• Title/Summary/Keyword: Internet Industry

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A Study on the Analysis and Improvement of Defense Technology Planning in Response to the Fourth Industrial Revolution (4차 산업혁명 대응을 위한 국방기술기획 분석 및 개선방안 연구)

  • Noh, Sang-Woo;Song, Yu Ha;Choi, Jong-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.551-556
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    • 2018
  • With the rise of the fourth industrial revolution, the importance of establishing R&D strategies to develop ICT technologies such as Big Data, Artificial Intelligence, Robots, the Internet of Objects, and 3D Printing is increasing. In this study, we analyzed the effects of the fourth industrial revolution on society and the present state of the national defense technology planning system, and proposed improvement measures for the utilization of the fourth industrial revolution in the defense industry from the perspective of defense R&D. The current defense R&D strategy focuses on securing the core technologies of each weapon system required by the military through research and development. Under the current system, the role of fourth industrial revolution technology will be confined to some of the weapons systems required by the military. In order to overcome this limitation, we propose a technology roadmap for the future weapons systems.

An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

Scaling Behavior of Manufacturing Industry Worker (제조업 근로자의 스켈링에 대한 행태와 관련요인)

  • Jung Eun Kyung;Nam Yong Ok;Jin Seok Ho;Seo Nam Deuk;Kim Jung Sock;Nam Chul Hyun
    • Korean Journal of Health Education and Promotion
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    • v.22 no.1
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    • pp.1-16
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    • 2005
  • The study was performed to examine the scaling behavior about dental health. The subjects of this study were 700 workers selected in Daegu. This survey was carried out during 2003. 7. 15 - 2003. 7. 31. The results of this study can be summarized as follows. 1. Distribution of respondent's class was male of $53.5\%, female of $46.2\%, and 30's age of $36.2\%, 20's age of $28.2\%. Concerning about dental health was appeared that female was higher rate than male. also, difference was related in their age, working department and residence. 2. In case of no experience to scaling for past 3 years was appeared that male of $67.6\% was higher rate than female of $56.8\%. The frequency of treat scaling was appeared that $46.2\% of the subjects was treated scaling per year. 3. The root cause of no treatment by regular was appeared that 'high expensive' was most high with $38.0\% and 2nd, 'didn't felt importance' was $24.2\%, 3rd 'lack of spare time' was $20.7\%, the last ranking 'only be frightened' was $14.3\%. 4. Method of learning knowledge about scaling was appeared that male and female were similar with their method of it. knowledge level of scaling was learned by internet were higher in worker of 20's age than any other age. also, other difference was related in school career and residence. Opinion about necessity of scaling answer which need or surely need were similar to male of $67.1\% and female of $72.6\%. 5. As for knowledge of scaling was appeared that male of $94.3\% and female of $87.1\% had corrective knowledge. The right answer was significantly different by ages, school career, working department and residence.

Development of The Controller for Taking Out Injection Molded Body in Fast (고속 사출물 취출을 위한 제어기 개발)

  • Song, Hwa-Jung;Lew, Kyeung-Seek;Kim, Tong-Deak
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.47 no.5
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    • pp.1-8
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    • 2010
  • Clients require easy to use of product and operating and industry safety according to the change of a market and a factory. For overcoming it, this paper developed controller of take-out robots that take high speed and superprecision and supplement a week point as use the system based on network. development controller classify teaching pendant and center server PC. Center server PC service the information about all process to supervisor. Teaching pendant is the bridge that service various faculties such as control, user recognition, metallic pattern operation to the user using injection molding. The controller development for taking out injection molded body classify software and hardware. The development of software is divided into three step which is application program, user interface and device driver. the simple device driver is not classified and included in application program. The hardware induce the touch panel and wireless network and construct the effective process control and internet connection. The inject ion cycle of existing system was five second but advanced system has the inner four cycle, process efficiency and product operation through wireless network.

