• 제목/요약/키워드: Connected Value creation

검색결과 31건 처리시간 0.025초

Nano-Scale Cu Direct Bonding Technology Using Ultra-High Density, Fine Size Cu Nano-Pillar (CNP) for Exascale 2.5D/3D Integrated System

  • Lee, Kang-Wook
    • 마이크로전자및패키징학회지
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    • 제23권4호
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    • pp.69-77
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    • 2016
  • We propose nano-scale Cu direct bonding technology using ultra-high density Cu nano-pillar (CNP) with for high stacking yield exascale 2.5D/3D integration. We clarified the joining mechanism of nano-scale Cu direct bonding using CNP. Nano-scale Cu pillar easily bond with Cu electrode by re-crystallization of CNP due to the solid phase diffusion and by morphology change of CNP to minimize interfacial energy at relatively lower temperature and pressure compared to conventional micro-scale Cu direct bonding. We confirmed for the first time that 4.3 million electrodes per die are successfully connected in series with the joining yield of 100%. The joining resistance of CNP bundle with $80{\mu}m$ height is around 30 m for each pair of $10{\mu}m$ dia. electrode. Capacitance value of CNP bundle with $3{\mu}m$ length and $80{\mu}m$ height is around 0.6fF. Eye-diagram pattern shows no degradation even at 10Gbps data rate after the lamination of anisotropic conductive film.

기술 교과의 ICT 활용 교육을 위한 XML 교수문서시스템의 설계 및 구현 (A Design and Implementation of XML Teaching Document System for ICT Applied Technology Education)

  • 정덕길;이종구;한순희
    • 컴퓨터교육학회논문지
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    • 제6권4호
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    • pp.125-134
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    • 2003
  • 21세기의 교육은 교육 정보화를 기반으로 한 연계 통합 교육으로 발전되고 있으며, ICT 활용교육이 교수-학습 방법의 하나로 제시되고 있다. 이 논문에서는 ICT 활용 교육을 위한 하나의 예로서 기술 교과의 교수-학습 전략과 유형을 제시하며, 기술교과의 수업 지도안에 대한 효율적인 XML 문서 생성 및 저장 시스템에 대한 구현 방안을 제시한다. 그리고 이 논문에서 구현된 XML 교수 문서 시스템을 적용하여 교육 자료의 효율적인 관리와 저장성을 높이고, 동일 업무에 대한 교육 자료의 재편집 과정을 감소시킴으로써 교육 자료의 가치를 높일 수 있는 가능성을 확인하였다.

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박람회 전시공간의 커뮤니케이션 계획에 관한 연구 - 무역박람회 전시를 중심으로 - (A Study of the Communication Plan in the Display Space of the Trade Fair - Focusing on the Trade Fair Display -)

  • 이우진;신수길
    • 디자인학연구
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    • 제14권4호
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    • pp.179-188
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    • 2001
  • 전시공간은 인간 그리고 전시물에 대해 그 외형과 더불어 내재된 가치의 상호작용까지 고려해야 하므로 건축 및 실내건축의 설계, 전시 프로그램의 기획 조정, 전시공간에의 구체화, 운영 및 관리 등의 여러 가지 작업들이 조화를 이루어 형성되는 결과물이다. 그러므로 박람회의 전시공간은 축적된 가치의 산물들을 보유하는 장소로서의 기능 뿐 아니라 관람자와의 커뮤니케이션을 이룰 수 있는 기능적 역할을 수행하여야 한다. 그러므로 무역박람회 전시의 목적을 달성하기 위해서는 전시물의 특성, 전시내용, 전시 프로그램뿐만 아니라 전시장의 위치와 형태에 따른 효과적인 커뮤니케이tus 계획을 수립해야 한다. 무역박람회 전시매장의 전시공간은 그 위치에 따라 벽형, 모퉁이형, 머리형, 섬형, 양 입구형 5가지로 분류될 수 있으며, 이러한 위치에 따른 커뮤니케이션 계획은 수동적 커뮤니케이션 구역, 능동적 커뮤니케이션 구역, 집약적 커뮤니케이션 구역, 기능수행 구역으로 그 기능을 구분하여 계획해야 한다. 이와 같은 무역박람회 전시공간의 전시형태와 위치에 관련한 커뮤니케이션 계획을 통하여 성공적인 전시를 위한 내용과 방법을 모색할 수 있으며 무역박람회 전시의 목적을 달성할 수 있을 것이다.

