• Title/Summary/Keyword: Industry platform

Search Result 1,084, Processing Time 0.029 seconds

A Study on Modular Agricultural Robotic Platform for Upland (밭 노지 환경 주행을 위한 모듈형 농업 로봇 플랫폼에 대한 연구)

  • Cho, Yongjun;Woo, Seong Yong;Song, Su Hwan;Hong, Hyung Gil;Yun, Haeyong;Oh, Jang Seok;Kim, Junseong;Kim, Dong Woo;Seo, Kab Ho;Kim, Dae Hee
    • The Journal of Korea Robotics Society
    • /
    • v.15 no.2
    • /
    • pp.124-130
    • /
    • 2020
  • This paper designed modular agricultural robotic platform capable of a variety of agricultural tasks to address the problems caused by a decline in agricultural populations and an increase in average age. We propose a modular robotic platform that can perform many tasks required in field farming by replacing only work modules with common robotic platforms. This platform is capable of steering while driving on four wheels in an upland environment where farm work is performed, and an attitude control module is attached to each drive module to control the attitude of the platform. In addition, the width of the platform is designed to be variable in order to operate in various ridges according to the crop cultivation method. Finally, we evaluated five items: variable width, gradient, attitude control angle, step and road speed in order to carry out the farming industry while maintaining a stable posture.

Design and Implementation of Hadoop-based Big-data processing Platform for IoT Environment (사물인터넷 환경을 위한 하둡 기반 빅데이터 처리 플랫폼 설계 및 구현)

  • Heo, Seok-Yeol;Lee, Ho-Young;Lee, Wan-Jik
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.2
    • /
    • pp.194-202
    • /
    • 2019
  • In the information society represented by the Fourth Industrial Revolution, various types of data and information that are difficult to see are produced, processed, and processed and circulated to enhance the value of existing goods. The IoT(Internet of Things) paradigm will change the appearance of individual life, industry, disaster, safety and public service fields. In order to implement the IoT paradigm, several elements of technology are required. It is necessary that these various elements are efficiently connected to constitute one system as a whole. It is also necessary to collect, provide, transmit, store and analyze IoT data for implementation of IoT platform. We designed and implemented a big data processing IoT platform for IoT service implementation. Proposed platform system is consist of IoT sensing/control device, IoT message protocol, unstructured data server and big data analysis components. For platform testing, fixed IoT devices were implemented as solar power generation modules and mobile IoT devices as modules for table tennis stroke data measurement. The transmission part uses the HTTP and the CoAP, which are based on the Internet. The data server is composed of Hadoop and the big data is analyzed using R. Through the emprical test using fixed and mobile IoT devices we confirmed that proposed IoT platform system normally process and operate big data.

Designing on Scenario-based Drone Platform to Enhancement Security (보안성 향상을 위한 시나리오 기반 드론 플랫폼 설계 연구)

  • Kim, Yanghoon;Hong, Chan-Ki
    • Journal of Platform Technology
    • /
    • v.9 no.3
    • /
    • pp.78-83
    • /
    • 2021
  • The new industry drone research is increasing through convergence between 4th industrial revolution technology. In particular, the government indicates the D.N.A platform as a countermeasure of 4th industrial revolution. So, the research topics are remarkable which are using D.N.A platform. On the other hand, the drone for industrial and research has spatial factor based on sequential because, they performance scenario-based mission through control operation. When the drone flights as a control operation, they have necessity apply multi-dimensional methods to improve the security level. So, this study researched a scenario based drone platform to improve the security level. As a result, the space classified as a ground control system, drone, drone data server and designed the application method based on scenario security technology.

Food Purchasing Platform using Metabus-based Multinational Student Community (메타버스 기반 다국가 유학생 커뮤니티를 이용한 음식 구매 플랫폼)

  • Kim, Sea Woo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.259-264
    • /
    • 2022
  • The food purchase platform using the metaverse-based multinational student community is a metaverse purchase platform using the multinational food preference community. Through the use of this platform, it is expected to establish a community of multinational international students, a community of international student sellers, and foster a new industry of metaverse purchase platforms. The metaverse platform guarantees anonymity, is space-time-free, and can freely communicate with avatars to create a second business communication. In addition, by selling many kinds of favorite foods in small quantities, it customizes scarcity while reducing the burden of providing services and making it easier for international students to participate.This platform can enhance to more business opportunities using community manpower.

The Effects of Multidimensional Customer Trust on Purchase and eWOM Intentions in Social Commerce based on WeChat in China

  • Min Qu;Jaejon Kim;Sujeong Choi
    • Asia pacific journal of information systems
    • /
    • v.27 no.2
    • /
    • pp.77-98
    • /
    • 2017
  • The development of mobile social networking service (SNS) triggers the growth of social commerce industry. Customers rely considerably on electronic word of mouth (eWOM) to make purchasing decisions. Thus, SNS is an important commercial platform that offers attractive opportunities and challenges to firms. This study sheds light on the role of SNS as a social commerce platform by focusing on WeChat, the most popular SNS in China. This study identifies three different types of trust based on SNS that customers perceive in the context of social commerce. These types of trust are contents trust, source trust, and platform trust. This study suggests the antecedents and consequences of each trust. Our results prove that eWOM intention relies on contents trust and source trust, whereas purchase intention depends on contents trust, source trust, and platform trust. This study also finds that contents trust is positively influenced by source trust and platform trust. Finally, the result verifies the key antecedents of each trust, namely, vividness and timeliness for contents trust, competence, benevolence, and integrity for source trust, and instrumental need and social need for platform trust. The discussion and implications on the findings are provided.