A Study on the Change of Design Terms in Multimedia Age (다 매체 시대에 있어서 디자인 용어 변천에 관한 연구)

  • Kim, Hyo-Jin;Nah, Ken
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.361-366
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    • 2018
  • The purpose of this study is to examine the four aspects of design terminology : dictionary, legal, academic, and popular according to the changes of various media and the stream of times and to establish a basic framework for design terms that can be refined in time. Based on an understanding of the essential meaning of design terms, it provides the basis for establishing the basic direction of the use of design terms that can be used between the design industry and other industries. The research methods are as follows: First, the preliminary meaning of design terms was examined through previous studies. Second, the present state of use of design terms was analyzed using the Internet and various network media. Third, through interviews with experts in each design field, the criteria of contemporary design terms was explored. Ultimately, the direction to establish design terms was derived through these research processes. The result of this study is meaningful to provide the new index of the time and conceptual change of design terms. In the future, it will be necessary to expand the research on design common terms continuously in design-related academia and related industries, and try to establish professional and popular design terms through diverse opinions.

Customer's preferred real estate brokerage service quality research on factors determining (고객이 선호하는 부동산중개서비스 품질요인 결정에 관한 연구)

  • Choi, Yun-Kyong;Sin, Gwang-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.357-364
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    • 2012
  • For this study, real estate brokerage services to customers how to evaluate quality factors and quality factors important for studying about what is preferred. Real estate brokerage service quality factors, the expertise of brokers, dealers sales skills, a sense of responsibility of traders, brokerage firm's position, whether or not participating were chosen franchise. Looking at the findings, and customer service quality factors, the five kinds of real estate brokers a sense of responsibility to be the most important quality factors were analyzed as a favorite, followed by the expertise of brokers, sales skills brokers, brokerage firm's presence, a franchise analysis of whether the order has been participating. As the results of this study, the traders as traders sense of responsibility and expertise and strive to improve, friendly servece and act as an active intermediarv will need to improve sales skills. Continuous promotion of the brokerage firm's position is shown to be critical, franchise affiliated businesses in order to make use of an efficient information network of the Internet is seen to be in need of improvement. This paper, we have experienced a real estate brokerage contracts require customers a service directly to find out whether the data obtained through interviews with the empirical analysis is Therefore, work-related departments of Ministry of Land and brokerage herein with reference to the Association to take measures to Once you have contributed little bit. Brokerage industry and the traders themselves, as well as the competition is to the straight ahead Do not look at a value for the development of brokerage will be constantly working.

An analysis on the development of a new multicasting method for telecommunication networking (텔레커뮤니케이션 네트워크상 멀티캐스팅 신기술 개발 분석)

  • Cho, Myeong-Rai
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.3
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    • pp.27-45
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    • 2010
  • It is strongly believed that multicast will become one of the most promising services on internet for the next generation. Multicast service can be deployed either on network-layer or application-layer. IP multicast (network-layer multicast) is implemented by network nodes (i.e., routers) and avoids multiple copies of the same datagram on the same link. Despite the conceptual simplicity of IP multicast and its obvious benefits, it has not been widely deployed since there remain many unresolved issues. As an alternative to IP multicast, overlay multicast (application-layer multicast) implements the multicast functionality at end hosts rather than routers. This may require more overall bandwidth than IP multicast because duplicate packets travel the same physical links multiple times, but it provides an inexpensive, deployable method of providing point-to-multipoint group communication. In this paper we develop an efficient method applied greedy algorithm for solving two models of overlay multicast routing protocol that is aimed to construct MDST (Minimum Diameter Spanning Tree : minimum cost path from a source node to all its receivers) and MST (Minimum Spanning Tree : minimum total cost spanning all the members). We also simulate and analyze MDST and MST.