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빅 데이터의 새로운 고객 가치와 비즈니스 창출을 위한 대응 전략 (Correspondence Strategy for Big Data's New Customer Value and Creation of Business)

  • 고준철;이해욱;정지윤;강경식
    • 대한안전경영과학회지
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    • 제14권4호
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    • pp.229-238
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    • 2012
  • Within last 10 years, internet has become a daily activity, and humankind had to face the Data Deluge, a dramatic increase of digital data (Economist 2012). Due to exponential increase in amount of digital data, large scale data has become a big issue and hence the term 'big data' appeared. There is no official agreement in quantitative and detailed definition of the 'big data', but the meaning is expanding to its value and efficacy. Big data not only has the standardized personal information (internal) like customer information, but also has complex data of external, atypical, social, and real time data. Big data's technology has the concept that covers wide range technology, including 'data achievement, save/manage, analysis, and application'. To define the connected technology of 'big data', there are Big Table, Cassandra, Hadoop, MapReduce, Hbase, and NoSQL, and for the sub-techniques, Text Mining, Opinion Mining, Social Network Analysis, Cluster Analysis are gaining attention. The three features that 'bid data' needs to have is about creating large amounts of individual elements (high-resolution) to variety of high-frequency data. Big data has three defining features of volume, variety, and velocity, which is called the '3V'. There is increase in complexity as the 4th feature, and as all 4features are satisfied, it becomes more suitable to a 'big data'. In this study, we have looked at various reasons why companies need to impose 'big data', ways of application, and advanced cases of domestic and foreign applications. To correspond effectively to 'big data' revolution, paradigm shift in areas of data production, distribution, and consumption is needed, and insight of unfolding and preparing future business by considering the unpredictable market of technology, industry environment, and flow of social demand is desperately needed.

극장판 애니메이션의 엔딩 크레딧 양상연구: 쿠키 영상을 중심으로 (A Study of Ending Credit in Animations-Focused on Credit Cookie)

  • 박성원;이혜원
    • Journal of Information Technology Applications and Management
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    • 제27권1호
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    • pp.187-198
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    • 2020
  • With the development of technology and the creation of an entertainment environment for leisure, various marketing strategies are being used in the film industry. Among them, the use of the credit cookie of ending credits was very effective in producing the series. The ending credit is the time it takes to show the names of the people who made the movie, which is meaningless to the audience. There is a cost to produce a ending credit but It wasn't made because no revenue was generated. The credit cookie was inserted into this ending credit area, which brought new pleasure to the audience. Most of them were epilogue images showing the story behind the movie, NG images showing the NG situation during film production, and In videos mentioned in the movie but not shown in the movie itself. As various ideas about credit cookie were connected with marketing, a series movie and a spin-off foretelling the derivative works after the screening work were produced and have a new meaning. As a result, the time of ending credits, which had no commercial value, became the methodology of the most powerful promotional strategy. Looking at the difference between live-action film and animation in producing such credit cookie, unlike live-action films that edit the remaining parts after shooting, the NG video of the animation has a lot of time and money to produce. So, it hasn't try very well, and it seems to have been actively produced when moving from 2D animation to 3D animation. This is because 3D animation, which has already been modeled, can create new NG scenes by simply adding animating based on the layout of the created scene. Since it is possible to produce an episode movie at a low cost and time, and to use the scenes of the movie after the production, it will be necessary to strategically produce credit cookie for promotion in animation.

