• 제목/요약/키워드: Introduction to Intellectual Property

검색결과 27건 처리시간 0.023초

온라인 중재의 실행에 따른 법적 문제에 관한 고찰 (A Study on Legal Issues by Practice of Online Arbitration)

  • 우광명
    • 통상정보연구
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    • 제5권1호
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    • pp.137-158
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    • 2003
  • The rapid growth of electronic commerce increases the potential for conflicts over contracts which have been entered into online(e.g. about price, late delivery, defects, specifications...). Using arbitration as a dispute resolution alternative is becoming increasingly popular especially in cases involving intellectual property rights and technology disputes since speed and secrecy are essential. The use of online dispute resolution(ODR) mechanisms to resolve such e-commerce conflicts is crucial for building business, consumer confidence and permitting access to justice in an online business environment. However, the use of the Internet and the World Wide Web in dispute resolution has an impact on the types of communication implied in the relevant processes(negotiation, mediation and arbitration). This paper deals with legal issues with respect to the practice of online arbitration. The paper begins with a brief introduction to the theories behind arbitration. These sections will be followed by a discussion on the specifics of online arbitration and the problems the process faces online arbitration by the legal community.

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An Analysis of Choice of Compensation Structures in Korean Technology Licensing from Abroad

  • Park, Hyun-Woo
    • 기술혁신연구
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    • 제12권2호
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    • pp.227-245
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    • 2004
  • Studies on compensation structures of international technology licensing show that the level of intellectual property protection in the host market and the favorableness of the host country's economic environment are positively related to the use of running royalty-based compensation structure. Lump-sum fee or fixed royalty compensation is more likely to be used in the introduction and decline stages of the technology life cycle, and running royalty compensation in the growth stage. The international experience and the size of the licensor company are positively related to the use of running royalty. In this theoretical context, this paper analyzes the choice of compensation structures in Korean technology imports. The paper uses the officially reported data to analyze the compensation structures. It analyzes the characteristics of the compensation structures in terms of fixed royalty and running royalty by licensor country, group of licensor countries and size of licensee companies.

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한국의 해외 기술도입 보상구조의 결정에 관한 연구

  • 박현우
    • 기술경영경제학회:학술대회논문집
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    • 기술경영경제학회 2004년도 25회 하계학술발표회 논문집
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    • pp.151-169
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    • 2004
  • Studies on compensation structures of international technology licensing show that the level of intellectual property protection in the host market and the favorableness of the host country's economic environment are positively related to the use of running royalty-based compensation structure. Lump-sum fee or fixed royalty compensation is more likely to be used in the introduction and decline stages of the technology life cycle, and running royalty compensation in the growth stage. The international experience and the size of the licensor company are positively related to the use of running royalty. In this theoretical context, this paper analyzes the compensation structures of technology import in Korea. The paper uses the officially reported data to analyze the compensation structures. It analyzes the characteristics of the compensation structures in terms of fixed royalty and running royalty by licensor country, group of licensor countries and size of licensee companies.

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글로벌 경쟁에 대응한 4차 산업혁명 기술 활용의 기업 특성 연구 (A Study on the Characteristics of Companies Using Technologies of the 4th Industrial Revolution in Response to Global Competition)

  • 조정환;김태황
    • 무역학회지
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    • 제46권2호
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    • pp.355-368
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    • 2021
  • The purpose of this study is to analyze the factors affecting innovation activities related to the introduction of the 4th Industrial Revolution technology for Korean firms faced to the severe global trade and competition environments. This paper conducted an empirical analysis using the 'The Survey of Business Activities' distributed by the Statistics Korea in 2019. According to the results of the analysis, it was found that the firm size, labor cost, R&D, and intellectual property rights had a significant influence on the firms' adoption of the 4th industrial revolution technology. It was also found that the dummy variables such as strategic alliance between companies, review of entry into a new business, transfer of main business operations, and holding of subsidiaries had statistically significant effects on innovation activities. In addition, this paper showed that the firm characteristics had impacts on innovation activities of firms by the 4th industrial revolution technology type. In order for Korean firms to adapt to the challenges by the 4th Industrial Revolution, it is important to provide policy support and an environment in line with the characteristics of the firms.