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A Technique on the 3-D Terrain Analysis Modeling for Optimum Site Selection and development of Stereo Tourism in the Future (미래입체관광의 최적지선정 및 개발을 위한 3차원지형분석모델링 기법)

  • Yeon, Sang-Ho;Choi, Seung-Kuk
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.415-422
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    • 2013
  • The contents development for the Internet and cyber tour has been attempted in a number of areas. 3D topography of the spatial environment, land planning and land information contents as a 3D tour of the future ubiquitous city safe for tourism due to the implementation of information made available major area. Domestic service, and in urban areas of the country where land and precise spatial information in order to shoot satellites and aircraft in the area you want to mount the camera on a variety of photo images taken by conducting 3D spatial that is required is able to obtain the information. Geo spatial information in a variety of direct or indirect acquisition of the initial spatial data into a database for accurate collection, storage, editing, manipulation and application technology changes in the future by establishing a database of 3D spatial by securing content organization ubiquitous tourist to take advantage of new tourism industry was greatly. As a result of this study for future tourism using geo spatial information and analysis of 3D modeling by intelligent land information indirectly, with quite a few stereo site experience and a variety of tourist spatial acquisition and utilization of information could prove.

A Study on the Gap Analysis between Expectation and Perceptions of Users for IPTV Services based on N-Screen Technology (N-Screen 기술 기반 IPTV서비스에 대한 이용자의 기대와 인지 간의 GAP분석에 관한 연구)

  • Kim, Jun Soo;Kang, Sang Ug;Lim, Gyoo Gun
    • The Journal of Society for e-Business Studies
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    • v.18 no.2
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    • pp.205-222
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    • 2013
  • One of the recent important issues in IT fields is the convergence. It had been simply focused on functional convergence of technologyies. However the convergence in terms of businesses or services also has been made in recent years. The convergence between broadcasting and telecommunication industries can be possible because the e-transformation of broadcasting industry based on digital technology such as multimedia and multi-channel, can be combined with the high speed telecommunication network. It is giving a birth of various convergence services such as IPTV. IPTV is a kind of new service that is combined with the convergence of network, contents, and device. Nevertheless the controversy about the scope and the value of this new convergence service has constantly been raised; for example, what is the difference between IPTV and Internet TV? or what are the benefits that customers can have? This study measured the expectation level and the cognitive level of users before and after using the service and analyzed the gap between the importance and the satisfaction of the service. From this study, we proposed the priority of each function by analysing Importance-Performance Analysis(IPA) method to suggest required functions of IPTV service based on N-Screen technology. This study will identify the gap of awareness level between service providers and end users for the functions of broadcasting and telecommunications convergence service and suggest a solution enhancing user satisfaction.

Actual Condition of Teenagers' Computer Game Addiction and It's Influence on their Personality (청소년의 컴퓨터 게임 중독 실태와 인성에 미치는 영향)

  • Ahn, Seong-Hun;Jang, IL-Young
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.447-459
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    • 2007
  • Recently, the use of computer game by Korean teenagers is rapidly growing due to the expansion of the computer popularization and the development of game industry. Of all the teenagers, 82.4% have experience of playing computer game and statistics shows that 22.4% of them play everyday. There is an opinion that the computer game not only improves self confidence and concentration but also enhances internet use, foreign language usage and cognitive ability so that it accelerates learning efficacy and releases stress. On the other hand, there also exists a negative opinion on the symptoms of its addiction. Young(1996) warns that like other addictions, computer game addiction can provoke social problems such as loss of control, desire, marriage problem, schoolwork failure, financial deficiency and loss of employment. Therefore, this study has investigated how computer game addiction affects teenagers' personality. For this purpose, I have conducted the research on the reality of teenagers'computer game use, computer game addiction assessment, analysis on the difference between male and female, and on the relation between the level of computer game addiction and teenagers' personality. As a result, it is confirmed that the computer game addiction affects negatively to teenagers' personality such as stability, self-controlling, perceiving emotion, expressing emotion and controlling emotion.

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