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A Study on the Priority Affecting the Succession of the Family Firm Using AHP (후계자 관점에서 가업승계에 영향을 미치는 요인들의 중요도에 대한 AHP분석 연구)

  • Cho, Namjae;Lee, YunSeok;Kim, Ji-Hee;Yu, Giseob
    • Korean small business review
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    • v.43 no.1
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    • pp.147-164
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    • 2021
  • This study focuses on succession in a family business which is the crucial factor affecting future and survival of a family business. Especially, the study concentrate a successor's view which is regarded as a key-player during the succession. In this study, we used AHP (Analytic Hierarchy Process) methodology to identify priorities of factors influencing succession. We divided into two-tier level. The first-tier is defined as 1) the relationship with an incumbent CEO, 2) a successor 's management ability, 3) a successor' s self-efficacy and 4) succession plan. For the second-tier of each first-tier have 3 sub-factors ; 1) the relationship with an incumbent CEO is set as level of mutual trust, sharing the vision of a company, and level of communication each other. 2) A successor 's management ability is based on business competence, education and training and interpersonal management ability, 3) a successor 's self-efficacy was set as successor' s willingness of succession, confidence of overcoming crisis and confidence of achieving objectives. Lastly, 4) a succession plan is set as finance plan, leadership transformation plan and human-organization management plan. A total of 93 questionnaires is distributed and retrieved, and 88 questionnaires are used for the study, excluding those with missing data. As a result of this study, successors selected 1) the relationship with an incumbent C.E.O. as the most important priority in the first-tier. The second is 2) a successor 's management ability, the third is 3) a successor' s self-efficacy, and the last priority is 4) a succession plan. In particular, 3 sub-factors that make up the relationship with an incumbent are the most important factors. These factors rank the first to the third in the final result.

An Exploratory Research on the Effects for SMEs of the Technology Battle between the United States and China - A Focus on Information Security Issues of Huawei (미·중 기술 갈등에 따른 우리나라 중소기업의 파급효과에 관한 탐색적 연구 -화웨이 정보보안 이슈를 중심으로 -)

  • Park, Munsu;Son, Wonbae
    • Korean small business review
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    • v.42 no.1
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    • pp.43-56
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    • 2020
  • The technology conflict between the U.S. and China is deepening recently. The U.S.-China battle began as a national security issue but is comprehending as a U.S.'s check for China's rapid technological advancement. China is rapidly growing in several indexes including R&D expenditure, patent application, and publications, and is challenging the U.S. in 5G and Artificial Intelligence. In 2018, Huawei became the largest 5G network/equipment provider and second largest smart phone manufacturer in the world. Now, Huawei is outperforming at AI chipset manufacturing, Bigdata analysis and cloud, positioning to become a critical player in the 4th industrial revolution. The purpose of this research is to analyze the effect of recent Huawei issues to Korean SMEs focusing on the relation between Huawei and Korean companies; the cooperation status from the Global Value Chain (GVC) perpsective, and Korean government's policies related to Huawei's information security issues will be the three main frames for the analysis. Then, this research proposes policy implications such as increasing Korea's competitiveness in manufacturing and information security.

A Study on the Promotion Plan of the 2032 South-North Korea Joint Olympics (2032 남북공동올림픽 추진방안 연구)

  • Lee, Dong-Hee;Kim, Heung-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.353-379
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    • 2020
  • The 2032 South-North Joint Olympics is an agreement between the two Koreas. Through this, various efforts are needed to improve new inter-Korean relations and co-prosperity on the Korean Peninsula. The purpose of this study is to proceed with the 203 South-North Joint Olympics. This study was developed by literature reserch methods. The result of this study are as follows. First, Seoul-Pyongyang soccer exchange game will be promoted. Second, the International Peace Cup a relay race(Marathon) will be held. Third, Korea Peace Cup International Table Tennis Championships will be held. Fourth, I propose holding the Korea Sports Science Forum. Fifth, about 16-17 events are propose for North Korea to host the 2032 South-North Joint Olympics. Sixth, the decision to host the 2032 Summer Olympics is expected in 2022 or 2023. Seventh, it is necessary to promote the Inter-Korean Social Association cultural Exchange and Cooperation Committee or the Special Committee for the Promotion of the Inter-Korea Sports Exchange and Cooperation. Eighth, it is necessary to implement a five-year plan to promote Inter-Korea sports Exchange Cooperation or a five-year plan for Inter-Korea sports Exchange and Cooperation. Ninth, the North Korea player registration system will be promote to the South Korean K-1 League. Ten, suggest sports exchange and cooperation ahead of time. Eleventh, train experts on North Korean sports or exchange and cooperation. Finally, the South-North Korea sports exchange Agreement will be promoted. It also promotes the Inter-Korea sports Exchange and Cooperation Support Act.

