• Title/Summary/Keyword: An end user-oriented

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Living Lab as User-Driven Innovation Model: Case Analysis and Applicability (사용자 주도형 혁신모델로서 리빙랩 사례 분석과 적용 가능성 탐색)

  • Seong, Jieun;Song, Wichin;Park, Inyong
    • Journal of Korea Technology Innovation Society
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    • v.17 no.2
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    • pp.309-333
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    • 2014
  • To meet the challenge of new type of innovation activities requires us to understand the social context of innovation and the potential needs of innovation users and, based on this, to co-construct technology and society simultaneously. Effective 'demand articulation' activities such as the understanding and utilization of user experiences and socio-technical planning are prerequisites for carrying out post-catch up innovations shaping new trajectories and contributing to solving social problems. Living Lab has recently been emerging particularly in Europe as an 'user-driven innovation model', in which users are active participants in innovation activities. The purpose of this study is to contribute to a theoretical discussion of Living Lab as an user-driven innovation model, to make a brief review of cases of Living Lab and to explore Living Lab's applicability in the Korean context. Living Lab is an open innovation model, in which end suers actively participate in innovation processes in a particular geographical space or region and would be able to solve specific problems of that space or region. In that sense, Living Lab would be able to strengthen the problem-solving capabilities of local communities and to become a pioneer in inducing and realizing a new socio-technical system. Furthermore, Living Lab could become an innovative policy tool reflecting recent major changes in innovation policy paradigms such as post-catch up innovation, demand-oriented innovation, regional innovation, societal innovation, innovation eco-system and socio-technical system transition, and thus make a contribution to exploring a new way of bringing about changes in the Korean society.

An Operations and Management Framework for The Integrated Software Defined Network Environment (소프트웨어 정의 네트워크 통합 운영 및 관리 프레임워크)

  • Kim, Dongkyun;Gil, Joon-Min
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.557-564
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    • 2013
  • An important research challenge about the traditional Internet environment is to enable open networking architecture on which end users are able to innovate the Internet based on the technologies of network programmability, virtualization, and federation. The SDN (Software Defined Network) technology that includes OpenFlow protocol specifications, is suggested as a major driver for the open networking architecture, and is closely coupled with the classical Internet (non-SDN). Therefore, it is very important to keep the integrated SDN and non-SDN network infrastructure reliable from the view point of network operators and engineers. Under this background, this paper proposes an operations and management framework for the combined software defined network environment across not only a single-domain network, but also multi-domain networks. The suggested framework is designed to allow SDN controllers and DvNOC systems to interact with each other to achieve sustainable end-to-end user-oriented SDN and non-SDN integrated network environment. Plus, the proposed scheme is designed to apply enhanced functionalities on DvNOC to support four major network failure scenarios over the combined network infrastructure, mainly derived from SDN controllers, SDN devices, and the connected network paths.

The Design and Implementation of GIS Data Processing using 3-Tiers Architecture for selecting Route (3계층 구조를 이용한 GIS 자료처리 설계 및 구현 -도로의 노선선정을 중심으로-)

  • 이형석;배상호
    • Journal of the Korea Society of Computer and Information
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    • v.7 no.3
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    • pp.23-29
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    • 2002
  • The design of data processing of GIS requires efficient method with analysis procedure. This system is easy to be used and managed for presenting route according to conditions as a graphic user interface environmental window system by applying three tiers based object-oriented method. The tier of data is in charge of a class for the exchange, extraction and conservation of data between GeoMedia and application tiers. A route selection algorithm was applied to application tiers, considering all conditions which are necessary for the route selection between a beginning point and an end point, and it was added by module such as data handing, road condition, buffering, clothoid and AHP to select the alternative route followed by new condition. The user tier can express the data acquired by an application tier. Thus three tiers based architecture was presented by implementing design of GIB data processing for its efficiency.

