• Title/Summary/Keyword: Interactive Communication

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Knowledge Ecological Approach to Emergence of Korean Online-game Industry (한국 온라인게임 산업 부상의 지식생태계적 접근)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.79-91
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    • 2011
  • This study analyzes that Korea online-game emerges by naturally developed demanders, not by intentional suppliers(government/firms). Knowledge Ecological Approach is used to explain the emergence of Korea online-game industry. The research shows several knowledge factors that Korea online-game developed successfully. First, newly developed human resource(mainly lead users) play a strong positive feedback in the knowledge ecology system. The interactive system consists of social & environmental actors(local/global technological textbooks, universities, informal education institutes, companies etc.). Second, early developers start up venture firms through on/offline creative communities which give them project based job experience. Policy implication of the research is that the naturally emerged knowledge ecology, where various actors interact efficiently, determines the fountain new industry rather than discontinuous, intentional physical resources.

A Proposal of Business Model Development System for National Research and Development: Case of Korean Land Spatialization Group (국가 연구개발에 대한 비즈니스 모델 개발 체계 제안: 지능형국토정보기술혁신사업을 중심으로)

  • Hong, Jin-Won;Park, Seung-Wook;Bae, Sang-Keun;Kim, Young-Su
    • Information Systems Review
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    • v.12 no.2
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    • pp.167-187
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    • 2010
  • The governmental R&D projects have put a great emphasis on returns on R&D investment through development of market- and customer-oriented technologies and their commercialization. A successful commercialization of the technology developed from a R&D project relies on development of the technology intriguing customers, establishment of effective commercialization strategies throughout the stages of R&D planning and development, and interactive communication between the technology developer and a private company that will do a business with the technology. The business modeling helps accomplish the requirements for the successful commercialization. The past literature about technology commercialization does not provide a systematic procedure in developing a business model for the governmental R&D project. In this study, we proposed a systematic procedure developing a business model integrating peculiar characteristics of governmental R&D and viewpoints of technology developers and professionals of technology commercialization. It can be a useful guideline for developing a business model for the governmental R&D project.

Effects of Social Rapport and Friendship on the Relational Outcomes (사회적 라포와 프렌드십의 관계마케팅 성과에의 영향)

  • Ahn, Jinwoo;Chun, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.354-365
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    • 2013
  • Service marketing is the important part in relationship marketing researches because it can make not only a functional aspect, but a social connection with customers as well through the interactive process in service encounters. Therefore, we have to examine whether or not customers' strong emotional bonds which can be created by the interaction in service encounters have influences on the variables related to relationship marketing in service. As results, social rapport and friendship as customers' strong emotional bonds were stimulated by a relational antecedent(communication), and eventually could effect on customer loyalty as a relational outcome positively. It means that customers' strong emotional bonds are critical components to lead relational outcomes in relationship marketing of service. Also, It suggests that customers' strong emotional bonds should be considered in the process from the relational efforts to relational outcomes.

Internet Revolution in Bangladesh

  • Rahman, Mizanoor
    • Proceedings of the CALSEC Conference
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    • 2004.02a
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    • pp.65-72
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    • 2004
  • The Internet is a social and economic foundation, apparently destined for human communication and interaction. It is supposed to allow for more interactive and innovative ways for people to do what they do in 'real lift'. There is no shilly-shallying to say that at present, Internet has become a commanding and useful tool for empowerment and income making in developing countries. It is very difficult to say that at present internet has turned into a popular and useful thing among the Bangladeshi people like students, doctors, engineers, businessmen, researchers as well as politician who are being logged into the internet for getting information what they want. Though the Internet was invented in 1970 but it came late in Bangladesh through UUCPs (Unix-to-Unix copy) email connectivity in 1993 and IP connectivity in 1996. Having launched Internet, on June 1996 National polls result were broadcast through the using of World Wide Web (WWW) that was the first ever practice trial in Bangladesh. On June 1996, the government has approved to allow VSAT (Very Small Aperture Terminal) in the country's private sector to operate as Internet Service Provider (ISPs). At the end of year, there were only two ISPs in the country and number of users near about one thousand only. But next year in 1997, the total number of ISPs was more than a dozen and the clientele growth was ten times higher than that of the previous year. From then, the number of Internet users and ISPs are increasing significantly in Bangladesh. About 40 ISP are providing internet service among as many as 3, 20,000 users at present out of almost 130 license holder ISP provider but among the ISPs, most of the ISPs are placed in Dhaka and few are working in Comilla, Sylhet, Rajshahi, Chittagong and Khulna. It should be mention that currently, broadband internet (Radio, Cable) connection is working side by side dial -up connection where broadband accounts 10,000. This paper will have a comprehensive discussion on the current situations of Internet and some of the contemporary issues in the matter concerned.

