• 제목/요약/키워드: Level of Smartness

검색결과 7건 처리시간 0.019초

Smart Tourism Destination from a Systemic Perspective: A Brazilian Case Study

  • Ralyson Soares;Luiz Mendes-Filho
    • Journal of Smart Tourism
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    • 제4권1호
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    • pp.7-18
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    • 2024
  • This study examines Natal in Brazil as a Smart Tourism Destination (STD) based on the perception of public and private managers who are members of the City Tourism Council. The research utilizes a systemic perspective of STD proposed by Ivars-Baidal et al. (2016), consisting of three interconnected levels: Strategic-Relational, Instrumental, and Applied. The findings reveal that Natal faces challenges in terms of infrastructure, accessibility, security, connectivity, and sensoring, which hinder its progress as STD. The study also identifies opportunities in the form of governance structures with smart destinations and the inclusion of smartness guidelines in the City Master Plan. The research aims to contribute to the theoretical understanding of STD and its application in destination development. It highlights the need for innovative planning and management in Natal, emphasizing that adopting the STD from a systemic perspective can enhance competitiveness and elevate the level of smartness in the destination.

스마트 항만의 개념과 스마트 항만 지수에 관한 연구 (A Study on Smart Port Concept and Smart Port lndex)

  • 차재웅;김율성
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2019년도 추계학술대회
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    • pp.197-198
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    • 2019
  • 선박 초대형화로 인해 기항지가 감소하고 글로벌 환경규제 시행이 본격화됨에 따라 글로벌 항만 간 경쟁이 심화되고 있다. 글로벌 항만들은 미래에 항만 경쟁력을 확보하기 위해 스마트 항만으로의 전환을 전략적이고 구체적으로 추진하고 있다. 그러나 국내의 경우 아직 스마트 항만 추진에 대한 정부 계획 및 프로젝트가 구체화되지 않고 있으며, 관련 논문 및 연구도 부족한 실정이다. 본 논문에서는 스마트 항만에 대한 개념을 정립하고, 스마트 항만 관련 기술 및 도입 현황을 분석하였다. 또한 세계 주요 항만별 스마트화 수준을 객관적이고 정량적으로 비교하기 위해 스마트 항만 지수(SPI) 개념을 제시하였다. 그 결과,

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Use of Immersive Virtual Technology in Consumer Retailing and Its Effects to Consumer

  • LEE, Won-Jun
    • 유통과학연구
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    • 제18권2호
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    • pp.5-15
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    • 2020
  • Purpose : Today's retailers are integrating new VR technology into their new marketing strategies. Thus, this research aims to understand the role of virtual experiences in the circumstance of sales channels. Research design, data and methodology : Our model hypothesizes that five key factors determine the consumer experience of VR in the virtual retailing context: smartness, vividness, interactivity, playfulness, escape. Information access and flow are mediating variables that connect key drivers and VR satisfaction. Information access and flow then give influence to satisfaction towards VR. Satisfaction serves as a mediator that determines changes in consumer's dual intention: intention to revisit VR and intention to visit the real site. Results : According to the test results, every path except the relationship between information access and satisfaction of VR is accepted as expected at the significance level of 0.05. Conclusions : This research emphasizes the potential importance of VR and continue VR marketing research as an advent research area. Through the dual-path model, this study found that the primary function of VR is information access and flow experience. This result shows that most VR users value emotional benefits rather than rational benefits provided by VR. Finally, the satisfaction of VR can stimulate both the intention to use the VR and the intention to visit real mall.

4차 산업혁명시대의 스마트 팩토리 구축을 위한 품질전략 (Quality Strategy for Building a Smart Factory in the Fourth Industrial Revolution)

  • 정혜란;배경한;이민구;권혁무;홍성훈
    • 품질경영학회지
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    • 제48권1호
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    • pp.87-105
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    • 2020
  • Purpose: This paper aims to propose a practical strategy for smart factories and a step-by-step quality strategy according to the maturity of smart factory construction. Methods: The characteristics, compositional requirements, and diagnosis system are examined for smart factories through theoretical considerations. Several cases of implementing smart factory are studied considering the company maturity level from the aspect of the smartness concept. And specific quality techniques and innovation activities are carefully reviewed. Results: The maturity level of smart factory was classified into five phases: 1) ICT non-application, 2) basic, 3) intermediate 1, 4) intermediate 2, 5) advanced level. A five-step quality strategy was established on the basis of case studies; identify, measure, analyze, optimize, and customize. Some quality techniques are introduced for step-by-step implementation of quality strategies. Conclusion: To build a successful smart factory, it is necessary to establish a quality strategy that suits the culture and size of the company. The quality management strategy proposed in this paper is expected to contribute to the establishment of appropriate strategies for the size and purpose of the company.

네덜란드 RE;MIND 디자인의 개념적·비평적 사용미학 (The Dutch RE;MIND Design's Conceptual and Critical Aesthetics of Use)

  • 박영태
    • 한국실내디자인학회논문집
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    • 제23권2호
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    • pp.51-61
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    • 2014
  • Aesthetics of use for modern people can be regarded as being weighted toward universal and rational function since it has focused on an 'automation and efficiency' and 'smartness' in terms of technological and human engineering position. Thus, aesthetics of use as an individual agent has remained in minimal level. This study attempts to seek conceptual model of design regarding the behavior of users from the systematization of critical theories about the usability. To do that, 'HERTZAIN TALES' written by Anthony Dune and the concept and system of Droog Design have been used as a core standard. In line with the various experiments by artist groups such as Fluxus, Memphis group and the work of product semantics, and inherent characteristics of Droog design, which has surfaced from the 1990s, concepts that has mentioned in the Hertzain tales have been organized into main texts. By overcoming cognitive bias inherent in the material culture and by overcoming an existing usability based on immateriality and dialectic solution, the autonomy of critical design and instrumentality of Droog design have been systemized. By interpreting the design aspect of 12 pieces that have been submitted to the RE;MIND section, the core of this study, it has been confirmed that conceptual and critical design's aesthetics of use From the interpretation of the design aspect of 12 pieces that have been submitted to the RE;MIND section, the core of this study, it has been confirmed that conceptual and critical design's aesthetics of use has established the autonomy and independence of the behavior of users, created functional articulation of materials and secured new conceptual model and thus, could be an effective methodical clue for creating an emergent design.

