 외부 협업 활동이 혁신성과에 미치는 영향)

  • Lee, Hye Sun;Oh, Junseok;Lee, Jaeki;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.14 no.6
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    • pp.95-105
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    • 2013
  • Recently, SME's Collaboration activities have become one of a vital factor for sustaining competitive edge. This is because of the rapidly changing and competitive market environment, and also to leverage performance by overcoming obstacles of having limited internal resources. Discussing about the effects and relationships of the firm's collaboration activities and its outputs are not new. However, as ICT and various technologies have been diffused into the traditional industries, boundaries and practice capabilities within the industries are becoming ambiguous. Thus contents of the products/services and their development methods are also go and come over the industries. Although many researchers suggested the relations of SME's collaboration activities and innovation performances, most of the previous literatures are focusing on broad perspectives of firm's environmental factors rather than considering various SME's idiosyncrasy factors such as their major product and customer types at once. Therefore, the purpose of this paper is to analyze how SME(Small Medium Enterprise)'s external collaboration activities by their idiosyncrasy act as an input to types of innovation performance. In order to analyze collaboration effects in detail, we defined factors that can represent the SME's business environment - Perceived importance of using external resources, Perceived importance of external partnership, Collaboration and Collaboration levels of Major Product types, Customer types and lastly the Firm Sizes. We have also specifically divided the performance of innovation types as product innovation and process innovation based on existing research. In this study, the empirical analysis is based on Probit Regression Model to observe the correlations with the impact of each SME's business environment and their activities. For the empirical data, 497 samples were collected which, this sample data was extracted from the 'Korean Open Innovation Survey' performed by ETRI(Korean Electronics Telecommunications Research Institute) in 2010. As a result, empirical test results indicated that the impact of collaboration varies depend on the innovation types (Product and Process Innovation). The Impact of the collaboration level for the product innovation tend to be more effective when SMEs are developing for a final product, targeting on for individual customers (B2C). But on the other hand, the analysis result of the Process innovation tend to be higher than the product innovation, when SMEs are developing raw materials for their partners or to other firms targeting on for manufacturing industries(B2B). Also perceived importance of using external resources has effected to both product and process innovation performance. But Perceived importance of external partnership was statistically insignificant. Interesting finding was that the service product has negative effects on for the process innovation performance. And Relationship between size of the firms and their external collaboration activities with their performance of the innovations indicated that the bigger firms(over 100 of employees) tend to have better for both product and process innovations. Finally, implications of the results can be suggested as performance of innovation can be varied depends on firm's unique business idiosyncrasy as well as levels of external collaboration activities. The Implication of this research can be considered for firms in selecting an appropriate strategy as well as for policy makers.

자동차 부품산업의 전자조달 EIP 시스템 설계 및 구현

  • 문태수;김호진;강성배
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.05a
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    • pp.28-35
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    • 2003
  • 자동차 부품기업은 재료비의 비중이 제조원가의 $70\%$이상 차지할 정도로 부품자재의 조달과 공급이 중요한 영역이며, 완성차를 제조하기 위한 공급망관리에 있어서 필수적인 분야라고 할 수 있다. 본 연구는 국내 자동차부품기업을 대상으로 공급망관리(SCM) 기능이 요구되는 부품조달 및 공급을 위한 자동차 부품업체간의 전자상거래를 활성화하기 위한 목적으로 전자조달(e-Procurement) 기업정보포탈(EIP) 시스템의 프로토타입 을 제안하였다. 제안된 e-Procurement EIP 시스템은 완성차 제조를 위하여 부품을 공급하는 1자 공급업체를 중심으로 2차 공급업체와의 부자재 및 MRO, 소모성 자재를 중심으로 하고 있으며 정보의 통합화를 위하여 중소기업간의 협업 프로세스의 개선, 안전한 XML 전자문서의 교환, 구매 일정관리 및 커뮤니티 형성, 부가서비스 기능 둠을 제공함으로써 부품기업간의 효율적인 협업체제 구죽 및 업무 신속성과 업무처리비용을 절감할 수 있다.

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A study on the portal model of collaborative commerce (협력상거래 포탈 모형 구축에 관한 연구)

  • 안요찬;임창인;서중석
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.11a
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    • pp.353-367
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    • 2003
  • 본 연구에서는 중소기업들이 중견기업으로 성장할 때까지 필요로 하는 경영, 자금, 기술, 마케팅, 물류 등 Total Solution 차원의 중소기업지원시스템 중 마케팅ㆍ유통과 관련 협력상거래(collaborative commerce)라는 개념을 도입하여 오프라인과 온라인이 결합되어 대전ㆍ충남 중소기업간의 협력, 제휴를 지원하고, 나아가 대기업, 학계, 벤처캐피탈들이 참여하여 교류할 수 있는 정보공유와 만남의 장을 제공함으로써, 협력상거래 포탈 사이트를 구축하기 위한 이론적 모형을 제시ㆍ구축하고자 한다. 협력상거래 포탈의 기술적 정의는 중소기업간에 인터넷을 통하여 마케팅ㆍ유통과 관련한 기업핵심정보와 비즈니스 프로세스를 공유함으로써 효율적인 협업 전자상거래를 가능하게 하는 모든 기술적 요소의 집합이라 할 수 있다. 협력상거래 포탈의 협업적 프레임워크 기능 요구사항은 \circled1Integration of product & process information, \circled2Extensibility and flexibility of framework, \circled3Platform independence, \circled4Interdependence and modularity of services, \circled5Interoperability among services, \circled6Accessibility of legacy system(ERP, SCM, CRM) 등이다.

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Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User (전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun;Jin Jeon, Eun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4831-4843
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    • 2014
  • Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.