• Title/Summary/Keyword: Collaboration Research

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Opportunity Capturing Strategy of Venture Company in the Context of Dominant Design Competition: focused on compare with hardware and software industry (지배적 디자인 경쟁 환경에서 벤처기업의 업종별 기회포착 전략에 관한 연구: 하드웨어와 소프트웨어 산업 비교를 중심으로)

  • Moon, Ji-Yong;Ko, Young-Hee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.2
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    • pp.27-42
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    • 2015
  • The aim of this research is to investigate the difference in the capturing opportunities for each type of venture companies in the industry undergoing competition of a dominant design and then figure out the reason why they can be successful. Existing studies on venture companies are focused on the way to enhance a firm's competencies by acquiring and combining its resources. However, it is important for startups which have a lack of resources and capabilities to capture the opportunity to survive by understanding a changing environment. This study is focused on opportunity capture and strategic response to a changing environment and attempts to select and observe startup companies which are able to capture the opportunity and enter the market in the industry undergoing dominant design competition. In order to find out its difference in different types of business, we select one case from hardware startups and the other from software startups. According to the result of this study, the hardware startup focuses on market extension by lowering their prices and the software startup strives to induce more users to participate by the universalization of enabling technology so as to extend and standardize their technology in the environment undergoing dominant design competition. This feature of environment leads the difference in the approach for successfully capturing opportunity and thus hardware firms need to recognize the opportunity with profit potential from relationship with a number of cooperative firms while software firms need to identify the opportunity for extension of enabling technology which can be used by many users.

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The Role of Animation Technical Director of Disney's 3D Feature Animation (디즈니 극장용 3D 애니메이션에서 애니메이션 테크니컬 디렉터의 역할)

  • Paik, Jiwon;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.37
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    • pp.491-508
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    • 2014
  • As number of making 3D feature animation films is increasing, 3D production pipeline become more complicated and more artists are needed than before. Major studios in foreign countries, in burden of producing high quality films with limited amount of budget and time, have been handling such difficulties by hiring technical directors in each department such as animation, rigging, cloth hair, and effect. Technical director is new occupation which appears after trend of producing animation is changed from 2D to 3D. Importance of technical director is increasing in respect to studios' needs which are related to complication in production time, manpower, budget, and production pipeline. This research is based on the researcher's work experience as an animation TD at Walt Diseny Animation Studio and Sony Pictures Imageworks, interview with working professionals, and related books and thesis. It focuses on the role of animation technical director in Disney's 3D feature animation film from two perspectives, 'Designing Production Pipeline' and 'Analyzing Problem of Shot'. Animation technical directors design and test production pipeline so that they can detect and solve problems that may arise in production process as early as possible. They not only analyze numerous problems of characters or shots limited to animation department but also in other departments such as modeling, mapping, character rigging, cloth, hair, lighting, rendering, software development in order to support artists to complete their shots according to the production schedule. In accordance with recent trend of increasing number of 3D feature animation film production in South Korea and collaboration with foreign studios outside of South Korea, it is vital to train animation technical directors who can develop production pipeline, analyze various problems of shots and characters to escalate efficiency in production.

Survey of Prototyping Tools for Interactive Product Design (인터랙티브 제품 디자인을 위한 프로토타이핑 도구 조사)

  • Nam, Tek-jin;Yim, Ji-Dong
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.165-174
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    • 2005
  • The development of digital technologies transforms the design targets, characteristics of the targets and the role of designers. The paper highlights the role of prototyping in the interactive digital product design process and presents the survey and analysis of prototyping tools that can be used by designers in designing such products. From the review of tools in design related fields. the classification framework for the tools were presented. The framework has the criteria of the fidelity of prototypes, the stage when the prototyping is used, and design targets. Based on the analysis, the implications for using the tools are suggested. They includes that prototyping is important in the concept stage for designers and different tools and methods are to be applied according to design targets and objectives. Prototyping tools need to support exploring design concepts without being constrained by implementation technologies The collaboration with other professionals can also help effective prototyping. Existing tools familiar to designers can be effective platforms for the new design problems. The results can be guidlines with which designers choose more appropriate prototyping tools when they face new design problems. It also make practical contribution in improving design efficiency and design education for interactive product design projects.

