• 제목/요약/키워드: Platform Ecosystem

검색결과 207건 처리시간 0.023초

지식생태계의 조직화: 플랫폼 리더의 조직역량이 지식창출을 위한 기업간 협력의 확장에 미치는 영향 (Organizing knowledge ecosystems: The influence of organizational capabilities of platform leaders on multi-firm collaborations for knowledge creation)

  • 정동일;박상찬;김보경
    • 지식경영연구
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    • 제16권2호
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    • pp.1-27
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    • 2015
  • This paper presents a knowledge-based view of platform-centered collaborations among multiple organizations. Studies of technological innovation and knowledge creation have broadened beyond their initial emphasis on internal development within an organization or simple exchange of ideas between two parties toward complex collaboration among many organizations at the level of platform-based knowledge ecosystems. Platforms serve as an interface between different groups of producers and consumers in a variety of multi-sided knowledge markets such as smartphone operating systems and video games industries. This study is an exploratory examination to offer theoretical understanding of how the organizational capabilities of platform leaders help expand a network of platform participants. The growth of platform participants is particularly important in the early stage of any platforms as the concept of network effects suggests that the platform with the largest number of participants will capture entire markets. Building upon organization studies and network economics theory on multisided markets, this paper focuses on the role of platform leaders in expanding platform-based collaboration. In our view, platform leaders develop varying levels of three organizational capabilities to discern quality of potential participants, to attract them to actually participate in collaboration, and to maintain long-term exchange relations in the ecosystem. We suggest that the capabilities of platform leaders will have a positive effect on the expansion of platform participants to secure network effects, and also examine several contextual factors that moderate the relationship between a platform leader's capacity and platform expansion.

Understanding G.A.R.L.I.C.s.: An Innopreneurship Platform for Smart Cities

  • Narasimhalu, Arcot Desai
    • World Technopolis Review
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    • 제8권1호
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    • pp.8-20
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    • 2019
  • The intent of this paper is to identify key actors of a sustainable Smart City and define metrics that will allow assessment and better management of Sustainable Smart Cities. The paper is organized in two major segments. The first segment reviews the definition, six components, six action items of Smart Cities. It describes briefly a sample Smart City project and presents a selection of different dimensions along which Smart Cities are ranked and the rankings. The segment also discusses the technology architecture of a Smart City and then examines the definition and components of an innovation platform. The second presents the original contributions of the paper. It first introduces the dynamics created seven key actors of a Smart City ecosystem and describes their existing and potential contributions. It then defines Innopreneurship platform and presents a triple bottom line based quality metric to evaluate such a platform. This segment also discusses reengineering an economy and suggests a Smart City's Innovation Platform Score. The actions to be taken by the key actors of a Smart City in order to make it a Sustainable Smart City are described in several subsections. We hope these concepts and metrics will be a good starting point and will be refined over time by others.

Next-generation sequencing reveals the diversity of benthic diatoms in tidal flats

  • An, Sung Min;Choi, Dong Han;Lee, Howon;Lee, Jung Ho;Noh, Jae Hoon
    • ALGAE
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    • 제33권2호
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    • pp.167-180
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    • 2018
  • Benthic diatoms are ubiquitous in tidal flats and play major roles in maintaining coastal ecosystems. Spatio-temporal variations in diatom diversity have not been well-studied, mainly because of difficulties in morphological identification and the lack of appropriate genetic tools. To overcome these problems, we used the gene encoding the ribulose bisphosphate carboxylase large-subunit (rbcL) as a molecular marker, and sequenced these genes with the aid of the MiSeq platform. In this manner, we explored the genetic diversity of benthic diatoms in tidal flats of Guenso Bay on the west coast of Korea; differences in the spatial distributions of benthic diatoms were evident. The diatom communities were dominated by Nitzschia, Navicula, and Amphora; their relative distributions were affected by the sand proportion, grain size, and air exposure time. Our results suggest that meta-barcoding of the rbcL gene and next-generation sequencing can be used to explore the diversity of benthic diatoms.

