As the change of information and digital technology progresses, ubiquitous space is attracting attention as a new space concept in which the physical and digital spaces are connected to each other. As its meaning in latin itself - 'there exist everywhere at the same time'- implies, however, the ubiquitous space has been mostly discussed in a non-physical aspect, such as in a technological area, rather than its physical intrinsic property until now. Although theories regarding a ubiquitous city have been rarity suggested, in most cases, technological aspects such as the systemization or networking of individual information service have been the focus. However, one of the intentions induced in the concept that scholars including Mark weiser and Sakamura Ken introduced was to place humans in the center of the space in which the technology has been placed instead of humans. For this purpose, the renovation of human interface must be required. As technology develops, the achievement of ubiquitous space may be possible, and efforts to apply this to real space are making an appearance. The examples of the present research are the spaces that have a characteristic of the laboratory separated from life in the city, and the construct scale is in the level of an individual facility; therefore, further studies should functionally and spaciously connect all subjects existing in space and effectively relate this to real world. The present research is intended to demonstrate the investigation on several projects that are currently underway and the developmental direction of new, ubiquitous space.
Game industry is certain to change rapidly as its attribute. Therefore, It's not easy that the law response to reflect the technological change of game industry properly, and a new legal issue that is difficult to cover with the existing law. Recently, Court battle or cases about games are socially receiving attention. Nevertheless, Research accumulation about the legal action to response this is rare situation. The legal system that is related games mostly approach in the regulation and punishment of one-sided administration so far. Relatively, Approach from the game industry development and promotion act standpoint is low. Shrinking rapidly the current game industry is not an irrelevance to this. So It is necessary to reconstruct rationally in side that embrace with variety of views of members of the society and interests about current game-related laws, systems and regulation instruments. Access to how will develop competitiveness of the game industry in legal aspects and how will promote the balanced development between game industries are needed. The problems that needs to handle in legal aspect such as game development, game distribution, and game usage which in the part of the game industry are getting more and more in the future. Therefore, there is a need to review consistently in the legal aspect for the game industry promotion.
Recently, the rapid change in the technical environment and under global competition, there has been an increasing attention to the creativity among core competency of organization. Particularly, creativity is an initiative for technological innovations and a primary key factor to the success. Systematic understanding towards creativity is required to derive sophisticated creativity. However, previous researches involved in only one or two elements of creativity made it difficult to understand the holistic relations. Furthermore, the objective measurement tool of creativity is insufficient. Therefore, this study analyzes creativity from each level and clarifies the elements that can coordinately measure that. First, the study suggests three levels that compose creativity. Second, the study not only clarifies the factors influencing creativity from each level but also develops the evaluation index. The creativity level assessment model proposed in the study is capable of providing a guide-line that evaluates, and therefore enhance, the organization's competencies and potentials of creativity.
There are technological, operational and environmental constraints at tactical edge, which are disconnected operation, intermittent connectivity, and limited bandwidth (DIL), size, weight and power (SWaP) limitations, ad-hoc and mobile network, and so on. To overcome these limitations and constraints, we use service-oriented architecture (SOA) based technologies. Moreover, the operation environment is highly dynamic: requirements change in response to the emerging situation, and the availability of resources needs to be updated constantly due to the factors such as technical failures. In order to use appropriate resources at the right time according to the mission, it needs to find the best resources. In this context, we identify ontology-based mission service model including mission, task, service, and resource, and develop capability-based matching in tactical edge environment. The goal of this paper is to propose a capability-based semantic matching for dynamic resource allocation. The contributions of this paper are i) military domain ontologies ii) semantic matching using ontology relationship; and (iii) the capability-based matching for the mission service model.
Online education is a major trend in the future education change and the COVID-19 pandemic has further accelerated the process. Online education has become an important part of the modern education system because of its stability and continuity. However, the disadvantages of traditional online education can reduce users' experience, thus upgrading online education is the key to future education. Metaverse, as a new platform for online education, redefines the occurrence space of online education, changes the teaching mode and learning and evaluation methods of online education, and shows its development potential. This research analyzed the characteristics of Metaverse and its technological development status, and then proposed an intelligent online education environment construction scheme based focused on Metaverse of art education.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
/
v.12
no.3
/
pp.147-161
/
2017
Korea is a country having shortage of natural resources, but to overcome this issue and to nurture national competitiveness it is challenging for national-lead economic policy, citizen's dedicated efforts and technological innovation for achieving economic growth. Since the financial crisis, the government has boldly promoted policies to nurture venture companies to make structural adjustments for the sophistication of the industrial structure and job creation. Various policies for establishing the foundation of the entrepreneurial ecosystem in which the process of start-up, growth, recovery and reinvest are virtually circulated are presented by the Business Incubators. Recently the Business Incubators neither present a direction differentiated from the vocation of Business Incubator, and nor the operating methods for leading the changing of Business Incubator environment, which threatening the role of Incubating and growing early startup companies. In order to explore the development change of the business incubator, in this research we analyzed the published papers from 1998 to 2016 of business incubator government polices, research methods, related research topics and other major variables. The analysis of the research trends of business incubator revealed the lack of depth case studies, diversity of research topics, and the study of certain limited variables. For the development of the business incubator, case studies of the institutions which carried out excellent incubator and research on the incubation system of the institutions, that are similar to the incubation center are required. This research suggest further research on the case studies of excellent business incubator and agencies, and the center director and manager, which is the center of human resources, and hopes for the revitalization of business incubator researches.