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A Study of the Establishment of BIM Design Environment based on Virtual Desktop Infrastructure(VDI) of Cloud Computing Technology (클라우드 컴퓨팅 기술을 활용한 데스크탑 가상화 기반의 BIM 설계 환경 구축에 관한 연구)

  • Shin, Joonghwan;Lee, Kyuhyup;Kwon, Soonwook;Choi, Gyuseong;Ko, Hyunglyu
    • Korean Journal of Construction Engineering and Management
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    • v.16 no.4
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    • pp.118-128
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    • 2015
  • Recently BIM technology has been expanded for using in construction project. Due to the high-cost of BIM infrastructure development, lack of regulations, lack of process and so forth, usage of BIM has been delayed than initial expectations. In design phase, especially, collaboration based on BIM system has been a key factor for successful next generation building project. Through the analysis of current research trends about IT technologies, virtualization and BIM service, data exchange such as drawings, 3D model, object data, properties using cloud computing and virtual server system is defined as a most successful solution. The purpose of this study is to enable the cloud computing BIM server to provide several main functions such as editing models, 3D model viewing and checking, mark-up and snapshot in high-performance quality by proper design of VDI system. Concurrent client connection performance is a main technical index of VDI. Through testing of test-bed server client, developed VDI system's multi-connect control is evaluated. Performance-test result of BIM server VDI effect to development direction of cloud computing BIM service for commercialization.

A Study on Determinant Factors of the Joint Technology Development Project Performance between SMEs and Universities (중소기업과 대학 간의 산학 공동기술개발 성과의 결정요인에 대한 연구)

  • Kim, Sung-Joon;Yong, Se-Jung
    • Journal of Technology Innovation
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    • v.19 no.1
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    • pp.145-175
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    • 2011
  • The purpose of this research investigates the determinant factors of the joint technology development project performance between SMEs and universities. Reviewing existing papers we could categorize independent variables into three groups of partner characteristics, process management variables and relationship characteristics between partners. Three measures of satisfaction with the cooperation result, the intention of continuing relationship and the utilization of developed technology and product were used as dependent variable considering that we studied the joint projects of SMEs' involvement, short period and small scale. The data was collected by questionnaire survey mailed to the 1082 SMEs and university professors which executed the joint projects sponsored by Small Business Administration in 2009. We received 200 responses from SMEs, and 305 cases from professors among which 55 responses of each partner were on the same project. We analyzed the data sets individually, data of SMEs and that of universities with multiple regression analysis technique and also analyzed the common responses of 55 projects. Analysis results of the data from SMEs indicated that partners' expertise, facilities and equipment, communications, strategic importance, and trust were significant variables for the project performance. Analysis results of the data from universities showed that previous links, definition of objectives, strategic importance, trust and commitment were significant variables. Analysis results of combined data of 55 projects from SMEs and universities indicated that facilities and equipment, project management proficiency and commitment were significant variables.

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An Exploratory Study on Framework for Partner Relationships and Open Innovation Processes (파트너십 관계-개방형 혁신 프로세스 프레임워크에 대한 탐색적 연구)

  • Cho, Boo-Yun;Shin, Ki-Jeong;Park, Kwang-Tae
    • Journal of Information Management
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    • v.41 no.2
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    • pp.47-69
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    • 2010
  • Open innovation is a phenomenon that has been widely accepted by both practice and theory over the last few years. On the contrary, partner relationships have attracted little attention while the open innovation could not be emerged without the link to partners. This paper identifies and evaluates a framework for the partner relationships and open innovation processes. Based on the literatures regarding open innovation and partner relationships, we propose the framework of matrix type. We present results based on 352 open innovation cases reported during 2002-2009, and each case is classified into 5 different categories of the framework. JV-C(Joint Venture relationship & Coupled process) archetype has dominated the cases with 178 cases(50.6%) where JV-O(Joint Venture relationship & Outside-In process) follows JV-C with 124 cases(35.2%). No significant change has been found in the number of cases after 2003 when open innovation firstly suggested. However, the number sharply increases in 2009 by boom in JV-C and JV-O. These results show the importance of partner relationships and preference toward Joint Venture relationship in open innovation, while the conventional approaches has just focused on value-chain partnership. We find remarkable collaboration cases contributed by universities and government invested research centers, so the role of non-profit R&D organizations has also been discussed.

