• Title/Summary/Keyword: Digital product

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A Hybrid Product Design System for Financial Product Factory (금융 프로덕트팩토리를 위한 복합상품 설계시스템의 개발)

  • Lee Seong-ha;Ju Jung-eun;Choi Seong-cheol;Koo Sang-hoe
    • Journal of Intelligence and Information Systems
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    • v.10 no.2
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    • pp.39-51
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    • 2004
  • Product factory is a real-time financial product design system for the Internet customers. The hybrid product is a product taking combined characteristics of two different products. Hybrid product factory is a product factory that designs hybrid products from two different products based on both business rules and customer requirements. Though the importance of product factory is emphasized in the industry, there has not been much research peformed regarding product factory. In this research, we developed a product factory system that designs hybrid products. To design a hybrid product, it is necessary to have a method to combine attributes and values of two different products, and a method to control the combining operations to properly reflect business requirements. In this research, we developed low different combining operators and business rule representations. rn addition, to prove the effectiveness of this methods, we implemented a prototypical system and demonstrated on cases regarding financial loan products.

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Versioning Digital Products (디지털상품의 품질 차별화)

  • Yoo Keuk Ryoul
    • Korean Management Science Review
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    • v.21 no.3
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    • pp.1-12
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    • 2004
  • The paper demonstrates that versioning of digital products occurs more frequently than that of physical products because of low marginal cost. The versioning occurs no matter what a customer knows his/her reservation price. Low-quality version will not be produced when the difference between reservation prices is very large. The paper also shows that a firm tries to lower the quality of low-quality product to prevent customers with high reservation prices from purchasing low-quality product.

Development of K-Digital Training Digital Leading Company Academy FLYAI Curriculum (K-디지털 트레이닝 디지털 선도기업 아카데미 FLYAI 교육과정 개발)

  • Kim, Hwang;Jung, Hae Keom
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.397-398
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    • 2022
  • 본 논문에서는 SK텔레콤에서 진행하는 디지털 선도기업 아카데미 FLYAI의 교육과정을 설계하고 개발한다. 이 교육과정은 Project Based Learning(272시간)과 Product Based Learning(128시간)으로 구성하여 총 400시간을 교육하도록 설계한다. 특히 Product Based Learning의 AI-Hackathon(80시간)에서는 SK텔레콤 각 부서에서 제안하는 제픔을 기획하고 개발하는 과정으로 SK텔레콤 AI 개발자들이 멘토로 참여함으로써 기업 현장의 경험을 체험할 수 있도록 개발한다.

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Virtual Manufacturing for an Automotive Company(VI) : Material Addressing and Analysis using Digital Virtual Factory for General Assembly Shop (자동차 가상생산 기술적용(VI) : 디지털 가상공장을 이용한 조립공장 자재배치 및 검토)

  • Lee, Kang-Gul;Kang, Hyoung-Seok;Noh, Sang-Do
    • IE interfaces
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    • v.21 no.1
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    • pp.131-140
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    • 2008
  • To shorten product development time and cost, integrated information managements of product, manufacturing process and resource are essential. In the area of material addressing, process engineers should make their decisions in the manner of collaborative engineering in order to reduce the manufacturing preparation time and cost in the product development and production. A digital virtual factory which is an united digital model of entire factory could be very useful for these areas. In this paper, the digital virtual factory is constructed and used for material addressing and analysis of an automotive general assembly shop. We developed the material addressing system for automotive general assembly shops using digital virtual factory models and nesting algorithms, and applied it to realistic problems of a Korean automotive company as an convenient and effective way of material addressing.

The Performance evaluation of the Reed-Solomon Product Codes in Burst Error (Burst Error Channel에서 Reed-Solomon Product 코드의 에러 정정 평가 방법)

  • Han, Sung-Hyu;Lee, Yoon-Woo;Hwang, Sung-Hee;Ryu, Sang-Hyun;Shin, Dong-Ho;Joong-Eor, Joong-Eor
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.2493-2495
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    • 2001
  • Burst Error Channel의 에러 정정 기술로써 Reed-Solomon Product Code(RSPC)가 광범위하게 사용되고 있다. 그러나 Random Error Channel과는 달리 Burst Error Channel 상에서 RSPC의 에러 정정 평가 방법에는 많은 어려움이 있다. 우리는 이번 논문에서 Burst Error Channel 상에서 RSPC의 Error Correction Capability의 확률적인 계산 방법을 기술하려 한다.