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A Study on the Influence of Social Media (SNS) Content Type of Corporate Marketing to User Purchase Intention: Focusing on the Mediating Effect of Satisfaction and the Moderating Effect of Individual Characteristics (기업 마케팅의 소셜미디어(SNS) 콘텐츠 유형이 사용자 구매의도에 미치는 영향에 관한 연구: 만족도의 매개효과와 개인특성의 조절효과를 중심으로)

  • Kim, Ga Young;Lee, Woo Jin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.3
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    • pp.75-86
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    • 2017
  • The development of web technologies and the generalization of smartphones have dramatically increased the number of social media users using the Internet. As a result, companies are perceived social media as a major marketing tool and operate a variety of SNS channels. In particular, start-ups conducting businesses with limited resources, social media is being used as an effective marketing tool to meet many potential customers at a low cost. Among them, facebook is the most used channel in the world and plays an important promotional tool not only in overseas but also in marketing activities of domestic start-ups. The purpose of this study is to analyze the relationship between satisfaction and purchase intention according to four personal characteristics of users who use social media contents and to measure the mediating effect of satisfaction on the relationship between content type and purchase intention. To this end, we classified into three types based on the previous research, and social media content is provided to 200 fans of Minbak Danawa(Minda), one of representative start-ups related to accommodation, The questionnaires were conducted for 3 weeks, and a total of 145 copies were collected. All the collected questionnaires were used for statistical analysis through SPSS 18.0. The empirical results show that all three types of content, such as task-oriented, self-oriented, and interaction-oriented, have a significant effect on the satisfaction level. Among them, it is confirmed that the satisfaction level plays a mediating role on the relationship between task-oriented contents and purchase intention. And the user 's personal characteristics showed a partially moderate effect on the satisfaction according to the content type. Therefore, social media content provided by corporations has an important effect on consumer satisfaction and purchasing, in order for start-up to prevail in the market, it is necessary to have an operational strategy to communicate with customers continuously through systematic contents analysis and planning. The result of this study suggests effective ways to build a social media marketing strategy for start-ups and suggests ways to utilize contents considering the characteristics of internet users.

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Design of A Real-Time ZTransport Protocol(RTTP) (실시간 수송계층 프로토콜의 설계)

  • Park, Chang-Yun
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.775-791
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    • 1997
  • This paper describes Real-Time Trasport Protocol(RTTP) that procisdes for a ; user cmnnection-oriented sercices with performance fuarantee.Assuming that eral-time network services will be provided,RTTP solves provlems at end-hosts.RTTP has defined a new set of primitives for real-time communication servies based on the analysis of uwer requirements on various applications.Introducing the notion of Abstract Network Layer independent of real networks.RTTP's implementation scheme can be applied to various netwoeks.The study also intriduces an inplemenation strategy, provide prdeictability of protocol processing time,wich should be known a priori for performance guarantee.Intermally,RTTP has a set of QoS translation rules that change a user'w performance requirements to the equivalent network QoS paramenters.RTTP also introuduces a new apportunistic error control mehtod that can trade-off between overhead and error corredtion according to a uwer's requirement on reliability.

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The Effect of Social Trust and Conflict Perception on News Use (사회 신뢰와 갈등 인식이 뉴스 이용에 미치는 영향 : 지상파, 종합편성, 온라인채널을 중심으로)

  • Kim, Hyoung-Jee;Kim, Young Yim;Huh, Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.150-161
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    • 2019
  • This study analyzed the impact of social trust and conflict perception of news users on news use. To this end, 548 adults aged 20 and under 69 were surveyed online. The analysis results are as follows. First, the level of awareness of social conflict has been shown according to people's political orientation. Second, the higher the trust in society, the greater the use of news regardless of land-based, comprehensive, and online channels. Third, the perception of social conflict was related to the use of news through JTBC, TV Chosun, Channel A and YouTube. Fourth, the age and political orientation of news users influenced the use of news by channel. Finally, the more progressive the tendency was to use news through JTBC or to watch news on portals. On the other hand, the more progressive the use of news through three terrestrial broadcasters, TV Chosun, and Channel A decreased. In conclusion, this study is meaningful in terms of the user-oriented discussion of the news environment and the impact of an individual's social perception on news use.