국내 온라인 게임 산업 생태계 분석 : 개발사-퍼블리셔 관계를 중심으로 (Analyzing the Ecosystem of the Domestic Online Game Industry : Focusing on the Linkage between Developers and Publishers)

  • 전훈;이학연
    • 대한산업공학회지
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    • 제42권2호
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    • pp.138-150
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    • 2016
  • This study aims to analyze the structure and characteristics of the domestic online game industry using network analysis. In particular, two-mode network analysis is employed to measure the network structure, centrality, and cluster for two types of online game platforms, online games and mobile games, from 1996 to 2014. We also conduct a dynamic analysis to capture the structural changes in the ecosystem by internal and external environmental changes before and after turning point for each online game platform. It is revealed that the online game econsystem has the higher number of clusters and higher concentration ratio than those of mobile game ecosystem. In dynamic analysis, both platforms exhibit similar trends over time with the increasing number of clusters, enlargement of largest cluster's size, and decreasing concentration ratio. This study is expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

온라인 커머스 서비스 혁신을 위한 비즈니스 생태계적 접근 (A Business Ecosystem Approach for E-commerce Service Innovation)

  • 권혁인;박주연;김주호
    • 한국IT서비스학회지
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    • 제20권4호
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    • pp.1-21
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    • 2021
  • At a time when the e-commerce market is experiencing accelerated growth, with advancements in information and communications technology (ICT), the problems of distribution of counterfeit products and consumer confusion caused by non-face-to-face purchases have increased. Hence, amid intensifying competition, it has become important for e-commerce companies deliver product information more efficiently, provide differentiated services, and secure credibility for consumers by reducing consumer damage from buying counterfeit products. However, even though consumer confusion and the inadvertent purchase of counterfeit products are intensifying in such a market scenario, there are no services that aim to solve such problems. This study examines the conventional e-commerce industry in South Korea through a political, economic, social, and technological (PEST) analysis, based on in-depth interviews with consumers, to derive the pain and gain points of the industry. As a result, the inherent problems of the e-commerce industry were revealed. Through a service value network perspective, services aimed at resolving such issues were derived, and the e-commerce business ecosystem needed to solve this problem was deduced. The findings revealed that the artificial intelligence-based service support platform has become a major driving force within the e-commerce innovation ecosystem by enabling a new way to create and secure value using ICT. This entails a new exchange mechanism and transaction architecture and a new organizational structure that breaks the barriers between industries.

빅데이터 분석을 활용한 우리나라 패션 스타트업 생태계의 추세 연구 - 2012~2022년 신문기사를 중심으로 - (A Study on Fashion Startup Ecosystem Trends in Korea Using Big Data Analysis - Focusing on Newspaper Articles in 2012-2022 -)

  • 임수정;황선진
    • 패션비즈니스
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    • 제27권1호
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    • pp.1-15
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    • 2023
  • This study divided articles into two time periods, from 2012 to 2022, with the aim of using big data analysis to look at patterns in the ecosystem of fashion start-ups. The research method extracted top keywords based on TF(Term Frequency) and TF-IDF(Term Frequency-Inverse Document Frequency), analyzed the network, and derived centrality values. As a result of comparing the first and second fashion startup ecosystems, elements of policy, support, market, finance, and human capital were derived in the first period. In addition, in the second period, elements of policy, support, market, finance, and culture were derived. In the first period, the fashion startup ecosystem focused on fostering new designer startups by emphasizing support, finance, and human capital factors and focusing on policies. Meanwhile, in the second period, online-based fashion platform startups and fashion tech startups appeared with the support of digital transformation and fulfillment services triggered by COVID-19(Corona Virus Disease 19), private finances were emphasized, and cultural factors were derived along with success stories of fashion startups. This study is meaningful in that it helps in developing strategies for fashion startups to grow into sustainable companies.