An Impact on the Hospitality Industry with Rare Resource and Sharing Economy Platform: Case of Airbnb and Kozaza

  • Park, Hyunjun;Yoo, Youngtae
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.23 no.3
    • /
    • pp.73-86
    • /
    • 2018
  • An analysis of Airbnb and Kozaza will show how valuable and rare resource can have an impact on company performances. Airbnb applied the sharing economy platform, and this business model had disrupted the hospitality industry. Thus, this paper will investigate a Korean company called Kozaza which had benchmarked Airbnb. Furthermore, it will apply the theory of VRIO framework, which consists of how valuable, rare, costly to imitate (imitability), and organization (exploited by the organization) to find competitiveness of Kozaza in the hospitality industry. Thus, it will attempt to show that Kozaza's business model of utilizing the unused resource of Hanok (traditional Korean house) and partnerships with Hanokstay, Seoul Metropolitan Government and Soul Tourism Organization and others have enhanced their resource and capability to strengthen their business model. Furthermore, this research will explore how Kozaza can competitively be successful in the future.

A Controller Design and Performance Evaluation for 6 DOF Driving Simulator (6자유도 주행 시뮬레이터 구동을 위한 제어기 설계 및 성능평가)

  • Kang, Jin Gu
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.8 no.1
    • /
    • pp.1-7
    • /
    • 2012
  • In this paper Vehicle driving simulator have been used in the development and modification of models. A real-time simulation system and washout algorithm for an excavator have been developed for a driving simulator with six degrees of freedom. An interesting question, "how the 6 DOF Driving Simulator can be controlled optimally for the various tasks?" is not easy to be answered. This paper presents the hardware and software developed for a driving simulator of construction vehicle. A simulator can reduce cost and time a variety of driving simulations in the laboratory. Using its 6 DOF Simulator can move in various modes, and perform dexterous tasks. Driving simulators have begun to proliferate in the automotive industry and the associated research community. This effort involves the real-time dynamic of wheel-type excavator the design and manufacturing of the Stewart platform an integrated control system of the platform and three-dimensional graphic modeling of the driving environments.

A Study about the Changes in Movie Theater Work after the COVID-19 : Focusing on the Cinema Industry of Korea (코로나 19시대 이후 극장체재 변화에 관한 연구 :한국 영화 산업을 중심으로)

  • Suh, Jung-In
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.4
    • /
    • pp.447-453
    • /
    • 2021
  • The whole world was confused, unintended "COVID-19". It has become a constant phenomenon, not a temporary one, and people are getting used to this era. Among them, We are combating the form of "the film" which is playing a role of a multiplex in Korean film industry. Now we have studied the development of the future korean industry based on the movie theater form through our cultural industry, New platform OTT. As a result for the research, the OTT platform, which is located in one genre today, should be regarded as an opportunity to develop films, and the movie theater, which is a part of the development of the film industry, differs from the OTT platform. with "memory of space", the result was that "The audience's footsteps can move again." The crisis of "COVID-19" should bring about the consequences of turning into opportunity.

The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information (관광정보 이용객이 지각하는 소셜관광정보플랫폼이 경험가치 및 e-충성도에 미치는 영향)

  • Yoon, Dae-Gyun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.15-26
    • /
    • 2020
  • This study examined the effects of a social tourism information platform on platform users' experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows. First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty. Consequently, tourism companies should improve customers' experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users' needs for experiential value.

An Analysis of the Economic Effects of the Project which Constructs the Platfonn for Broadcasting and Communications Convergence Public Service (방통융합 공공서비스 플랫폼 구축사업의 경제적 파급효과 분석)

  • Jeong, Woo-Soo;Lee, Seung-Taek
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.34 no.7B
    • /
    • pp.734-743
    • /
    • 2009
  • This paper is to analyze the economic effects of the broadcasting & communications convergence public service platform build-up. For the economic effect analysis, we reclassified the Broadcasting & Communications Convergence Industry Classification System and re-drew up 2009 Inter-industry Relations Table by using the 2003 Inter-industry Relations Table issued by the Bank of Korea and the RAS techniques. And we analyzed the economic effects that can be drawn from the broadcasting & communications convergence public service platform establishment. As a result, the gross production inductive effect which appears with the economic effect of the broadcasting & communications convergence public service platform establishment project from 2009 to 2014 came out to be about 3trillion 325.1 billion KW, added value inductive effect of 2trillion 976.5billion KW and the employment inductive effect of the job creation of about 13,806 people. Afterward, it is anticipated that the broadcasting & communications convergence public service platform build-up project to contribute to the improvement of Koreans' daily life. Moreover, this research will be used as a valued basic material in the pursuit of the future broadcasting & communications convergence projects.