• Title/Summary/Keyword: Information Production Behavior

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Impact of Information Orientation and Technology Commercialization Capability on Technical Performance: Focusing on Mediating Effect of Technology Commercialization Capacity and Moderating Effect of Technology Accumulation Capacity (정보지향성과 기술사업화능력이 기술성과에 미치는 영향: 기술사업화능력의 매개효과 및 기술축적역량의 조절효과 중심으로)

  • Han, Sung Hyun;Heo, Chul Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.1
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    • pp.167-184
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    • 2020
  • This study analyzed the effects of information orientation and technology commercialization ability on technological performance of corporate workers. Information Orientation consisted of information technology capability, information management ability, information behavior and value, and technology commercialization capability consisted of productization capability, production capability, and marketing capability as sub-variables, and technology accumulation capacity was used as a coordinating variable. An empirical analysis was performed on 349 online and offline questionnaires collected from corporate employees. Analysis results using SPSS v22.0 and Process macro v3.4 First, information orientation and technical performance were found to have a significant effect.In addition, information orientation had a significant effect on technology commercialization capability. The magnitude of the influence on the productive capacity and the productive capacity in the variable of competency was in the order of information technology ability, information management ability, information behavior and value, but the influence on marketing capability was different from the previous results. Information management ability and information technology ability were in order. Second, the product commercialization capability, production capability, and marketing ability of technology commercialization ability had a significant effect on technology performance independently of information orientation. Third, the information technology ability and information management ability had a significant influence on the technical performance, but the indirect effect through the commercialization ability and marketing ability in information behavior and value was significant, the indirect effect of transit was not significant. Fourth, only the interaction terms of production capacity and technology accumulation capacity were significant among the sub-variables of technology commercialization capacity, and technology accumulation capacity, commercialization capacity, and marketing ability were not significant. Therefore, the relationship between productive capacity and technological performance can be interpreted as lower in firms with high technology accumulating ability than in lower firms, subsequent studies will require the introduction of other independent variables, models through the introduction of parameters and control variables.

Qualitative Study on Group Decision Making with Synchronous Text Communication Medium (동시적 텍스트 기반 매체를 이용한 집단의사결정에 관한 질적 연구)

  • Park Sanghyuk;Cho Namjae
    • Journal of Information Technology Applications and Management
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    • v.11 no.4
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    • pp.1-23
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    • 2004
  • This study identifies communication patterns of groups using synchronous text communication medium for their group decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of groups, when appropriately organized, can be of help in enhancing creative production of outcomes. A qualitative study was conducted on communication patterns based on an analysis of text-based electronic conversation protocols. Specifically this research tried to overcome existing studies on electronic groups by focusing on interactive process of communication among participants. The major study conclusion; are: (1) The production of creative outcome may depend on the process or sequence of discussion among group members with synchronous text communication medium. That is, proper interactive responses and appropriate control of the discussion process are essential to obtain a high level of performance. (2) It is importantto make discuss rules based on meta-cognitive and interactive protocols in the early stage. Explicit rules relating to internal group processes as well as communication medium use are even more important to groups with electronic communication medium than face-to-face groups.

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A Strategic Effect of Bundling on Product Distribution

  • Gwon, Jae-Hyun
    • Journal of Distribution Science
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    • v.13 no.10
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    • pp.15-21
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    • 2015
  • Purpose - This study examines a bundling effect on production and distribution in a patent-protected industry. Despite the heavy use of bundling strategies in the information and technology industry, literature has paid scant attention to bundling of intellectual property rights. This study examines a theoretical exploration of the bundling effect on licensing behavior. Research design, data, and methodology - To address this behavior, we build a simplified model consisting of three stages: 1) bundling decision, 2) licensing agreement, and 3) competition. The subgame perfect Nash equilibrium is applied to the model. Results - A single-patent holder with superior technology grants its own license to the multiple-patent firm, thereby leaving the market. Anticipating the single right holder's licensing strategy, the multiple-patent firm offers a bundle, making the single-right holder's bargaining position weaker. Conclusions - Bundling is an effective business strategy, resulting in multiple products for a firm as it faces other firms with single-product lines in each market. Taking advantage of the multi-patent or multi-product lines, the firm utilizes the bundling strategy obtaining better technology from the standalone single-patent firms.

