Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.14
no.2
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pp.105-118
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2019
New manufactural innovation was generated with combination with Do It Yourself(DIY) culture and Information and Communication Technology(ICT). It led people to make their creative idea in real things and share them. This social movement has been called as 'Maker' culture. As maker culture was developed, the places named 'Makerspace' with high-tech equipment and sharing environment have been widely spread and gotten spotlight. Futhermore, makerspaces have been diffused rapidly in Korea; because of its importance for the fourth industrial revolution. However, the operation of makerspaces is not matured as much as its popularity, so problems occurred in operating aspects. The number of related studies is not enough to foster domestic maker culture in Korea. Of that, studies on operation of makerspaces were limited and the quantity of survey sample was insufficient. Therefore, firstly, in this study, operation elements of makerspaces were extracted by literature review. And, survey for examining the extracted elements was conducted to four policy makers and researchers, four makerspace operators and four makers. Final survey was carried out by Importance-Performance Analysis(IPA) method to fifty recipients composed of policy makers and researchers, operators, and makers. In result, importance located above performance in every elements and in-depth interview was followed to understand domestic surroundings and suggest way to invigorate makerspaces in Korea. The suggestion shows as follows. First, online and offline platform for makers should be expanded; second, makerspace should connect private sponsorship with makers or their projects; third, policy direction has to be improved from venturing business to diffusion of maker culture; fourth, basic maker education should be enlarged.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.37
no.1
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pp.68-75
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2019
This study aims to look at the application methods of landscape architecture in response to the 4th Industrial Revolution. The results of the analysis of trends in the 4th Industrial Revolution and the subsequent search for application methods to the field of landscape architecture are as follows. First, the 4th Industrial Revolution means innovative change based on digital technology and seeks to create value based on intelligent information technology, and continuous growth is being made through innovation. This requires expertise to collect large amounts of information and creatively rework it, and a strategy to flexibly cope with changes in the times. Second, the status of technological use in response to the 4th Industrial Revolution in the field of landscape architecture is generalizing the establishment of precise analysis results such as survey technology and global mapping using drones, three-dimensional design simulation, and VR. In the field of traditional landscape architecture, efforts are made to obtain accurate fact-finding data on landscape site components. Third, the application methods in the field of landscape science according to the 4th Industrial Revolution in the future are required to supply precision technology and supply programs in the technology sector, and to provide a shared platform. In addition, a systemically standardized process will need to be established for this. In addition, educational efforts should be continued to professional manpower training and provide economic support for the development of technologies.
Journal of the Korea Academia-Industrial cooperation Society
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v.22
no.6
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pp.67-74
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2021
Ground Operations Command (GOC) has studied various methods using artificial intelligence (AI) in order to accomplish ground missions more effectively and to strongly respond to variable strategic situations with advancements in fourth industrial revolution technology. As the result of various literature reviews, PEST-7S-SWOT is considered the most appropriate methodology for promoting strategies and for task development. These procedures consist of three stages. Phase 1 is analysis of external environmental factors from applying PEST procedures. We analyzed external environmental factors to determine opportunities and risk factors. Phase 2 is the analysis of internal environmental factors from applying 7S strategies. We analyzed the current state of an organization to find strengths and weaknesses. Phase 3 is SWOT analysis. It is based on the opportunities and risk factors from Phase 1 and the strength and weakness factors from Phase 2. We derive promotional strategies and tasks through SWOT analysis. In this study, four strategies and 11 tasks were derived for GOC AI systems. Those are promotion of policies and systems, reinforcing organizations, building an AI base, increasing expertise and capabilities, and validating PEST-7S-SWOT methodologies.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.16
no.3
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pp.87-103
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2021
The government is trying to create jobs by providing 160 billion won in 2021 to revitalize youth start-ups, but the number of youth unemployment and potential unemployment is hitting a record high of 1.2 million due to the shock of employment due to COVID-19. Although start-ups are encouraged as an alternative to revitalizing jobs, the success rate of young start-ups is low due to lack of start-up funds and experience. The purpose of this study is to understand the need to diversify start-up education and career education by understanding start-up policies through one-time funding and short-term education. The results of the study on the factors affecting the willingness to start a business were as follows, by sampling 344 students from specialized high schools preparing for employment and 344 young people in their 20s who are seeking jobs. First, among the entrepreneurship subvariables, innovation, autonomy of job value, and desire for economic achievement are significant, and the older the person surveyed, the more positive the perception of the entrepreneur was. Second, as you get older, your will to start a business decreases, and your experience in successful start-up models and start-up education has an impact on your will to start a business. Third, perception of entrepreneurs is a partial medium effect, which indirectly influences the willingness to start a business and directly or indirectly influences the willingness to start a business through the autonomy of job values, the desire to achieve economic and entrepreneurship.
