• 제목/요약/키워드: The Future Create Industry

검색결과 189건 처리시간 0.03초

Challenges for the Future LCD Industry

  • Kwon, Young-Soo
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 한국정보디스플레이학회 2008년도 International Meeting on Information Display
    • /
    • pp.3-3
    • /
    • 2008
  • The TFT-LCD industry has shown dramatic growth by making technological advances and satisfying consumer needs. It now stands at the heart of the display industry. However, the TFT-LCD market is maturing and is unlikely to sustain the fast pace of growth in years to come. There has been an oversupply in the LCD sector entering 2008 due to capacity expansion aimed at fueling growth coupled with softening demand amid the global economic slowdown and recent financial turmoil. The LCD industry has successfully coped with oversupply on several occasions. Each time, LCD makers faced up to the challenge and responded with a pioneering spirit. They continued to grow by turning crisis into opportunity. LG Display aims to create new markets by developing products based on innovative technology and providing more attractive products through a value-added product planning that incorporates consumer needs. Through a continuous cost innovation targeted at stimulating demand by making products more economical to consumers, we will be at the forefront of overcoming the current oversupply and sustaining robust growth for the TFT-LCD industry. Depending on our management of the situation, the current oversupply could prove to be an opportunity to create even bigger markets for the future.

  • PDF

보건의료산업 글로벌화 정책의 성과 및 향후 과제 (Achievement and Future Tasks of Healthcare Industry Globalization Policies)

  • 정기택;최훈화
    • 보건행정학회지
    • /
    • 제28권3호
    • /
    • pp.288-293
    • /
    • 2018
  • In 1994 Korea government began to develop the healthcare industry, since then the government has tried to create opportunities to promote the industry through various political efforts and policies. The biggest achievement was attracting foreign patients from 2009 to 2016 with a cumulative 1.56 million and total revenue of 3 trillion won. But Korea still loses the opportunity to become a global leader in the health care industry due to regulations and various ideological disputes. Accordingly, it is necessary to facilitate policy understanding and present a practical road map so that Korea's healthcare industry become a new growth engine that will lead the trend of global market in the future. It also suggests a national economic development paradigm, the health economy as health and economic value are rotated through a shift in view of health care. At this point, 20 years after the beginning of the healthcare industry development, it is necessary to evaluate the related policies and discuss effective future directions. In this sense, the purpose of this study is to examine the policies and limitations of the healthcare industry by each government division, and based on it, to propose political tasks for the future.

The Streaming Industry in the U.S.: The Present and Future Prospects

  • Jeongsuk Joo
    • International Journal of Advanced Culture Technology
    • /
    • 제12권1호
    • /
    • pp.94-99
    • /
    • 2024
  • In this paper, we aim to examine the recent state of the streaming industry in the U.S., and its future prospects as the most important force shaping the media landscape across the globe. First, we examine the launch of Disney's streaming services in late 2019 that heralded the start of the so-called streaming war to win subscribers and how the outbreak of COVID-19 in early 2020 helped its rapid growth. Then, we look at the crisis of the streaming industry in 2022, as subscriber growth slowed down for the first time and losses increased, and how this led to the growing emphasis on profitability. We also explore the subsequent attempts by streaming companies to cut costs and create more revenue, with the result that they were retreating from the previous strategy to grow their platforms at all costs. From this, we highlight that, while the future course of the streaming industry is not yet determined, the recent upheavals certainly made it more cost-conscious and conservative and less consumer-friendly.

브레인 임플란트 산업 장기미래 시나리오 연구 (A Study on the Long-Term Future Scenario of Brain Implant Industry)

  • 김준호
    • 디지털융복합연구
    • /
    • 제17권4호
    • /
    • pp.187-194
    • /
    • 2019
  • 본 연구는 산업정책 및 기업전략의 개발 및 적용에 활용될 수 있는 브레인 임플란트 산업의 장기 미래 시나리오 모델개발 및 시나리오별 대응전략을 개발하는 것을 연구의 목적으로 삼았다. 뇌과학 산업은 미래 핵심 산업으로 그 가능성에 대하여서는 많은 논의가 있었지만 구체적인 산업육성정책이나 기업전략 분야는 연구가 매우 부족한 실정이다. 이는 이 분야가 아직 산업육성정책이나 기업전략을 작성하기에 필요한 정보가 축적되지 못하였기 때문이다. 이러한 한계를 극복하기 위하여 본 연구에서는 뇌과학산업의 핵심영역으로 많은 불확실성이 존재하는 브레인 임플란트 산업에 대하여 시스템 다이내믹스 모델로 미래 시나리오를 작성하고 이를 기반으로 각각의 시나리오에 적합한 전략을 제시하였다. 따라서 본 연구는 뇌과학산업 육성 정책 입안 및 개별 기업에서의 전략개발에 주요한 자료로 활용될 수 있을 것으로 기대된다. 향후 글로벌 시장 상황이 어느 시나리오로 발전하는 지를 조기에 파악할 수 있는 신호에 관한 연구의 필요성이 제기된다.

SiTEC의 공동 이용을 위한 음성 코퍼스 구축 현황 및 계획 (Current States and Future Plans at SiTEC for Speech Corpora for Common Use)

  • 김봉완;최대림;김영일;이광현;이용주
    • 대한음성학회지:말소리
    • /
    • 제46호
    • /
    • pp.175-185
    • /
    • 2003
  • To support speech information technology industry it is vital to create and distribute standardized speech corpora to be used for the development of products and technologies. In this article we introduce speech corpora created by Speech Information Technology & Industry Promotion Center(SiTEC) during its 1st and 2nd fiscal years (2001/5/1-2003/4/30) and plans for those corpora which is being created currently or will be created in near future. We introduce the corpus for car application to expand speech information technology to the field of traditional industry, the corpora for foreign languages to support exportation, the corpus for basic research for the sake of application in the industry, the corpora for common use, and others.