Resistance of concrete made of fibers in weight lifting slabs against impact in sports training

  • Zhi Li
    • Structural Engineering and Mechanics
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    • v.86 no.3
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    • pp.325-336
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    • 2023
  • A significant component of many civil constructions such as buildings, reservoirs, bridges, and sports halls, concrete has become increasingly popular due to its versatile properties. Concrete's internal characteristics change due to the use of different types of fibers, including changes in its microstructure, volume, and hole dimensions. Additionally, the type, dimensions, and distribution of fibers in concrete can affect the results of flexural strength tests by affecting its compressive and tensile strength. Due to a lack of information, fiber concrete is a new composite material in the production industry that requires laboratory studies to determine its behavior. This study investigated the bending behavior of multilayer slabs made of concrete reinforced by polyamide-propylene fibers against impact in weight lifting exercises. Results showed that adding fibers to concrete slab samples improved the mechanical properties while replacing them hurt the mechanical properties and failure of polymer fiber-reinforced concrete. On the other hand, adding and replacing fibers increases durability and has a positive effect.

An Artificial Intelligence Evaluation on FSM-Based Game NPC (FSM 기반의 게임 NPC 인공 지능 평가)

  • Lee, MyounJae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.127-136
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    • 2014
  • NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.

A Creative Solution of Distributed Modular Systems for Building Ubiquitous Heterogeneous Robotic Applications

  • Ngo Trung Dung;Lund Henrik Hautop
    • Proceedings of the IEEK Conference
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    • summer
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    • pp.410-415
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    • 2004
  • Employing knowledge of adaptive possibilities of agents in multi-agents system, we have explored new aspects of distributed modular systems for building ubiquitous heterogeneous robotic systems using intelligent building blocks (I-BLOCKS) [1] as reconfigurable modules. This paper describes early technological approaches related to technical design, experimental developments and evaluation of adaptive processing and information interaction among I-BLOCKS allowing users to easily develop modular robotic systems. The processing technology presented in this paper is embedded inside each $DUPLO^1$ brick by microprocessor as well as selected sensors and actuators in addition. Behaviors of an I-BLOCKS modular structure are defined by the internal processing functionality of each I-Block in such structure and communication capacities between I-BLOCKS. Users of the I-BLOCKS system can easily do 'programming by building' and thereby create specific functionalities of a modular robotic structure of intelligent artefacts without the need to learn and use traditional programming language. From investigating different effects of modern artificial intelligence, I-BLOCKS we have developed might possibly contain potential possibilities for developing modular robotic system with different types of morphology, functionality and behavior. To assess these potential I-BLOCKS possibilities, the paper presents a limited range of different experimental scenarios in which I-BLOCKS have been used to set-up reconfigurable modular robots. The paper also reports briefly about earlier experiments of I-BLOCKS created on users' natural inspiration by a just defined concept of modular artefacts.

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Using Maya Walking Motion Analysis in the Changing Environment of the Ground and Implement Realistic Character Animation (마야를 이용한 지형변화 환경에서의 보행동작 분석과 현실적 캐릭터 애니메이션 구현)

  • Yoon, Yeo-Geun;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.521-523
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    • 2012
  • In the field of virtual reality and game production with realistic, real-time character's behavior is frequently used. In this paper, the terrain changes or other actions on the surrounding environment by implementing adaptive any action that is the most natural and can be adapted to analyze real-time character animation is implemented. For this purpose, in order to control the various movements of the character of the human body, by highlighting the major joints Kinematic dummy character animation is to create a way. Changes in terrain height difference of the two stairs that could cause analysis of the behavior in the environment and the other on the surrounding environment by adapting behavior to analyze the behavior of the slope climbing Based on this, the character animation is implemented.