The purpose of this study is to investigate the effect of the strategic role of the human resources department in the manufacturing industry on organizational effectiveness through education and training satisfaction. Among the data from the 7th human capital company panel survey, data from the manufacturing industry were used and analyzed through a structural equation model. The results of this study are as follows: First, the strategic role of the HR department has a positive effect on satisfaction with education and training. Second, satisfaction with education and training and the strategic role of HR departments have a positive effect on job satisfaction among organizational effectiveness. Third, it was confirmed that education and training satisfaction has a mediating effect on the relationship between the HR department's strategic role and job satisfaction. The results of this study are expected to become the basis for expanding the authority and responsibilities of the HR department, which is an important factor in overcoming the crisis faced by SMEs as well as innovation, and redefining their role.
Journal of Information Technology Applications and Management
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v.28
no.3
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pp.59-75
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2021
This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.
This study examines the actual operation and performance of the public participation platform by analyzing various public participation processes from 2018 to 2021, when 'Gwanghwamun 1st Street', a representative public participation platform operated by the Ministry of Public Administration and Security, was launched. Through this, the influencing factors that were able to successfully induce the process of policyization through public participation were derived as follows. First, online participation channels were diversified to encourage public participation. Second, it is also important that the public opinion contest and compensation for public review were implemented to encourage and expand public participation. Third, the participation of experts was encouraged to refine and refine the people's ideas. Through these research results, it is judged that the Korean government will be able to contribute to inducing the policyization process through continuous public participation. In deriving success factors for policyization through public participation in the future, how influencing factors such as the public participation process, communication through online channels, and collaboration with experts affect the public participation process using quantitative analysis techniques A study to prove it will have to be conducted subsequently.
The election broadcast began utilizing virtual studios in the mid-1990s. In 1996, SBS's virtual studio was evaluated as an innovation in Korean broadcasting technology that introduced the world's first virtual studio. However, there have been cases where KBS and MBC named it a virtual studio and used it for election broadcasting. Various CG (Computer Graphics) case studies of election broadcasting have been conducted since the 2000s, but the initial research is inadequate. Therefore, this paper complements existing research by analyzing the cases of the mid-1990s when they actually started using virtual studios. Beginning with SMOCKEY (KBS) and MAGICII (MBC) in 1995, we presented the initial model of the virtual studio, and then with SBS Virtual Studio, each broadcasting company evolved into the names Dream Studio (KBS) and Space 21 Studio (MBC). As a result of the analysis, it was found that the election broadcast is a chart showing the data and the winning prediction, and that the election broadcast was the trigger to compose the story based on the introduction of the virtual studio. It is a form of historical research dealing with the value of the early virtual studios in this paper. It is meaningful to see the process of Remediation.
According to the equity home bias theory, foreign investors are considered to have less information than native investors. However, as the economy becomes liberalized and overseas economic innovation has a great influence on the local economy, it is possible for foreign investors to invest as informed traders. This study analyzes whether information on trade amount by nationality has specific characteristics. The findings are summarized as follows. First, the increase in trading by foreign investors has negative effects on stock returns. There is no significant difference in these negative effects by nationality. This means that foreign investors show strong herd behavior regardless of nationality. Second, foreigners' investment activities increase stock price volatility, but the impact is not significant. Third, the behavior of foreign investors is still positive feedback. However, there are signs that positive feedback behavior may be changing, especially for funds from the United States and the Cayman Islands. Finally, tax haven zone funds have different investment strategies than other foreign investors. However, Cayman Islands funds, which are estimated to be closely related to Korea, are different from Luxembourg and Ireland funds. These findings undermine the fundamentals of the equity home bias theory.
The Journal of the Convergence on Culture Technology
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v.8
no.3
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pp.405-413
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2022
Since the COVID-19 outbreak, the active utilization of new health care service utilizing the ICT technology and data science such as telemedicine, smart hospital, AI dignosis has been increasingly found. In this study we examined the business model of Amazon healthcare which leads disruptive innovation in U.S. health care industry with the introduction of hybrid model of telemedicin, in-person care and customer-centric online drug delivery, home-use diagnostic kit, characterized by the integrated model combining medical care, drug delivery and the use of diagnostic kit. We showed using the multiproduct competition model that the synergy effect between the Amazon's original business areas and the healthcare business area causes the active market penetration and the increase in the customer value from utilization of the Amazon care. Using Hotelling's spatial competition model, we also showed that the competition in the health care market can be greater when consumer's choice of health care providers are available in telemedicine platform. In the long, run the issue of competition being weakened due to the exit of less competent healthcare providers may arise, to which the policymakers in the charge of fair competition in health care industry should pay attention.
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