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

The Role of Ambivalence to Technology Adoption: Focusing on Metaverse Service Providers (양가적 감정이 신기술 기반 서비스 도입에 미치는 영향: 메타버스 서비스 제공자를 중심으로)

  • Boram Lee;Hyerin Kim;Saerom Lee
    • Knowledge Management Research
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    • v.24 no.3
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    • pp.149-172
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    • 2023
  • With the development of information technology, new technologies to be introduced in each industry are continuously increasing. This study aims to verify the influence of ambivalent emotions experienced when encountering new technologies, the coping strategies they induce, and their impact on the decision-making process of technology adoption Specifically, this research investigates the emotions and responses to new technologies in the situational context where service providers must deliver services based on new technology in environments where no such services have been developed previously. Furthermore, it seeks to verify the influence of coping responses on the intention to use services based on new technologies. To this end, this study investigated the ambivalent emotions and coping responses of financial sector workers to new financial services based on metaverse technology. As a result of the analysis ambivalance had a significant effect on all four coping responses (disengagement-oriented coping, denial, indecision and compromise). Among them, denial, which is an inflexible response, and compromise, which is a flexible response, had a significant positive effect on the intention to use, and disengagement-oriented coping and indecision had a significant negative effect on the intention to use. The results of this study confirm the user's metaverse acceptance factor and user-centered influence, and are expected to provide guidelines for the introduction of services to practical workers with academic significance.

Linkage of GSIS and Expert System for Route Selection (노선선정을 위한 GSIS와 전문가체계의 연계)

  • 이형석;배상호;강준묵
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.19 no.2
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    • pp.137-146
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    • 2001
  • Route selection needs the analysis function of GSIS to analyze and manipulate a lot of spatial information efficiently. Therefore, it needs the linkage of system requiring the knowledge and the experience of experts as a method that can estimate each quantitative route for an efficient route selection. In this study, the route selection model through construction and analysis procedure of position information using GSIS were presented, and route selection system linked with expert system was developed. This system is easy to be used and managed for presenting route alignment according to conditions as a graphic user interface environmental window system by applying three tiers based object-oriented method. Using GSIS, the various information required for route selections in database was constructed, the characteristics of subject area by executing three-dimensional terrain analysis was grasped effectively, and the control point through buffering, overlay and location operation was extracted. Three alternative routes between a beginning point and an end point inputted by route selection system were selected. Therefore, the applications of the route selection system are presented by applying this system to the real study area.

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POTENTIAL APPLICATIONS FOR NUCLEAR ENERGY BESIDES ELECTRICITY GENERATION: A GLOBAL PERSPECTIVE

  • Gauthier, Jean-Claude;Ballot, Bernard;Lebrun, Jean-Philippe;Lecomte, Michel;Hittner, Dominique;Carre, Frank
    • Nuclear Engineering and Technology
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    • v.39 no.1
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    • pp.31-42
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    • 2007
  • Energy supply is increasingly showing up as a major issue for electricity supply, transportation, settlement, and process heat industrial supply including hydrogen production. Nuclear power is part of the solution. For electricity supply, as exemplified in Finland and France, the EPR brings an immediate answer; HTR could bring another solution in some specific cases. For other supply, mostly heat, the HTR brings a solution inaccessible to conventional nuclear power plants for very high or even high temperature. As fossil fuels costs increase and efforts to avoid generation of Greenhouse gases are implemented, a market for nuclear generated process heat will be developed. Following active developments in the 80's, HTR have been put on the back burner up to 5 years ago. Light water reactors are widely dominating the nuclear production field today. However, interest in the HTR technology was renewed in the past few years. Several commercial projects are actively promoted, most of them aiming at electricity production. ANTARES is today AREVA's response to the cogeneration market. It distinguishes itself from other concepts with its indirect cycle design powering a combined cycle power plant. Several reasons support this design choice, one of the most important of which is the design flexibility to adapt readily to combined heat and power applications. From the start, AREVA made the choice of such flexibility with the belief that the HTR market is not so much in competition with LWR in the sole electricity market but in the specific added value market of cogeneration and process heat. In view of the volatility of the costs of fossil fuels, AREVA's choice brings to the large industrial heat applications the fuel cost predictability of nuclear fuel with the efficiency of a high temperature heat source tree of Greenhouse gases emissions. The ANTARES module produces 600 MWth which can be split into the required process heat, the remaining power drives an adapted prorated electric plant. Depending on the process heat temperature and power needs, up to 80% of the nuclear heat is converted into useful power. An important feature of the design is the standardization of the heat source, as independent as possible of the process heat application. This should expedite licensing. The essential conditions for success include: ${\bullet}$ Timely adapted licensing process and regulations, codes and standards for such application and design ${\bullet}$ An industry oriented R&D program to meet the technological challenges making the best use of the international collaboration. Gen IV could be the vector ${\bullet}$ Identification of an end user(or a consortium of) willing to fund a FOAK