• Title/Summary/Keyword: Digital Opportunity

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A Strategic Reform Plan of Korean Electronic Commerce Resource Center (전자상거래지원센터 사업 활성화 방안에 대한 연구)

  • Park, Gyeong-Hye
    • 한국디지털정책학회:학술대회논문집
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    • 2003.12a
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    • pp.219-227
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    • 2003
  • E-business including e-commerce boosts the competitiveness of corporations remarkably through the creation of new value added, positioning itself as the key to national competitive edge. Thus, advanced nations and international organizations such as WTO and OECD are structuring a positive support system for e-transformation. Korea also has been pushing for activating e-business at the government level since 2000. ECRC(Electronic Commerce Resource Centers) project is an efficient government initiative and inter-agency coordination in implementing e-Business policy for industry. This project has been sponsored by the MOCIE and operated through prime contracts with KIEC. ECRCs provide such services as educational training, technology transfer, consulting and information service related to e-Business for industry. They had given the digital opportunity demanded by industry from 1997 but in these days there are many other new e-business activating projects in Korea. This paper sought to study a strategic reform plan of ECRC.

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Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

A Case of Financial Distress of Leasing Company: A Financial and Accounting Analysis of P Leasing Company (리스금융회사의 정보화 및 경영실패 사례연구 -P리스사의 재무회계분석을 중심으로-)

  • Lee, Young-Hwan
    • Journal of Digital Convergence
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    • v.2 no.1
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    • pp.145-160
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    • 2004
  • P Leasing Company was a steady growing company with positive net income in most years since 1985 when it was established. However, it suddenly experienced a minus net income of 6.8 billion won in 1996. The reason of its deficit was known to be the financial distress of its two major leasing contracts. The total amount of two contracts was 58 billion won witch is about 8% of total amount of its leasing contracts. In this paper, we analyse how the disability of lease payments from the two leasing contracts influence P Leasing Company's financial stability, growth opportunity, and profitability. In addition, by performing ROI analyse, we point out the financial reasons of P Leasing Company's deficit in 1996. We hope our case analysis to help students understand the cash flow of leasing companies. The P Leasing Company case also illustrates the fact that bad leasing contracts would seriously affect the profitability of leasing companies as bad loans would seriously do the profitability of commercial banks.

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S/W Based Frame-Level Synchronization for Irregular Screen Processing System

  • Shin, IlHong;Lee, Seonghee;Lee, Eunjun;Lee, Nam Kyung;Lee, Hyunwoo
    • ETRI Journal
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    • v.38 no.5
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    • pp.868-878
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    • 2016
  • A multi-screen environment provides a new opportunity for digital signage applications, where various irregularly shaped screens are employed as an effective means for advertisements and information. A formation method applicable to numerous irregularly shaped screens is proposed to provide a new perspective on digital signage applications. The crucial part of the proposed method comes from the geometric sensing of each screen and the formation of a virtual screen where geometrically aligned content extraction and encoding are employed for content transmission to each screen. In addition, a software-based synchronization method for the proposed system is proposed to address the frame-level synchronization between screens. The experimental results of the proposed method show an improved performance of the frame-level synchronization, where the inconsistency between frames is not identified.

A Classification Method for Item-based Online Game (온라인 게임 아이템 기반 분류법)

  • Hwang, Shin-Hee;Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.419-424
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    • 2007
  • Recently, additional value of games has been started to increase by revitalization of the game market. Especially, Because of the creation of the new trend that is item trade especially in online game, Item trade is as a easy and essential way as item trade can be created. However, compared to other planning factors, occupied weight of item is not as much as expected in exploiting a game. For this reason, we emphasize the importance of game item by giving the opportunity that increases the additional value with raising satisfaction of game through item-based study, plus suggesting new classification.

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Mobile Arduino Embedded Platform Design (모바일 아두이노 임베디드 플랫폼 설계)

  • Lee, Ah Ri;Hong, Sun Hag
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.33-41
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    • 2013
  • In this paper, we implemented the pattern matching with the Arduino and App Inventor platform under the bluetooth mobile environment between Android phone and Arduino Platform. The combination between Arduino and App Inventor makes the feasibility of Android programming easy by wireless communications and provides the opportunity to broaden the functionality for mobile device. We used the softwares which were Arduino IDE, VC++, OpenCV, Processing and App Inventor. And also compared the performance of mobile Arduino platform with LabView GUI programming, we reduced the usage of libraries that compiled and executed the pattern matching programming. We experimented the mobile embedded platform performance under bluetooth communication and verified the functionality of the mobile Arduino platform design for identifying the pattern matching.

Hypergraph Partitioning By Using Reodered Simulated-anealing (정련법을 이용한 하이퍼그래프 분할)

  • Kim, Sang Jin;Ryoo, Myung Chun;Jung, Young Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.11-19
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    • 2013
  • In this paper we present a reodered simulated-anealing algorithm which is capable of applying odering based k-way partitioned clusters. This method is used for improvement of the objectives of partitioning which are k-way partitioned by using odering algorithm. It changes the positions of the clusters and the vertices in each clusters. Reodered vertices are splitted by using DP-RP method and this process has an opportunity to improve the objective functions. This algorithm has advantages to improve the quality of the solutions for various purposes. Experimental results on several graphs demonstrate that proposed algorithm provides substantial enhancement.

Smart Divide and the Paradigm Shift of Social Capital

  • Lee, Seungmin
    • Journal of Information Science Theory and Practice
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    • v.9 no.3
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    • pp.1-13
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    • 2021
  • In the current smart device-based information environment, information utilization is closely related to social capital. Additionally, the smart divide that occurs owing to the differences in use of smart devices has a significant influence on social capital. In this respect, this research empirically analyzed how the smart divide affects social capital construction. The study found that the level of and proficiency in using smart devices and diversity of the information formats used through smart devices affect social capital construction. Further, people who fully utilize smart devices can enhance their participation in social activities, social networks, and reciprocal activities, leading people to construct social capital in a wider range. Contrarily, those who are unable to use smart devices adequately may be disadvantaged in terms of the opportunity to construct social capital and share public interests. Thus, to maximize the intrinsic value of social capital, it is necessary to consider the factors of the smart divide as a complicated and multi-faceted digital divide and the ways to utilize social capital as a driving force for integrating society, and not as a mechanism for dividing members of society.

Development of efficient smart library resource management system based on IoT (IoT 기반의 효율적인 스마트도서관 자원 관리 시스템 개발)

  • Lee, Joohwa;Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.2
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    • pp.1-9
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    • 2019
  • In this study, we constructed a system to operating and manage the resources of the Smart Library Reading Room automatically using the Internet of things. The persistent problem of smart library or unattended library is electric energy waste and efficient seat management. The electricity and seat layout management method of the existing library reading room is being treated as concentrated management in the central system. However, this approach results in wasting electricity and seats do not provide a fair opportunity for each user. In this study, IoT sensor was used to turn off electricity and empty seat for about 20 minutes, so that it could be marked as vacant and managed efficiently, so that opportunities for seats were evenly maintained. In the future, we will improve this and construct a model in the reading room of actual village library or school library, and analyze and reflect the result.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.