디지털뱅킹 플랫폼 기반 핀테크 사례 연구: 코스콤 (A Study on Digital Banking Platform-based FinTech Case: Koscom)

  • 정이철;이상기;김희웅
    • 지식경영연구
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    • 제21권1호
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    • pp.61-78
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    • 2020
  • Recently, in the global financial transaction field, global transactions using computer systems and server hubs between foreign exchanges beyond the one-dimensional offline transactions and two-dimensional online transactions have been actively conducted. In the previous research by Lee Hyung-wook and Lee Min-jae (2018), as the globalization has accelerated following the development of digital technology and the expansion of ubiquitous communication network, the role of companies, the attribute of economic value creation and economic structure are being reorganized. It is said that O2O (Online to Offline) transactions are increasing due to the development. As a result, a new financial transaction paradigm is emerging that solves the inconveniences of existing financial services and enhances speed and convenience. Considering the global network trend and the rapidly developing and evolving digital bank environment, the necessity of utilizing the business platform model is emerging. However, despite this necessity, there are very limited cases in which such an attempt has been applied in practice. Accordingly, this study seeks to explore the business platform of the new financial transaction system. Specifically, the case study systematically examines the actual implementation of a unique network connection model with Koscom's global investment bank, which is currently in charge of the domestic financial transaction system, and improves ICT innovation performance and process through this. I would like to suggest a solution. In particular, this study analyzed a variety of business model construction and use cases by pursuing a platform connection with digital banks, which has recently been increasingly in demand. Therefore, this study intends to pursue the original and long-term profitability of the company by utilizing ICT innovation and platform business model, and also analyzes the convenience and excellence of trading for institutional and individual investors using the platform of digital bank. The implications of this study are significant in that it explores and explores the actual cases of ICT innovation and additional digital bank platform-connected business models based on this, and suggests a unique and preemptive business strategy of the company in the future.

사회적 공간 담론에 기초한 공간실천 연구 (A Study on Space Practice Based on the Discussion about Social Space)

  • 송영민
    • 한국실내디자인학회논문집
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    • 제22권4호
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    • pp.62-69
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    • 2013
  • The purpose of this study is to research the viewpoint of space practice method through the discussion about social space. The study researched how social practice strategy is unfolded through the understanding about daily life, space manufacture and interaction. As a social practice, space design should adopt the interaction approach method on the basis of social relationship latent in the base of space. As a result of study, the viewpoint of space practice can be summarized into 3 viewpoints as below. First, it is the viewpoint of recognition through the experience meeting daily life. Rural space is the one of experience where daily life and social relationship interact each other. As a delicate sensible experience, it is the recognition of special space detected in the space where daily life occurs. Second, it is the viewpoint of form creation as a media product of society and space. Space is a whole creature of the relationship that has been formed socially as a historical process. Depending on the goal of community, new form is created by sharing the characteristic of space and having sense of kinship. Third, it is the viewpoint of tuning as a practice for subject participation. Rural space is the daily space to practice structured society subjectively through interaction. In the place of subjective life, there should a space practice with the tuning and cooperation method between subject and society. The main vein of space practice, which is analyzed with the discussion about social space, shows that out lives are maintained by space practice and directly connected to social relationship and structure. After all, the space, which is searched for through space design, has a clear subjectivity, ensures abundant subject life and is led to realization of community value.

무선인터넷환경과 연계한 SMS애플리케이션 시스템의 설계 및 구현 (Design and Implementation of SMS Application System with Wireless Internet Environment)

  • 양해술;홍정훈
    • 정보처리학회논문지D
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    • 제11D권7호
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    • pp.1507-1516
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    • 2004
  • 최근 들어 정보통신분야에 있어서 가장 화두가 되고 있는 용어가 유비쿼터스란 용어이다. 유비쿼터스(ubiquitous)는 '모든 곳에 있다'라는 뜻을 가지고 있으며 우리의 모든 일상이 네트워크로 연결되어 있는 상태를 말한다. 다양한 정보망에서 필요한 정보를 언제 어디서든지 간단하고 안전하게 손에 넣을 수 있다는 것을 뜻한다. 이 말은 인터넷을 포함한 앞으로의 정보화 사회를 장기간 이끌어 가는 상징적인 키워드가 될 것으로 전망된다. 유비쿼터스는 이미 우리 실세계에 깊숙히 파고들어와 있다. 은행에 가면 우리의 일거수일투족이 `CCTV'에 잡히게 되며 휴대전화에 내장된 GPS 시스템은 인공위성과 연결하여 가장 빠른 길을 알려주며 핸드폰이나 PDA를 이용한 주식거래도 활발히 이루어지고 있다. 그 중에서도 가장 우리와 가까이에 위치하고 있는 모바일에 있어서도 수많은 서비스들이 우리 생활에 깊숙이 들어와 있다. 본 논문은 그 중에서도 우리에게 가장 친숙하게 다가와 있는 모바일 SMS(Short Message Service)에 있어서 기존 SMS서비스 전송방식과는 달리 무선 인터넷을 활용한 SMS 전송방식으로 보다 효율적인 서비스체계와 비용절감 및 다양한 사업 모델링을 통한 부가가치 창출을 목표로 하고 있다.