An Exploratory Study for the Adoption and Use of Telepresence: Focusing on Supporting Trade Business Activity of SME (텔레프레즌스 도입 및 사용에 관한 탐색적 연구: 국내 중소기업의 무역활동 지원을 중심으로)

  • Kim, Kil-Lae;Jeong, So-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3538-3547
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    • 2010
  • As Telepresence has emerged as a key collaboration tool for supporting trade business, the need for using Telepresence has also been increased in the foreign countries. In this context, we has studied an exploratory research to analyze how staffs-in-charges of trade support authority, exhibition & convention center and SME(Small and Medium-Size Enterprise) perceive the general concept of Telepresence, the necessity, feasibility, business values and expected problems of Telepresence's adoption and use. The finding indicated that there seemed to be significant differences between the necessity and the feasibility of Telepresence adoption and use. In addition, they were anticipating some problems when building Telepresence. Major reasons are incompatibility between Telepresence systems, lack of usability and difficulties of fixing a rental fee. The results of the perception analysis also showed that Telepresence would positively influence on creating business value. The analysis revealed that the core factors of the successful adoption and use of Telepresence are stable network environment, awareness and accessability, and education and promotion. Through the perception analysis, I came up with the core factors to implement Telepresence successfully and use it properly. And the fact that I presented the guideline to build Telepresence for SME makes this study meaningful.

An Analysis of Sister Journal Characteristics for Enhancing the Publication of International Journals (국제 학술지 발간 개선을 위한 자매학술지의 분석 연구)

  • Oh, Dong-Gen;Yang, Kiduk;Yeo, Ji-Suk;Park, Sang-Hoo
    • Journal of Korean Library and Information Science Society
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    • v.49 no.3
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    • pp.219-240
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    • 2018
  • The study analyzed the characteristics of two library and information science journals indexed by Web of Science (WoS) and Scopus in 2015 along with two of their non-indexed sister journals. The study also analyzed the characteristics of a SCIE- and Scopus-indexed oceanographic journal published domestically along with its sister journal indexed by Scopus only. In addition, the study collected and analyzed the articles published during 2014 and 2015 in these 6 journals as well as the citations they received in 2016. By comparing the characteristics and publication data of indexed journals and their sister journals, the study aimed to identify the properties of WoS-indexed journals that may be helpful in enhancing international journal publication. The findings from the analysis of data can be summarized as follows: WoS-indexed journals publish more frequently, focus mainly on articles, are authored by researchers from many countries, and have higher quality papers that receive more citations than their non-WoS-indexed sister journals. The study also found higher rates of co-authored papers in WoS indexed journals, which were amplified in LIS journals. This is an important factor to consider for Korean LIS journals that are dominated by singe-author articles when they prepare to be indexed in WoS.

A Study on Digital Reinforcements for Efficient Automotive Design - With Emphasis on VR based CAID System - (자동차 디자인 효율화를 위한 디지털 강화요소 연구 - VR 기반 CAID 시스템을 중심으로 -)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.55-64
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    • 2006
  • As digital systems were introduced to automotive design in the mid 1980s, the design process has adopted many digital programs to save time compared to the conventional hand drafting. Digital technology was introduced not only to satisfy the reeds of the global environment, as the number of automobiles exported to many different parts of the world has increased, but also to save time and effort in developing several models of quality automobiles. Therefore, every automotive manufacturer in the world has expanded its virtual reality(VR) studio to establish visualization systems that visualize automobiles in the actual size and a co-operation system that enables simultaneous feedback from all of its design studios around the world. Unlike the existing design reviewing methos, the new improved feedback system is assessed as a reasonable method to evaluates and understand how the automobiles are actually manufactured in simulation. It is especially helpful when advanced products and concept cars require fast results. Other strengths of the new system include shorter development period, cost efficiency, no more manual labor, various designs within a short period of time, and realistic visualization of concepts. Large-scale products, including automobiles, need to be projected in the actual size and high clarity through the Power-wall System and are examined in a virtual space called a Cave. Therefore, it took much time to establish digital infrastructure. An infrastructure would constantly require system improvement and performance enhancement, but it is certain that now is the right time for the take-off to utilizing the strengths of digital design and improve the weaknesses. In this respect, this study provided an understanding of the importance of digital design based on digital reinforcements and examined an effective utilization of digital technology for an efficient development of automobiles in the future.

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A Design and Effect of STEAM PBL based on the History of Mathematics (수학사를 활용한 융합적 프로젝트기반학습(STEAM PBL)의 설계 및 효과 분석)

  • Lee, Minhee;Rim, Haemee
    • School Mathematics
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    • v.15 no.1
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    • pp.159-177
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    • 2013
  • This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.

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