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The Interactive Factors of Ubiquitous Media Affected on the Intention of Convergence Service Adoption (유비쿼터스 미디어의 수용의도에 영향을 미치는 상호작용성 요인에 관한 연구)

  • Kim, Ju-An
    • International Commerce and Information Review
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    • v.9 no.2
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    • pp.19-40
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    • 2007
  • In recent, T-commerce is widely dispersed as alternative type of commerce. It is forecasted that t-commerce system is used more than e-commerce system. Therefore more and more t-commerce-related industries are also recognizing that t-commerce is a critical business model. It is needed to understand the concept of t-commerce and develop the t-commerce marketing strategy. CEO analyses consumer's behaviors according to the data about buyers and applies the advantage of t-commerce to the communication with customers. This t-commerce system plays an important role in maximizing customer satisfaction and affecting their intention to reuse it. Therefore this paper attempts to identify T-commerce critical success factors and divide between use-intention group and unuse-intention group by taking out a discriminant function by the discriminant analysis. This lays a foundation in developing T-commerce strategy. According to the discriminant function extracted, convenience factor, amusement factor, system quality factor, product perception factor are significant in the sequence of influential degree. However, usefulness factor and speedy connection factor are not significant. In result, the target hitting rate is 77.9% in the first unuse-intention group and it is 95.2% in the second use-intention group. The total discriminant target hitting rate is computed to higher value, 86.55%. The statistic package, SPSS 12.0, is used to survey and analyse data and test the hypothesis. The validity and reliability of variables are verified by both reliability analysis and factor analysis. The discriminant analysis is used to tell the difference between use-intention group and unuse-intention group.

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Stable and Easily Parallizable Cloth Animation Method (안정적이고 병렬화가 용이한 옷감 애니메이션 기법)

  • Kang Young-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.5
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    • pp.995-1001
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    • 2005
  • Implicit Integration has become a standard approach to efficient cloth animation, and it guarantees the stability of the system so that large steps can be used. Therefore, it is regarded as the best method for the real-time or interactive animation of cloth. Since the implicit method was introduced for stable cloth animation, various cloth animation techniques based on the method have been proposed. It is now possible to generate the real-time animation of cloth model with thousands of mass-point in general PC environments. Although the implicit method guarantees the stability, the implementation of the implicit method is generally more difficult than that of the explicit method. Even worse, it is very difficult to parallelize the computation process of the implicit method. The cloth animation with implicit method can be formalized as a linear system solving. In this paper we propose an stable and efficient cloth animation techniques based on the implicit method. The proposed method can be easily parallelized. Self-collision is another important issue in cloth animation, we also propose an efficient self-collision avoidance techniques.

Live-Action VR Re-lighting Pipeline Using Depth Information (깊이 정보를 활용한 실사 VR의 리라이팅 파이프라인)

  • Baek, Kwang-Ho;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.9
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    • pp.1214-1219
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    • 2018
  • A variety of VR contents are being introduced as of 2017. VR contents are concentrated in the genre of games and interactive because of the difficulty of $360^{\circ}$ shooting production environment. Live action $360^{\circ}$ VR content has many problems due to the difficulty of the production environment. In this paper, a three - dimensional information value is generated in binocular disparity of a real image by using a re-light technique based on real image data. The generated 3D information values are combined with a technique of converting the depth information into a depth map and a re-light technique by installing virtual lighting on the surface formed in the 3D space. In order to solve the problem of lighting exposure, we apply the technique of re-lighting to the VR production pipeline by comparing and analyzing the result image of actual image and virtual image data.

Implementation of Static Address-Internetworking Scheme between Wireless Sensor Network and Internet (센서 네트워크와 인터넷과의 정적 주소 연동 방안 구현)

  • Kim, Jeong-Hee;Kwon, Hoon;Kwak, Ho-Young;Do, Yang-Hoi;Byun, Yung-Cheol;Kim, Do-Hyeun
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.40-49
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    • 2006
  • As a promising integrated circuit, wireless communication and micro-computing technology, the technology of sensor network that will lead the information technology industries of the next generation and realize the ubiquitous computing is one of the most active research topics and its research activities are also making today. From now on, each node, the network formation, and even the sensor network itself will interact with the generic network and evolve dynamically according to environmental changes in a process of continual creation and extinction. Therefore, address-internetworking between sensor network and generic network which are used different address mechanism is required. In this paper, we propose a static address-internetworking scheme for interactive networking between a sensor network and the Internet. The proposed scheme that possess a gateway approach to perform the protocol translation from one protocol to another, an overlay approach to constructs an overlay network on the WSNs and enables static internetworking between a sensor network address scheme based on Zigbee and the Internet address scheme based on the Internet Protocol. In addition, we verify the proposed scheme by an interconnection experiment.

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Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.

STATUS OF GOCI DATA PROCESSING SYSTEM(GDPS) DEVELOPMENT

  • Han, Hee-Jeong;Ahn, Yu-Hwan;Ryu, Joo-Hyung
    • Proceedings of the KSRS Conference
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    • 2007.10a
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    • pp.159-161
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    • 2007
  • Geostationary Ocean Color Imager (GOCI), the world-first ocean remote sensing instrument on geostationary Communication, Ocean, Meteorological Satellite (COMS), will be able to take a picture of a large region several times a day (almost with every one hour interval). We, KORDI, are in charge for developing the GOCI data processing system (GDPS) which is the basic software for processing the data from GOCI. The GDPS will be based on windows operating system to produce the GOCI level 2 data products (useful for oceanographic environmental analysis) automatically in real-time mode. Also, the GDPS will be a user-interactive program by well-organized graphical user interfaces for data processing and visualization. Its products will be the chlorophyll concentration, amount of total suspended sediments (TSS), colored dissolved organic matters (CDOM) and red tide from water leaving radiance or remote sensing reflectance. In addition, the GDPS will be able to produce daily products such as water current vector, primary productivity, water quality categorization, vegetation index, using individual observation data composed from several subscenes provided by GOCI for each slit within the target area. The resulting GOCI level 2 data will be disseminated through LRIT using satellite dissemination system and through online request and download systems. This software is carefully designed and implemented, and will be tested by sub-contractual company until the end of this year. It will need to be updated in effect with respect to new/improved algorithms and the calibration/validation activities.

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