A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.91-100
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    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.

Detecting Daily-Driven Game-Bot Based on Online Game Play Log Clustering (온라인 게임 로그 데이터 클러스터링 기반 일일 단위 게임봇 판별)

  • Kim, Joo Hwan;Choi, Jin-Young
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.6
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    • pp.1097-1104
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    • 2021
  • Online game-bots are already known for a lot of persons by various ways. It leads to problems such as declining game player's interest, in-game financial crisis, etc. Detecting and restricting of game-bot is now essential. Because both publishers and players get disadvantages from their long term abnormal working. But it is not easy to restrict, because of false restriction risks. Game publishers need to distinguish game-bot from server-side game logs. At last, it should can make reasons for game-bot restriction. In this paper, we classified game-bot users by using daily separated game logs for testing data. For daily-driven detection, we separated total dataset into one day logs. Preliminary detects game-bots with one day logs, and determines total results by using these data. Daily driven detection advantages on detection which contains combined game playing style. Which shows like normal user and game-bot. These methodology shows better F1-score, which one of indicator which demonstrate classification accuracy. It increases from 0.898 to 0.945 by using Random Forest classifier.

Stakeholder Awareness of Rural Spatial Planning Data Utilization Based on Survey (농촌공간계획 데이터 수급에 대한 이해당사자 인식조사)

  • Zaewoong Rhee;Sang-Hyun Lee;Sungyun Lee;Jinsung Kim;Rui Qu;Seung-Jong Bae;Soo-Jin Kim;Sangbum Kim
    • Journal of Korean Society of Rural Planning
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    • v.29 no.3
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    • pp.25-37
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    • 2023
  • According to the 「Rural Spatial Reconstruction and Regeneration Support Act」, enacted on March 29, 2024, all local governments are required to establish a 'Rural Spatial Reconstruction and Regeneration Plan' (hereinafter referred to as the 'Rural Spatial Plan'). In order for the 'Rural Spatial Plan' to be appropriately established, this study analyzed the supply and demand of spatial data from the perspective of user stakeholders and derived implications for improving rural spatial planning data utilization. In conclusion, three key recommendations come from this result. Firstly, it is necessary to establish an integrated DB for rural spatial planning data. This can solve the problem of low awareness of scattered data-providing websites, reduce the processing time of non-GIS data, and reduce the time required to acquire data by securing the availability of data search and download. In particular, research should be conducted on the establishment of a spatial analysis simulation system to support stakeholders' decision-making, considering that many stakeholders have difficulty in spatial analysis because spatial analysis techniques were not actively used in rural projects before the implementation of the rural agreement system in 2020. Secondly, research on how to improve data acquisition should be conducted in each data sector. The data sector group with the lowest ease of receiving are 'Local Community Domain', 'Changes in Domestic and International Conditions', and 'Provision and Utilization of Daily Life Services'. Lastly, in-depth research is needed on how to raise each rural spatial planning data supply stakeholder to the position of player. Stakeholders of 'University Institutions' and 'Public Enterprises and Research Institutes' should give those who participate in the formulation of rural spatial plans access to the raw data collected for public work. Stakeholders of 'Private company' need to come up with realistic measures to build a data pool centered on consultative bodies between existing private companies and then prepare a step-by-step strategy to fully open it by participating various stakeholders. In order to induce 'Village Residents and Associations' stakeholders to play a leading role as owners and producers of data, personnel should be trained to collect and record data related to the village. In addition, support measures should be prepared to continue these activities.

Analyses of the Relationships among Soccer Media Involvement Experience, Purchase Intent and Continued Participation intent in Soccer Clubs (축구 동호회들의 축구 미디어 관여 경험에 관한 연구)

  • Choi, Eui-Yul;Kim, Kyoung-Hyun;Lim, Ki-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.207-216
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    • 2019
  • The purpose of this study was to analyze the relationships among soccer media involvement experience(SMIE), purchase intent(PI) and continued participation intent(CPI) in soccer clubs and provide basic data necessary for the sustainable growth of soccer clubs and related goods companies. In order to accomplish such study purposes, the study employed a survey method with a total of 327 amateur soccer players residing in G metropolitan city. The data from the survey questionnaires were validated through exploratory factor analysis and reliability test. The data were analyzed through descriptive statistics, correlation analysis and multiple regression analysis at the significance level of .05. Accordingly, following findings were derived from the current study. First, the level of interest was the highest among SMIE factors, followed by challenge and technology. Second, the level of alternative evaluation was the highest among PI factors, followed by purchase recognition, problem recognition, and information search. Third, technology factor in SMIE had a negative effect on PI. Fourth, technology factor in SMIE had a positive effect on CPI. Lastly, among PI factors, problem recognition had a negative effect and alternative evaluation had a positive effect on CPI.