조직 내 개인의 리더십 유형별 경향성에 따른 스마트워크 수용의도 차이 (Difference in Acceptance Level of Smart Work among Tendencies of Personal Leadership Styles)

  • 박기호;김연정
    • 디지털융복합연구
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    • 제11권11호
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    • pp.197-207
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    • 2013
  • 많은 조직들이 스마트워크 개념의 도입을 통하여 업무를 워크 스마트하게 하려는 의지는 있지만 어떻게, 무엇부터 시작해야 할지, 또한 이것이 성공적인 결과를 가져올지에 대해서는 확신을 가지지 못하는 실정이다. 특히 조직의 구성원인 개인의 리더십 유형에 따라 스마트워크 수용의도에 긍정적으로 인식하는 경우와 부정적으로 인식하는 경우가 있을 수 있다. 따라서 본 연구는 근무방식의 변화를 요구하고 있는 스마트워크 시대에 조직 내 리더와 조직 구성원들의 리더십 성향별로 스마트워크를 수용하는 태도에 차이 여부를 규명하고자 하였다. 실증연구를 위해 응답된 설문지는 총118개 였으며, 분석방법은 집단간 평균차이 검정을 실시하였다. 실증연구결과 리더십 성향별로 근무장소, 근무방식, 스마트워크 적극추진여부 등의 특정 항목에 대해서는 수용의도에 차이를 보이는 것으로 나타났으며, 리더집단과 비리더 집단간에도 기기사용방식, 근무지, 유연근무제 등을 받아들이는 태도에 차이가 있는 것으로 나타났다. 본 연구의 결과는 스마트워크를 도입하고자 하나 조직 내 저항 혹은 리더와 비리더 집단간의 인식차이를 극복하고자 하는 최고경영자나 조직에 시사점을 줄 수 있을 것이다.

Design and Implementation of IoT based Low cost, Effective Learning Mechanism for Empowering STEM Education in India

  • Simmi Chawla;Parul Tomar;Sapna Gambhir
    • International Journal of Computer Science & Network Security
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    • 제24권4호
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    • pp.163-169
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    • 2024
  • India is a developing nation and has come with comprehensive way in modernizing its reducing poverty, economy and rising living standards for an outsized fragment of its residents. The STEM (Science, Technology, Engineering, and Mathematics) education plays an important role in it. STEM is an educational curriculum that emphasis on the subjects of "science, technology, engineering, and mathematics". In traditional education scenario, these subjects are taught independently, but according to the educational philosophy of STEM that teaches these subjects together in project-based lessons. STEM helps the students in his holistic development. Youth unemployment is the biggest concern due to lack of adequate skills. There is a huge skill gap behind jobless engineers and the question arises how we can prepare engineers for a better tomorrow? Now a day's Industry 4.0 is a new fourth industrial revolution which is an intelligent networking of machines and processes for industry through ICT. It is based upon the usage of cyber-physical systems and Internet of Things (IoT). Industrial revolution does not influence only production but also educational system as well. IoT in academics is a new revolution to the Internet technology, which introduced "Smartness" in the entire IT infrastructure. To improve socio-economic status of the India students must equipped with 21st century digital skills and Universities, colleges must provide individual learning kits to their students which can help them in enhancing their productivity and learning outcomes. The major goal of this paper is to present a low cost, effective learning mechanism for STEM implementation using Raspberry Pi 3+ model (Single board computer) and Node Red open source visual programming tool which is developed by IBM for wiring hardware devices together. These tools are broadly used to provide hands on experience on IoT fundamentals during teaching and learning. This paper elaborates the appropriateness and the practicality of these concepts via an example by implementing a user interface (UI) and Dashboard in Node-RED where dashboard palette is used for demonstration with switch, slider, gauge and Raspberry pi palette is used to connect with GPIO pins present on Raspberry pi board. An LED light is connected with a GPIO pin as an output pin. In this experiment, it is shown that the Node-Red dashboard is accessing on Raspberry pi and via Smartphone as well. In the final step results are shown in an elaborate manner. Conversely, inadequate Programming skills in students are the biggest challenge because without good programming skills there would be no pioneers in engineering, robotics and other areas. Coding plays an important role to increase the level of knowledge on a wide scale and to encourage the interest of students in coding. Today Python language which is Open source and most demanding languages in the industry in order to know data science and algorithms, understanding computer science would not be possible without science, technology, engineering and math. In this paper a small experiment is also done with an LED light via writing source code in python. These tiny experiments are really helpful to encourage the students and give play way to learn these advance technologies. The cost estimation is presented in tabular form for per learning kit provided to the students for Hands on experiments. Some Popular In addition, some Open source tools for experimenting with IoT Technology are described. Students can enrich their knowledge by doing lots of experiments with these freely available software's and this low cost hardware in labs or learning kits provided to them.