  • PDF

Cartoon Distribution Environment and Strategies for Sport Webtoon Development

  • MOON, Bo-Ra;HAN, Seung-Jin;SEO, Won-Jae
    • 산경연구논집
    • /
    • 제11권11호
    • /
    • pp.39-53
    • /
    • 2020
  • Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.

Future of Virtual Reality and Metaverse in Hospitality and Tourism Management: An Industry Perspective

  • Jay, Bhakta;Amanda, Charreton;Anne Anoek, de Rooij;Minwoo, Lee;Hubie, Sangster;Yingni, Wang
    • Journal of Smart Tourism
    • /
    • 제2권4호
    • /
    • pp.25-34
    • /
    • 2022
  • Digital transformation plays a critical role in making hospitality and tourism organizations create new business processes and customer experiences. The hospitality and tourism industry thrives on creating unique experiences by offering exceptional and innovative customer services through innovative digital technologies. Thus, this study provides an overview of the current use of these technologies in the hospitality industry and their potential advantages and opportunities. In particular, the metaverse and immersive virtual reality (VR) technology are gaining popularity in the hospitality industry, offering new opportunities for innovation and driving core values. This study discusses the current use of VR and metaverse and potential advantages and opportunities for researchers and practitioners in the hospitality and tourism context. Thus, we provide suggestions and implications for hospitality and tourism industry stakeholders to increase core values and business performance and create sustainable competitive advantages over other market players through VR and metaverse.

관광지 이미지가 관광안내정보시스템 평가에 미치는 영향에 관한 연구 (A Study on the influence of the tourism destination image on the Tourism Information System evaluation)

  • 신영기
    • 디지털산업정보학회논문지
    • /
    • 제8권1호
    • /
    • pp.207-220
    • /
    • 2012
  • The goal of the information system in tourism, like that of general information systems, is to create users' information needs so that the users continuously revisit the information system and retrieve the information on a regular basis. However, unlike any other information systems, the primary objective of the tourism information system is to attract tourists to the tourist sites rather than to create the users' needs for their future revisits to the information system. The tourism information system is therefore more closely related to tourists' overall tourism destination image towards the tourism destination. In this respect, the evaluation of the tourism information system should be based on tourists' overall tourism destination image towards the sites. This study examines how tourists' overall tourism destination image towards the sites affect the evaluation of the tourism information system. Specifically, I employ the tourism information system provided by Sokcho and Delone and Mclean(2003)'s the Information System Success Model in order to investigate this research question.

학교미술교육의 중요성 인식과 대안 (Importance of School Art Education & Alterative)

  • 진정식
    • 한국콘텐츠학회논문지
    • /
    • 제12권12호
    • /
    • pp.510-516
    • /
    • 2012
  • 최근 기계화, 자동화, 첨단화된 산업의 변화로 노동력을 제공하고 임금을 받는 전통적인 개념의 일자리가 사라지고 생산 노동자를 필요로 하던 산업현장은 포화상태로 실업자가 늘어나고 있다. 미래사회는 핵심역량을 요구하는 인적자원이 필요하며 특히 지식문화산업을 기반으로 IT, 콘텐츠 산업이 주종을 이룰 것이다. 창의성을 바탕으로 다양한 학문과 경쟁력을 갖출 수 있는 학교미술 교육이 중요하나 현재의 학교미술교육은 중요성을 인식하지 못하고 교과 중심의 표준 학력에 치중하며 특히 대학 입시교육에 집중되어 미술과목은 점점 설 자리를 잃어 가고 있다. 본 논문은 미래사회에 필요한 핵심역량을 발휘하는 창의성의 근간을 학교미술교육을 활성화 시킬 것을 강조한다. 현재의 학교미술교육의 문제점을 통해 대안을 제시하고 예술적 감성 신장으로 창의적이며 사고의 전환적 발상 통해 스스로의 삶을 개척하고 미래지식문화산업을 선도해 나가며 핵심역량 기반을 다진 능력 있는 인재를 키울 수 있을 것이다. 제임스 카메론, 스티브 잡스, 워터큐브 등을 통해 예술의 창의력 발휘가 미래 지식산업사회에 얼마나 큰 영향을 미치는가 살펴보고자 한다.

The Hidden Catalyst for Industrial Convergence between the MMOG Industry and the Online Broadcasting Industry in South Korea

  • Park, Jae-Hwan;Evans, Steve;Kim, Young Roak
    • Journal of Contemporary Eastern Asia
    • /
    • 제13권2호
    • /
    • pp.69-85
    • /
    • 2014
  • This paper explores the convergence process by focusing on the massively multiplayer online game(MMOG) industry and the online broadcasting industry in South Korea. In doing so, the paper seeks to establish the concept of Hidden catalysts for the integration process between the two industries and explore the roles of the Hidden catalysts in triggering the industry's transition. Further, the modified multi-level socio-technical model we applied in our research allows us both to understand each industry's development towards convergence in various dimensions and also to focus on the activities of the Hidden catalysts. In assessing the role of Hidden catalysts in industry convergence, we found that Hidden catalysts depend on two essential features: first, appropriate technology leading to the new industry dominance; and second, managerial capabilities to deal with conflicts among other new interest groups, to harmonise with government initiatives for industry development and to create new value in the integrated market to please the demand of mixed customers.