• 제목/요약/키워드: Information & Culture Industry

검색결과 654건 처리시간 0.025초

플랫폼 배달종사자의 안전인식이 중대재해에 미치는 영향 연구 (The Impact of Platform Delivery Workers' Safety Awareness on Serious Accidents Impact Studies)

  • 이종현;정형원
    • 디지털산업정보학회논문지
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    • 제19권4호
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    • pp.163-177
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    • 2023
  • In this study, delivery workers were regarded as workers and industrial accident and serious accident prevention were studied. As a result of the study, first, it was confirmed that awareness of safety guidelines has an effect on disaster prevention and is related to reducing serious accidents. Second, among the forms of organizational culture, rational culture was shown to have a positive impact on serious accidents. Third, the moderating effect of organizational culture Rational culture, a sub-concept, was found to have a moderating effect on serious accidents. Fourth, according to the opinions of workers for disaster prevention of delivery workers, it was classified into policy part, environmental part, and worker's duty part, and the necessity of strengthening safety education and strong regulation was suggested in the policy part.

국내 게임 문화콘텐츠산업의 권역별 산업역량에 대한 종단적 분석 (Longitudinal Analysis of Regional LQ Index Industry Competitiveness of Game Culture Contents Industry)

  • 김연정
    • 한국IT서비스학회지
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    • 제13권4호
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    • pp.79-91
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    • 2014
  • The purpose of this study is to analyze the status and the competitiveness improvement of game contents industry comparing to relative LQ index of the no. of character company, the no. of employee and the amount of revenue of 2011, 2012, and 2013 between including Metro area and regional blocks(kangwon, chungchung, daekung, honam, dongnam and jeju region. The results of this research are as follows. In case including metro regional analysis, no. of employee suggested Metro and Chungchung have high competitiveness in during the 3 years. And in case of no. of game company suggested honam, dongnam and jeju area have high competitiveness between 2012 and 2013. The amount of revenue of game industry indicated the only Metro area have over LQ 1.0 which relative higher competitiveness than the other culture contents industry. But in case of except of Metro, no. of game company indicated honam, jeju have relative high competitiveness over LQ 1.0 and the no. of employee indicated kangwon, chungchung, honam and jeju showed relative competitiveness during 3 years. The amount of revenue of game industry indicated kangwon, chungchung and honam suggested high competitiveness. Honam area have strong competitiveness among three category by regional longitudinal analysis. Kangwon and jeju area suggested 2nd strong regional competitiveness. The main competitiveness of game industry were well established among national industry cluster.

경기도 문화콘텐츠산업의 지역착근성 기반 산업생태계 핵심역량 분석 (Analyzing Core Competence for Culture Contents Industry Ecosystem -based on Kyunggi Region-)

  • 김연정
    • 한국산학기술학회논문지
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    • 제17권2호
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    • pp.672-677
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    • 2016
  • 본 논문은 LQ(Location Quotient) 분석을 기준으로 경기도 권역 특성에 맞는 산업생태계 기반의 경쟁력 있는 문화콘텐츠 산업을 분석하였다. 매출액 기준의 경우 만화, 캐릭터, 출판, 지식정보 산업이, 사업체 수 지표의 경우 만화, 음악, 게임, 캐릭터, 지식정보 산업, 종사자수의 경우 출판, 만화, 게임, 영화, 캐릭터 산업이 LQ 1.0 이상의 경쟁력 있는 콘텐츠 산업으로 제시되었다. 또한 경기지역의 매출액, 사업체수와 종사자수의 산업생태계 기초 지표 모두에서 입지분석인 LQ 1.0 이상의 고 경쟁력을 보인 핵심역량을 가진 산업은 만화와 캐릭터산업으로 나타났다. 본 연구의 시사점은 산업 클러스터의 형성을 통한 지식과 정보, 인력의 흐름은 산업성장을 이끌 수 있으므로 경쟁력 있는 산업군의 파악은 지역 클러스터의 핵심역량강화의 가장 중요한 핵심요소라는 점이다.

조직문화와 조직학습이 BPC성공에 미치는 영향에 관한 연구 (A Study on the Influences of Organizational Culture and Learning on BPC Success)

  • 강희주
    • 디지털산업정보학회논문지
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    • 제7권2호
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    • pp.127-145
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    • 2011
  • According to Klempa(1995), the fit between environmental factors of a company may have the impact on its BPC success. Under this background, this paper empirically examines the effects of the fit between the organizational culture and the organizational learning the success of BPC. Organizational cultures, organizational learning, as well as knowledge sharing are the dominant causes that have impact on the innovation characters of organization. Whether an organization has safety-oriented homogeneous culture or it has the change-oriented heterogeneous culture may have impact on its implementation of BPC. Also the implementation of BPC may be affected by whether an organizational learning type has adaptive-oriented learning is single loop or it has the innovative-oriented learning is double loop. Thus, we analyzed the effect of the fit between the organization's culture and organizational learning type on BPC success by using the survey data collected from the companies that have adopted BPC. The findings presented in this paper show that the organization having heterogeneous culture practicing double loop learning the improvement project resulted in the excellent BPC success. These findings provide the perceptive guidelines for managers of organizations contemplating the implementation of BPC project.

