• Title/Summary/Keyword: Popular Innovation Space

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The Needs for a Start-up and Business Approach to Makerspace; Why Should we Develop Makerspace through Management Techniques? (메이커스페이스(Makerspaces)에 대한 창업·경영학적 접근의 필요성)

  • Seo, Jin Won;Choi, Jong-In
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.3
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    • pp.111-127
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    • 2019
  • The "fourth industrial revolution" is changing society as a whole. Public innovation is needed to enhance national competitiveness. Amid these times' demands, the "maker movement," a new form of DIY movement that has revived since 2000, is regarded as a "popular innovation activity" that can respond to changing needs. In particular, "Makerspace," a significant activity area for the maker's movement, is drawing attention as a place where "Maker" shares each other's knowledge and resources, and share results. Makerspace has recently expanded its functions into a 'public innovation platform' or (preparation) start-up preparation space for start-ups. South Korea has also supported various types of "Makerspace" since 2010 as a policy for fostering an innovation base. The Ministry of Small and Medium Venture Business has been pushing for expansion of Makerspace since 2018 and is providing support by dividing it into "general rap" and "professional wrap" and "zero to Maker" spaces for novice makers in the beginning and necessary stages of makers, while "professional rap" is divided into "Maker to Maker" spaces for professionals. This study is about Makerspace, space where makers are active among the topics related to manufacturers. Thus, in this study, significant domestic and international studies related to Makerspace have been investigated so far, and trends in related studies have analyzed. Based on this, the research needs and specifics of Makerspace, which has recently expanded its role and functions. In particular, the Commission intends to present the need for research on Makerspace and specific areas of study from a start-up management perspective to promote qualitative growth of Makerspace, which is changing into a popular innovation platform in the era of the fourth industry, and inducing a start-up management interest in new manufacturing industry types.

The Factors to Promote Internet Knowledge Sharing: Based on Social Capital Theory and Self-Expression Concept (인터넷 지식공유에 영향을 미치는 요인 연구: 사회적 자본 이론과 자기표현욕구를 중심으로)

  • Han, Jin-Woo;Yoo, Chul-Woo;Choe, Young-Chan
    • Journal of Agricultural Extension & Community Development
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    • v.16 no.1
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    • pp.153-180
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    • 2009
  • The previous researches about knowledge sharing were proceeded in terms of KMS (Knowledge Management System) in center. However, knowledge sharing is recently applied to Internet space, which is open to every users, as well as KMS, which is qualified for restricted people. For example, some portal sites, such as Naver, the most popular portal in Korea, have virtual spaces to share users' knowledges and it is common that many users use the spaces. Knowledge sharing online, compared with KMS, will be more advanced to promote intention for knowledge sharing because of the character of Internet space that is open to all users. Nevertheless, there are few researches about knowledge sharing in the Internet. Considering this situation, this study is attempted to figure out the factors to promote Internet knowledge sharing, based on social capital theory and self-expression concept. A survey of experienced Internet user and PLS (Partial Least Square) were utilized for analysis. The test of this study reveals that social capital and self-expression are significant factors to influence knowledge sharing intention, and that also personal innovation and self-efficacy are significantly related to the self-expression. However, personal innovation does not have significant impact on social capital. According to the result, self-expression, as well as trust and system itself, has significantly effect on knowledge sharing intention in order to promote knowledge sharing in the Internet.

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The Formal Innovation and Social Reflection of Korean Web Fiction Fantasy -Centered on 'Book Traveler' Genre (한국 웹소설 판타지의 형식적 갱신과 사회적 성찰 -책빙의물을 중심으로)

  • Yu, In-Hyeok
    • Journal of Popular Narrative
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    • v.26 no.1
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    • pp.77-102
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    • 2020
  • This article analyzes 'book traveler' stories as a new sub-genre of Korean fantasy web fiction. Formal innovation is revealed as the major motivation of Korean fantasy web fiction's narratives. Furthermore, the imagination of social resistance was presented as the formal devices of the genre. These theses were performed during the analysis of the two characteristics of the genre. In this genre, the main character is the writer or reader of fantasy stories. He moves into a novel he is describing or reading. The original novel, which was entered by the main character, is a space characterized by the custom of a typical fantasy genre. Therefore, the main character actually experiences cliché, typical genre devices and plots. The most important action for the main character here is to 'bend' the custom of the original. Therefore, this genre is in the form of the main motive being the refraction of typology. Meanwhile, the main character is not the central character of the original, but a secondary figure. The central character of the original book is usually from the ruling class, which monopolizes the good resources of society. At this time, the genre creates a subversive situation in which the social underdog goes beyond the social power through plots that overwhelm the central figure. It converts the reader's social desire into a genre device. To summarize, the latest trend in Korean web novel fantasy has captured scenes of renewed Korean genre literature practices. It sensitively reflects the social context of the contemporaries and the reader's desire. Thus, the Korean web novel fantasy has reflected both its internal conditions and its social context.

Development of web-based collaborative framework for the simulation of embedded systems

  • Yang, Woong;Lee, Soo-Hong;Jin, Yong Zhu;Hwang, Hyun-Tae
    • Journal of Computational Design and Engineering
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    • v.3 no.4
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    • pp.363-369
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    • 2016
  • Cyber Physical System (CPS) and Internet of Things (IoT) are hot objects of interest as an extension of the embedded system. These interactive products and systems contain Mobile Devices which are most popular and used most frequently. Also these have been widely used from the control of the Nuclear Power Control System (NPCS) to IoT Home Service. Information & Communication Technology (ICT) topics of trend fused-complex current Information Technology (IT) and Communication Technology (CT) are closely linked to real space and virtual space. This immediately means the arrival of the ultra-connected society. It refers to a society in which various objects surrounding the human innovation and change in the social sector are expected through the connection between the data which are to be generated. In addition, studies of Tool-kit for the design of such systems are also actively pursued. However, only increased cooperation and information sharing between the physical object consists of a variety of machinery and equipment. We have taken into consideration a number of design variables of the high barriers to entry about the product. In this study, It has been developed a Web-based collaboration framework which can be a flexible connection between macroscopically virtual environment and the physical environment. This framework is able to verifiy and manage physical environments. Also it can resolve the bottlenecks encountered during the base expansion and development process of IoT (Internet of Things) environment.

An Experimental Research on the Usability of Indirect Control using Finger Gesture Interaction in Three Dimensional Space (3차원 공간에서 손가락 제스쳐 인터랙션을 이용한 간접제어의 사용성에 관한 실험연구)

  • Ham, Kyung Sun;Lee, Dahye;Hong, Hee Jung;Park, Sungjae;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.519-532
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    • 2014
  • The emerging technologies for the natural computer interaction can give manufacturers new opportunities of product innovation. This paper is the study on a method of human communication about a finger gestures interaction. As technological advance has been so rapid over the last few decades, the utilizing products or services will be soon popular. The purpose of this experiment are as follows; What is the usefulness of gesture interaction? What is the cognitive impact on gesture interaction users. The finger gestures interaction consist of poking, picking and grasping. By measuring each usability in 2D and 3D space, this study shows the effect of finger gestures interaction. The 2D and 3D experimental tool is developed by using LeapMotion technology. As a results, the experiments involved 48 subjects shows that there is no difference in usability between the gestures in 2D space but in 3D space, the meaningful difference has been found. In addition, all gestures express good usability in 2D space rather than 3D space. Especially, there are the attractive interest that using uni-finger is better than multi-fingers.