모바일 서비스 산업의 구조적 분석과 시사점 (Structural Analysis and Implications of Mobile Service Industry)

  • 김장환
    • 한국통신학회논문지
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    • 제38C권9호
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    • pp.733-739
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    • 2013
  • 최근 국내외적으로 모바일 서비스 산업은 매우 빠른 속도로 변화하고 성장해 나가고 있다. 본 논문에서는, 모바일 서비스 산업에서 일어나고 있는 변화와 미래 범세계적 사회에서의 인간의 삶의 새로운 방향성을 찾기 위해 노력하였다. 이렇게 시장 환경이 변화하는 가운데 경쟁도 글로벌 경쟁, 생태계 경쟁으로 그 양상이 확대되고 있으나, 글로벌 기업들의 플랫폼 선점과 고도의 생태계 발전 전략에 비해 국내 기업들의 생태계 구축 비전은 아직 뚜렷하지 않은 상황이다. 변화의 시작으로 파악한 스마트 휴대폰과 연결된 오픈 마켓을 분석하고, 변화의 확산으로 파악한 UCC(User Created Contents)와 QPS(Quadruple Play Service), 클라우드 컴퓨팅 등을 주목하고 있다. 이에 본 논문에서는 모바일 서비스 산업 생태계를 구성하고 있는 제반 요소의 구조를 살펴본 후, 이로부터 얻을 수 있는 전략적 시사점을 제시해 보고자 한다.

가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례 (A Case Study of Virtual Reality Contents Development Using Experience Device)

  • 유명은;이석희;송은지
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2019년도 춘계학술대회
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    • pp.208-210
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    • 2019
  • 최근 4차산업혁명의 분야로서 주목받고 있는 가상현실이 활성화되기 위해서는 가상현실 생태계 조성이 무엇보다 중요하다. 가상현실 생태계란 콘텐츠(C), 디바이스(D), 플랫폼(P), 네트워크(N)로 구성된다. 이 중에서 콘텐츠가 핵심이지만 가상현실은 입출력 디바이스에 따라 그 효과가 다르므로 디바이스의 활용이 매우 중요하다. 최근에는 실감 나는 경험을 위해서 체험형 디바이스가 개발되고 있다. 본 연구에서는 VR 콘텐츠의 몰입감과 멀미 저감을 위하여 체험형 디바이스인 VirZOOM을 활용한 콘텐츠 개발사례를 제시한다. 본 연구를 통해 향후 가상현실 콘텐츠의 개발이 더욱 활성화되기를 기대한다.

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기부활성화를 위한 이더리움 기반 게임 플랫폼 설계 (Ethereum-based game platform design for revitalizing donation)

  • 민연아;김서윤;이승수;이원창;백영태
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2019년도 제60차 하계학술대회논문집 27권2호
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    • pp.357-358
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    • 2019
  • In this paper, we propose a donation game platform using blockchain to revitalize the shrinking donation market. The platform is designed to ensure transparency and user reliability in the use of ethereum's smart-track function and to attract interest from donors and encourage continued donations by introducing games into the donation process through donor organizations to address the opaque nature of the donation and use of the funds and the result of the donation portfolio. It also develops a donation ecosystem that benefits donors, donors and sponsor companies alike by platforming them.

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앙상블 인공지능 모델을 활용한 안전 관리 자율운영 플랫폼 설계 (Safety Autonomous Platform Design with Ensemble AI Models)

  • Dongyeop Lee;Daesik Lim;Soojeong Woo;Youngho Moon;Minjeong Kim;Joonwon Lee
    • 한국항행학회논문지
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    • 제28권1호
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    • pp.159-162
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    • 2024
  • This paper proposes a novel safety autonomous platform (SAP) architecture that can automatically and precisely manage on-site safety through ensemble artificial intelligence models generated from video information, worker's biometric information, and the safety rule to estimate the risk index. We practically designed the proposed SAP architecture by the Hadoop ecosystem with Kafka/NiFi, Spark/Hive, Hue, ELK (Elasticsearch, Logstash, Kibana), Ansible, etc., and confirmed that it worked well with safety mobility gateways for providing various safety applications.