In the twenty first century of rapid cultural change performing art requires new mode of expression based on imaginative power and creativity as well as establishing its own identity. The modern technological environment support this with advanced technology and bring about the expansion of reason from new experience. The introduction of digital media on artistic expression in particular, expands the physical ability of human body which is the main subject of performing art. A virtual body from digital technology is freed from physical boundaries and goes over space and time. It also suggests the possibility of new mode of communication with audience. This study aims at examining the subject of performing art and its digitalized movement focusing on EveR, the world's first professional robot actor. The robot actor which came on stage according to the new expression medium, a digital body, stands in need not only of technological value but also of cultural and artistic application for expression in art. In this endeavor to meet the demand, this study examines the development process and function of 'EveR' the robot actor. Also it searches into the performance of Ever which replaced human being as well as the historical significance of the title:the world's first. To be more specific, there is a example research on two performances:a pansori play "EveR is simply stunning(2009)" and children's play "The Robot Princess and Seven Dwarfs(2009)." Through this example research, it is enabled to anticipate the influence of robot actors on performing arts and to search for the better way of them to evolve. Furthermore, it aims at finding ways to create high value through promoting robot actors to be familiar to the public as well as supporting them to become active cultural contents. The performance with robotic technology is one of the artistic experiment that may cause the change of the future of performing art by actualizing technological imagination together with human body and machinery. As a consequence, it is expected that the meeting of performing art and robotic technology gives positive influence on activating performing art as one of the integrated cultural phenomenon which satisfies the taste of modern era. Moreover, this study may also be the beginning of the expansion of performing art to stretch to diverse field.
This study discusses mass unemployment and job insecurity due to the 4th industrial revolution and technological progress. In particular, the construction automation service method can contribute to increasing work productivity, preventing on-site safety accidents, and enhancing the competitiveness of the construction industry according to rapid development and convergence between technologies. However, there is great concern that the position of workers will decrease and the income distribution will deteriorate. Therefore, this study is necessary to alleviate the anxiety of the labor market and to find a direction for the government and all walks of life to ponder. To carry out this study, in-depth interviews were conducted with two experts currently engaged in the construction field, and through analysis, we intend to derive meaning and identify current trends, identify necessary improvement measures and institutional areas and suggest research directions. As a result of the analysis, it is possible to suggest a response strategy in a total of three themes: purpose, implication, and strategy. Based on this, there are response strategies in four areas: (1) industrial site response, (2) worker response, (3) education, and (4) training response, and government and corporate response. Through this study, it is necessary to revitalize economic and sociological discussions in the future so that the improvement in productivity and efficiency of society as a whole due to technological innovation of construction automation services does not lead to social problems such as an increase in the unemployment rate and a decrease in jobs in the labor market.
Rapid change in the technological environment of marine transportation and the development of the ocean shipping industry have fostered a revolution in the port system. This in turn has caused major changes in the function and use of port in Korea. Aside from this, Mokpo Port, however continues to decline, because the existing port facilities and related subsystem are already obsolete with no chance of regaining operational effectiveness and treatment for proper implementation. Although a few studies have been done on the Mokpo Port, has not been found, any reseach for the analytical approach to the transportation system of it. This paper aims to make an extensive analysis of the physical distribution system in Mokpo Port focusing on the coordination of subsystems such as navigational aids system. The base of introduced simulation tool here is the queueing theory. The overall findings are as follows: 1. Among those vessels called at Mokpo Port in 1994, 556 ships(2,736,669 G/T) are oceangoing while 8155 ships(2,587,217 G/T) are domestic. The average size of oceangoing vessels is 4,922,1 G/T, and the domestic is 317,8 G/T. The average arrival interval and service time of the domestic vessels are 6.0 hours and 24.1 hours respectively marking the berth occupation rate over 100%. Those for oceangoing vessels are 34.5 hours, 120.0 hours and 37.2%. In order to maintainin the berth occupation rate to 70% the capacity considering the 1994 of domestic piers must be extended to 145% and oceangoing vessels must be increased to 165%. 2. The capacity of approaching channel is enough to handle the total traffic volume of 3. Tugs are sufficiently being provided to handle all ships requiring their services 4. The capacity of storage and inland transportation systems are sufficient to handle the throughput and the yard stroage utilization rate of No.1 - No.5 is 4.5% and No.6 is 30% of 1993's. 5. The utilization rate of LLC(Level Looping Crane) and PNT(PNeumaTic) are 2.7% and 18.8%, respectively.
This paper is the continuation of our previous paper, which we refer to as numerical analysis of phase behavior and flow properties in an injection tubing during gas phase CO2 injection. Our study in this paper show the results during supercritcal CO2 injection under the same project. Geological CO2 storage technology is one of the most effective method to decrease climate change due to high injectivity and storage capacity and economics. A demonstration-scale CO2 storage project was performed in a deep aquifer in the Pohang basin, Korea for a technological development in a large-scale CO2 storage project. A problem to consider in the early stage design of the project was to analyze CO2 phase change and flow characteristics during CO2 injection. To solve this problem, injection conditions were decided by calculating injection rate, pressure, temperature, and thermodynamic properties. For this research, we simulated and numerically analyzed CO2 phase change from liquid to supercritical phase and flow characteristics in injection tubing using OLGA program. Our results provide discharge pressure and temperature conditions of CO2 injection combined with a pressure of an aquifer.
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