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Factors Affecting Technology Acceptance of Smart Factory (스마트팩토리 기술수용에 영향을 미치는 요인에 관한 연구)

  • Kim, Joung-Rae;Lee, Sang-Jik
    • Journal of Information Technology Applications and Management
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    • v.27 no.1
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    • pp.75-95
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    • 2020
  • Smart Factory is the decisive factor of the Fourth Industrial Revolution and is a key field for national competitiveness. Until now, most smart factory research has focused on policy and technology. In order to spread more technology, it is necessary to study what factors influence the adoption of smart factory technology in the enterprise. Nevertheless, little research has been done. In this study, based on the UTAUT (Unified Theory of Acceptance and Use of Technology), which has been proved through many years of research, I have studied the factors that influence the acceptance of smart factory technology. As a result of research, performance expectancy, social influence, and facilitating conditions of UTAUT model had a positive(+) effect on behavior intention. Their relationship of influence was in the order of performance expectancy (β = .459)> facilitating conditions (β = .212)> social influence (β = .210). However, it was found that the effort expectancy did not affect the behavior intention, and the impact of the newly perceived risk on the behavior intention to use was not confirmed. The main reason is that the acceptance of smart factory technology is not a matter of personal interest but a matter of organizational choice. Trust, on the other hand, was found to be partially mediated between performance expectancy, facilitating conditions, social influence and behavior intention. For many years, many researchers have validated the UTAUT, which has been validated through various empirical studies. It is academically meaningful to begin the study of factors affecting the acceptance of smart factory technology in terms of the UTAUT. In practice, it is necessary to provide SME employees with more information related to the introduction of smart factories, to provide advanced services related to the establishment of smart factories, and to establish a standardized model for each industry.

Ambient Intelligence in Distributed Modular Systems

  • Ngo Trung Dung;Lund Henrik Hautop
    • Proceedings of the IEEK Conference
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    • summer
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    • pp.421-426
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    • 2004
  • Analyzing adaptive possibilities of agents in multi-agents system, we have discovered new aspects of ambient intelligence in distributed modular systems using intelligent building blocks (I-BLOCKS) [1]. This paper describes early scientific researches related to technical design, applicable experiments and evaluation of adaptive processing and information interaction among I-BLOCKS allowing users to easily develop ambient intelligence applications. The processing technology presented in this paper is embedded inside each DUPLO1 brick by microprocessor as well as selected sensors and actuators in addition. Behaviors of an I-BLOCKS modular structure are defined by the internal processing functionality of each I-Blocks in such structure and communication capacities between I-BLOCKS. Users of the I-BLOCKS system can do 'programming by building' and thereby create specific functionalities of a modular structure of intelligent artefacts without the need to learn and use traditional programming language. From investigating different effects of modem artificial intelligence, I-BLOCKS we have developed might possibly contain potential possibilities for developing applications in ambient intelligence (AmI) environments. To illustrate these possibilities, the paper presents a range of different experimental scenarios in which I-BLOCKS have been used to set-up reconfigurable modular systems. The paper also reports briefly about earlier experiments of I-BLOCKS in different research fields, allowing users to construct AmI applications by a just defined concept of modular artefacts [3].

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Comparison of two sampling intervals and three sampling intervals VSI charts for monitoring both means and variances

  • Chang, Duk-Joon
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.997-1006
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    • 2015
  • In industrial quality control, when engineers use VSI control procedure they should consider both required time to signal and switching behaviors together in the case of production process changed. Up to the present, many researchers have studied fixed sampling interval (FSI) chart and variable sampling interval (VSI) chart in the points of average number of samples to signal (ANSS) and average time to signal (ATS). However, ANSS and ATS do not provide any switching information between different sampling intervals of VSI schemes. In this study, performances of two sampling intervals VSI chart and three sampling intervals VSI chart are evaluated and compared. The numerical results show that ANSS and ATS values of two sampling intervals VSI chart and three sampling interval VSI chart are similar regardless the amount of shifts. However, the values of switching behaviors including ANSW are less efficient in three sampling intervals VSI charts than in two sampling intervals VSI chart.