건설기술개발촉진 및 활용성 향상방안에 관한 연구 (A Study on the Improvement scheme of Construction Technical Development facilitation)

  • 김재욱;김상범;박종현
    • 한국건설관리학회:학술대회논문집
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    • 한국건설관리학회 2007년도 정기학술발표대회 논문집
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    • pp.751-755
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    • 2007
  • 세계적으로 지적재산권에 대한 권리획득의 중요성이 대두되고 있으며, 이에 따른 국가간, 업체간의 노력이 치열해지고 있다. 국내 건설업체들의 해외시장 개척을 위해서는 원천기술의 확보가 절실하며 이를 위한 국가적 기술개발노력이 필요하다. 국내의 건설기술개발은 매년 지속적으로 증가하는 추세이며, 특히 PQ제도 도입이후 두드러진 증가세를 보이고 있다. 이에 현재 국내 업체들의 건설개술개발실태에 대한 분석과 국가적 기술개발장려제도 및 입찰제도에 대한 비교분석을 통해 국내의 제도적 문제점과 기술개발 실태를 파악하고 이를 토대로 기술개발 촉진과 활용성 향상 방안제시를 위한 연구를 수행 하였다.

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디지털 방송 콘텐츠 보호 유통 시스템 설계 및 구현 (Design and Implementation of a Protection and Distribution System for Digital Broadcasting Contents)

  • 이혜주;최범석;홍진우;석종원
    • 정보처리학회논문지C
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    • 제11C권6호
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    • pp.731-738
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    • 2004
  • 디지털 콘텐츠의 이용 증가와 함께 디지털 콘텐츠의 저작권 보호 및 유통이 점점 부각되고 있으며 이를 위한 디지털 저작권 관리(DRM, digital rights management) 기술은 다양한 종류의 디지털 콘텐츠 뿐만 아니라 저작권 권리를 보호하기 위해 적용 가능하다. 뿐만 아니라, 디지털 방송 기술 도입과 개인용 비디오 녹화기와 같은 저장 장치의 등장으로 저장되는 디지털 방송 콘텐츠에 대한 보호 기술도 요구되어 지고 있다. 현재 방송 콘텐cm에 대한 보호 방법은 특정 채널에 대한 시청자의 접근을 제어하는 제한 수신 시스템(CAS, conditional access system)으로, 이것은 디지털 방송 콘텐츠의 자유로운 콘텐츠 2차배포를 제한시킨다. 본 논문에서는 불특정 다수를 대상으로 방송되는 방송 콘텐츠에 대한 저장과 사용을 제어하고 자유로운 2차배포(superdistribution)를 허용하기 위해 암호화와 라이센스를 이용하는 DRM의 개념을 적용하고 각 부분들의 기능 검증을 위한 구현 결과를 보인다. 본 논문의 구현 시스템은 시청자의 STB(Set-top box)에 방송콘텐츠의 녹화를 허용하고, 사용자에 의한 2차배포가 가능하다는 장점이 있다. 따라서, 콘텐츠 제공자와 소비자 모두에게 신뢰성 있는 콘텐츠 보호 및 유통환경을 제공가능하다.