The Social-Spatial Relationship between Jeongeup Julpungryu and Daepungryu (정읍 줄풍류와 대풍류의 사회적·공간적 연관성)

  • Cho, Seog-Yeon
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.775-800
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    • 2019
  • Jeongeup Pungnyu, which can be regarded as a foundation of Hyangje Julpungryu(;string ensemble in Honam Area) best reflects social-spatial characteristics of local Pungryu culture. The close relationship between Daepungryu(wind ensemble) and Julpungryu can be inferred from three points of view. First, Jeongeumun who participated as a musician in the beginning of Hyangje Julpungryu was good at not only performing musical instrument but also dancing. Jeongeumun did not stay in specific musical field. He performed Hyangje Julpungryu, made Daepungryu and used it as dancing music with musicians that participated in Julpungryu. That is why Julpungryu and Daepungryu are not completely separated music. Secondly, according to , Jung Hyungin, who followed the dance of Jeong Jae-Sun with Kim So-Ran, was the first Piri player who learned from Jeongeumun and played Yeongsanhoesang and Samhyeon-yukkak(;wind ensemble). That is, Jeongeup Julpungryu was formed by Jeongeumun and dancer Jung Hyung-in followed Julpungryu and Daepungryu. Based on these findings, it can be inferred that Jeongeup's Daepungryu is fundamentally closely related to Jungeup Julpungryu.

A Competitiveness Analysis on Business Resources of 'TVING' in Korean OTT Market: Focusing on Resource-based Theory and VRIO Framework (국내 OTT 시장에서 '티빙' 경영자원의 경쟁력 분석: 자원준거이론(RBT) 및 VRIO 분석 모형을 기반으로)

  • Vickie Jinhee Yu;Ilhan Hong;Kenneth Chi Ho Kim
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.147-172
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    • 2023
  • This study aims to review the competitiveness of 'TVING', a Korean OTT player in Korean market. For this, this study extracts core business resources of TVING focusing on resource-based theory, and analyzes their competitiveness under VRIO framework. TVING has 4 tangible and intangible resources respectively and 1 human resource. Tangible resources of TVING are technology(recommendation, compression), content(original, exclusive, discriminative non-exclusive), production studio, and paid-subscribers. Intangible resources are content planing capability, distribution network(local, global), marketing promotion·PR, sales), brand preference. And human resource of TVING creates IP professionalism of the company. As a result of VRIO analysis, discriminative non-exclusive content, production studios, and domestic service channels are the most powerful resources of TVING to 'sustain competitive advantage'. Technology, original content, planning capability and IT professionalism bring 'temporary competitive advantage', while exclusive content, the number of paid-subscribers, global service network, and promotion capabilities are not core resources with staying in competitive rank stages. By the way, TVING has potential users for sales of KT and LGU+ thanks to partnership and M&A, but this is not effectively used at the organization level yet. The meaning of this study can be found in that this evaluated competitiveness by each resource of TVING and arranged its implications.

Research on the Design of TPO(Time, Place, 0Occasion)-Shift System for Mobile Multimedia Devices (휴대용 멀티미디어 디바이스를 위한 TPO(Time, Place, Occasion)-Shift 시스템 설계에 대한 연구)

  • Kim, Dae-Jin;Choi, Hong-Sub
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.9-16
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    • 2009
  • While the broadband network and multimedia technology are being developed, the commercial market of digital contents as well as using IPTV has been widely spreading. In this background, Time-Shift system is developed for requirement of multimedia. This system is independent of Time but is not independent of Place and Occasion. For solving these problems, in this paper, we propose the TPO(Time, Place, Occasion)-Shift system for mobile multimedia devices. The profile that can be applied to the mobile multimedia devices is much different from that of the setter-box. And general mobile multimedia devices could not have such large memories that is for multimedia data. So it is important to continuously store and manage those multimedia data in limited capacity with mobile device's profile. Therefore we compose the basket in a way using defined time unit and manage these baskets for effective buffer management. In addition. since the file name of basket is made up to include a basket's time information, we can make use of this time information as DTS(Decoding Time Stamp). When some multimedia content is converted to be available for portable multimedia devices, we are able to compose new formatted contents using such DTS information. Using basket based buffer systems, we can compose the contents by real time in mobile multimedia devices and save some memory. In order to see the system's real-time operation and performance, we implemented the proposed TPO-Shift system on the basis of mobile device, MS340. And setter-box are desisted by using directshow player under Windows Vista environment. As a result, we can find the usefulness and real-time operation of the proposed systems.