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DIGITAL COVERING THEORY AND ITS APPLICATIONS

  • Kim, In-Soo;Han, Sang-Eon
    • Honam Mathematical Journal
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    • v.30 no.4
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    • pp.589-602
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    • 2008
  • As a survey-type article, the paper reviews various digital topological utilities from digital covering theory. Digital covering theory has strongly contributed to the calculation of the digital k-fundamental group of both a digital space(a set with k-adjacency or digital k-graph) and a digital product. Furthermore, it has been used in classifying digital spaces, establishing almost Van Kampen theory which is the digital version of van Kampen theorem in algebrate topology, developing the generalized universal covering property, and so forth. Finally, we remark on the digital k-surface structure of a Cartesian product of two simple closed $k_i$-curves in ${\mathbf{Z}}^n$, $i{\in}{1,2}$.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A study in Mobile Functionality of beauty products according to the Digital changes (디지털 변화에 따른 뷰티제품의 휴대기능성 연구)

  • Barng, Kee-Jung
    • Journal of Fashion Business
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    • v.16 no.1
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    • pp.83-102
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    • 2012
  • The instant trend of mobile functionality in the digital age is performing a mediating role of promoting the hybrid tendency in fashion and cosmetics industry. Consumers' needs, which are getting complex and diversified along with development in scientific technology, are requiring product of technology equipped with multi-tasking function in the whole industry. The social and cultural factors, which are shown in cosmetics due to the instant trend of mobile functionality, came to be known on the basis of a ground for classification caused by a change in nomadic lifestyle and by the advance in scientific technology. The irst, The mobile functionality, which is being developed in fashion in the digital age, was indicated to be types such as mobility, one-off, and unity. Second, Even the types of mobile functionality, which are also being developed in make-up and cosmetics in digital age, were indicated to be mobility, one-off, and unity. Third, The trend caused by mobile functionality in fashion was consistent with a type in mobile functionality, which is being developed in cosmetics, thereby having been indicated to be the same type. This implies that there is the same type through independent trend in each sphere even while fashion and cosmetics organically function in the middle of the whole frame, which expresses a human being's external beauty, and implies that even the cosmetics are influenced by fashion. Swift-type beauty product, which is thrown away within one week lengthily and after being used once, are being launched diversely. This quick product can be said to be product that best reflected the characteristic of digital age. However, at this point of time that fast fashion and instant cosmetics, which are thrown away in the wake of being worn easily, are overflowing, the clothing and product with perfection, which has philosophy and thinking of being put more devotion, exert more value and are felt to be necessary.

Study on the digital manufacturing base on PPR information management (PPR 정보 관리를 통한 금형 디지털 가상생산에 관한 연구)

  • Kim G.Y.;Noh S.D.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.936-941
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    • 2005
  • To achieve rapid developments and ensure competitiveness, cost saving, digital manufacturing is essential in die shops. Digital Manufacturing is a technology to facilitate effective product developments and agile productions by digital environments representing the physical and logical schema and the behavior of real manufacturing system including manufacturing resources, processes and products. For applying digital manufacturing to die shop, engineering information managements of products, manufacturing process and resources are needed. In this paper proposes and implements, PLM approach for achieving engineering collaborations in engineering activities. We suggest detail procedures, some examples and considerations of PPR managements in die shop.

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디지털시장의 시장구조와 제품판매방식

  • 최동수
    • Journal of Technology Innovation
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    • v.10 no.2
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    • pp.107-129
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    • 2002
  • Expansion and enhancement of information and communication infrastructure can create a market closer to an ideal type for a perfect competition, utilizing a cyber space in the network (with the expanded usage of Internet and e-commerce) and it could be a market of a monopolistic form. The government can take one of the two approaches responding to this monopolization of the digital market. First, the government maintains laissez-faire policy since the monopoly cannot be maintained over a long period of time due to an increasing in the production, decrease in the price, profit resulting from this and rapid technology evolution. Second, the government can actively interrupt the monopolization of the digital market. Monopolization in a digital market can lead to a market failure. Unstable market structure and too much frequent merger and acquisition contribute to making the digital market very dynamic. Information goods exchanged in the digital market have the features of very low marginal cost required to copy the original product whereas its initial fixed cost is very high. This explains why the information products are not priced based on the existing marginal price determination principles and why companies producing them have various product sales strategies (price/product differentiation strategy, and other sales strategies).

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