연구기록물 중 연구노트의 중요성과 관리 제도화 (Importance and Management of the Laboratory Notebooks in the Research Record)

  • 김상준
    • 정보관리연구
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    • 제39권2호
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    • pp.45-74
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    • 2008
  • 본 연구는 기록 정보 커뮤니케이션 증거적 기능을 보유한 연구노트의 중요성과 연구기록 물적 성격을 규명하여 연구윤리와 연구문화를 개선시키기 위한 올바른 연구노트 관리 제도화 방향을 알아보기 위해 시작되었다. 이를 위해 문헌분석과 설문분석으로 국내외 연구기관의 연구노트 제도, 서면 연구노트와 기록물관리, 전자 연구노트의 도입과 디지털 기록물로 나누어 국내 연구노트의 현황을 점검하였다. 연구노트가 법적 분쟁에 말려들 가능성, 증거적 요건 구비와 점검자의 서명, 자율적인 연구노트제도 운영의 한계, 30년간 보존의 어려움, 전자 연구노트 도입과 활용도 제고 등에 대해서는 연구노트 제도화를 위해 추가 검토가 필요하다. 연구결과 연구기관의 지식관리와 증거적 가치를 위한 연구노트 제도화, 관리부서의 예산확보는 물론 홍보 및 교육과 함께 공동 협력 대응, 특허나 기술이전과 관련시켜 연구노트에 대한 연구원들의 인식 전환, 지속적인 연구노트 작성 교육을 대학교에서부터 실시, 전자 연구노트를 연구실업무전산화시스템이나 연구과제관리시스템과 연계해 도입해야만 바람직한 연구노트 관리와 제도화가 가능하다.

소비자 관점에서 분석한 ICT 기반의 음식배달서비스 관련 특허 등록 현황 (Registered Patents related to Food Delivery Service based on ICT : A Consumer Perspective)

  • 김수연;나종연;윤지현
    • 한국식품영양학회지
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    • 제30권6호
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    • pp.1199-1209
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    • 2017
  • Food environment has been going through significant changes with the introduction of Information and Communication Technology (ICT). This study was conducted to investigate the current development status of ICT related to food delivery service by analyzing the relevant registered patents according to consumer buying process. Patents registered between 2002 and 2016 were searched with 'food' and 'delivery' as main keywords through Korea Intellectual Property Rights Information Service (www.kipris.or.kr). The search resulted in 624 patents among which 219 patents were related to food delivery service; 108 patents based on ICT were selected and analyzed. The patents were examined by applicant and year. The patents were classified into the six steps of consumer buying process: 'need recognition', 'information search', 'evaluation', 'choice', 'purchase', and 'postpurchase evaluation'. Patents belonging to more than one step were coded to all the corresponding steps. The patents were registered mainly by domestic companies (50.9%) and individuals (35.2%), having shown dramatic increase of registration since 2012. Over 2/3 (67.6%) of the patents were related to the 'purchase' step. About 32% were associated with the 'information search' step. Approximately 18% of the patents were relevant to the 'evaluation' and 'choice' steps, respectively. The numbers of patents related to the 'postpurchase evaluation (13.9%)' and 'need recognition (12.0%)' steps were relatively low. The current ICTs related to food delivery service in Korea were largely associated with service providers' profit generation rather than consumers' benefit. There is still much room for technology development that could contribute to increasing consumers' benefit.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

생물자원의 관리와 정책 (An Introduction of Management and Policy of Biological Resources)

  • 조순로;설성수;박정민
    • 기술혁신학회지
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    • 제11권2호
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    • pp.219-240
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    • 2008
  • 본 연구는 새로운 국가자원인 생물자원에 대한 최근의 국제적인 이슈와 주요국의 정책의지 및 관리 체계 등을 살펴 본 것이다. 그렇지만 논의의 전개를 위해 생물자원과 관련된 이론적인 논의, 역사 등을 먼저 검토하였다. 생물자원과 관련된 최근의 이슈는 지적재산권, 보관과 배송의 안전과 관련된 국제규약의 강화, 생물자원의 생물학적 표준강화, 생물자원센터의 윤리문제 등으로 특징지어진다. 이러한 논의를 바탕으로 본고는 생물자원정책의 방향, 체계 및 내용을 간단히 권고하였다. 특히 범부처적 차원에서의 생물자원의 관리와 확보를 위한 종합 조정과 시스템 구축의 필요성을 강조하였다.

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