네덜란드 RE;USE 디자인의 창발성과 변증적 사유방식 (The Emergent Properties and Dialectic way of thinking of the Dutch RE;USE Design)

  • 박영태
    • 한국실내디자인학회논문집
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    • 제23권1호
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    • pp.23-33
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    • 2014
  • This is a study on the application of a dialectic way of thinking in terms of design methods, and has contents about the formation of new visual and the ways of process that are triggered by cognitive introspection. A ccordingly, the study has its purposes in interpretation and recommendation of new methodological systems around dialectic principles and ways of thinking on the works of the Dutch Architecture Exhibition carried out in Korea in 2013, with the theme of "Reuse" among the aspects expanding since the reflexive modernization. Firstly, the basic features of Dutch designs were connected to dialectic ways of thinking. After studying the basic concepts of dialectics from Greek philosophies to Kant, Hegel, Marx and Benjamin, the aspects of applying them onto creative works such as art, architecture and design were methodologically systematized. Through this process, it was confirmed that the existing concepts are newly rearranged rationally, logically and scientifically based on dialectic ways of thinking rather than subjectively or emotionally. From the study of the 12 art works, it was confirmed that the value of use and potential obstacles have been used as a design solution. Also, the process which is juxtaposed with the result by itself has been expressed and causes the alienation effect. Therefore, such dialectic ways of thinking was organized into a procedural flow of contradictory recognition on situations, drive due to negativity, mutual penetration, mutual transformation, abstraction, verbalizing and creation of new concepts, and it was confirmed that such finding was valid in securing creative possibilities as 'New Uses' rather than 'Re-uses'.

지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구 (A Study on the Development of Intelligent Contents and Interactive Storytelling System)

  • 이은령;김교정
    • 디지털융복합연구
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    • 제11권1호
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    • pp.423-430
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    • 2013
  • 정보통신기술의 발달은 다양한 디지털매체와 소셜네트워크(SNS) 출연을 가져왔으며, 정보와 지식을 전달하는 방법에 있어서 '객관적지식'에서 '경험적지식'을 실시간 이야기하고 감성을 소통가능하게 하였다. 본 연구에서는 가족의 역사, 개인의 인물사등 선형적인 서사 장르의 이야기를 가지고 다양한 형태로 이야기를 생성할 수 있는 인터렉티브 스토리텔링 시스템을 연구하고자 한다. CEO이야기나 특정 조직이야기, 가족이야기등 다양한 콘텐츠 가운데 가족이야기(familyHistory)를 본 연구의 사례연구 관점에서 내러티브인터뷰, 직접관찰, 문서 및 영상자료수집 등을 통해 수집 분석 한 후 장르별 DB와 키워드DB 설계를 하여 분류 저장하였다. 저장된 자료는 인터렉티브 스토리텔링 서술구조를 통하여 사용자가 가족의 역사와 이야기에 대한 스토리텔링을 재구성하여 사용함으로써 이야기의 가치와 활용도를 높이고자 하였다. 본 연구를 통하여 각 세대간의 소통의 도구가 부족한 한국의 현황에서 1세대와 3세대 간의 텍스트, 이미지, 영상등 다양한 형태의 디지털 매체를 사용하는 저작시스템의 데이터모델을 작성하였으며, 더 나아가 DB화된 다양한 장르의 가족이야기를 가지고 인터렉티브 스토리텔링 창작 도구로 연동 가능한 시스템 설계를 연구하였다.