정보통신산업으로서 e-Book 비즈니스 전략 (Study on e-Book Business Strategy in Information & Communication Industry)

  • 박재수;김학진;안영직
    • 한국정보통신학회논문지
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    • 제18권9호
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    • pp.2057-2065
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    • 2014
  • 전자책 산업은 인쇄문화와 정보통신의 융합이며, 새로운 비즈니스이지만, 우리나라의 시스템적인 변화는 역동적이지 않다. 세계적인 시장 플레이어들은 단말기, 플랫폼, 네트워크를 활용하여 회원제 또는 커뮤니티형 비즈니스 모델을 만들어가고 있지만 우리나라는 창조적인 콘텐츠 제작에 아쉬움이 많다. 단말기 또는 네트워크 서비스 등에 국한되어 있는 바, 본 연구는 다각적인 모델링의 가능성을 제안했다. 그리고 전자책 산업의 발전을 위한 전략적인 접근방법으로서 플랫폼 기술과 서비스 콘텐츠의 다양한 개발도 중요하지만 개발된 기술의 응용을 시사하고 있다.

문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 - (Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry -)

  • 원민관;이호건
    • 통상정보연구
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    • 제6권3호
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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출판유통 RFID 적용에 관한 연구 (A Study on Publishing Distribution System Application for RFID System)

  • 안종윤;강경식
    • 대한안전경영과학회지
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    • 제6권1호
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    • pp.125-133
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    • 2004
  • Greeting the globalization and information period of 21C, the improvement of the distributional system structure and modernization of publishing distribution are the seriously required periodic assignments for the publishing industry that is a national knowledge and culture industry to be equipped with the core competitiveness. First, it is to found a large distributional organization that is able to provide total logistics services in time that is essential to the publishing company and bookstore. Second, it is to have a logistics service to act up to the variable requirements of customers such as publishing companies and bookstores under the rapidly changing distribution environment. Third, it is to provide the standardized information of publishing distribution. It is needed to establish a total distributional center in collaboration to satisfy the requirements of publishing industry as above. By doing this work, structure of the publishing distribution system can be improved and its constitution can be strengthen, and it is possible not only to construct a stable supply system but also to realize an information-based system in the publishing industry with the construction of information system and its utilization. Furthermore, the application of RFID in the publishing distribution is essentially required to provide the symbolic model and logistics infrastructure into the 'Paju publishing culture information industrial complex'. It could be possible by growing the international recognition regarding distribution environment and strengthening the international competitiveness in the period of the ""Open door".

외식기업의 경쟁력 강화 요인에 관한 연구 - 외식기업 내부요인을 중심으로 - (Research about Competitive Power High Position of Food-Service Industry - Laying Stress on Eating Out Company Interior Factor -)

  • 유택용;박면애
    • 한국조리학회지
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    • 제10권3호
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    • pp.83-96
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    • 2004
  • According to construction of global administration environment, all over the world was ended up in infinite competition period. Because eating out company also competes with another company, it must enjoy competitive power high position to secure high position continuously, classified by formation constituent's individuation and two aspects of organic special quality by the factor. Individuation classified by formation constituent's business ability, personal relations, age factors of Information Technology, and organic special quality classifies by factor of formation culture and result that analyze eating out company's business condition competitive power reinforcement effect factor is same as following. First, was construed by company culture, personal relations, business ability period of ten days with family Restaurant, and Information Technology showed that do not influence. Competitive power reinforcement effect factor with special restaurant was construed by company culture, personal relations, business ability period of ten days, and fast food company culture and Information Technology factor with hotel restaurant company culture by competitive power reinforcement effect factor construe.

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Streamlining ERP Deployment in Nepal's Oil and Gas Industry: A Case Analysis

  • Dipa Adhikari;Bhanu Shrestha;Surendra Shrestha;Rajan Nepal
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.140-147
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    • 2024
  • Oil and gas industry is a unique sector with complex activities, long supply chains and strict rules for the business. It is important to use enterprise resource planning (ERP) systems to address these challenges as it helps in simplifying operations, improving efficiency and facilitating evidence-based decision making. Nonetheless, successful integration of ERP systems in this industry involves careful planning, customization and alignment with specific business processes including regulatory requirements. Several critical factors, such as strong change management, support of top managers and training that works have been identified in the study. Amongst the hurdles are employee resistance towards the changes, data migration complications and integration with existing systems. Nonetheless, NOCL's ERP implementation resulted in significant improvements in operating efficiency, better data visibility and compliance management. It also led to a decrease in financial reporting timeframes, more accurate inventory tracking and improved decision-making capabilities. The study provides useful insights on how to optimize oil and gas sector ERP implementations; key among them is practical advice including strengthening change management strategies, prioritizing data security and collaborating with ERP vendors. The research highlights the importance of tailoring ERP solutions to specific industry needs as well as emphasizes the strategic role of ongoing monitoring/feedback for future benefits sustainability.

디지털아카이브 전시장 관람객의 감정반응요인이 몰입과 만족을 통해 전시성과에 미치는 영향 (Influence of Emotional Responding Factors of Visitors to Digital Archive Exhibition Venues on Exhibition Success through Immersion and Satisfaction)

  • 김인환;황찬규;황인진;홍순근
    • 디지털산업정보학회논문지
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    • 제12권3호
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    • pp.181-204
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    • 2016
  • Recently, the exhibition industry based on digital archive has been rapidly growing and the industry sees an innovative change with diverse digital archive exhibition venues emerging. Enabling visitors to enjoy new and varied exhibition provides a turning point to the exhibition environment. In today's world where IT (Information Technology) leads social changes, new framework and contents are required to establish digital culture that connects traditional culture with advanced information telecommunications. The objective of this study is to identify factors that influence the audience in a digital archive exhibition venue and to analyze impacts of these factors on exhibition success based on immersion and satisfaction. The study presents a research model that applies significant variables of emotional response theory in which fundamental psychological desire of humans is emphasized. To empirically verify the research model, the author conducted a survey for students of S university in Seoul and for ordinary people who have been to digital archive exhibition venues.