• Title/Summary/Keyword: What If Not Strategy

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A Research on Effect of Motion Modality on Aspects of Genre and Medium (모션의 양태성이 매체·장르에 미치는 효과 연구)

  • Lee, Yong-Soo
    • Cartoon and Animation Studies
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    • s.28
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    • pp.125-153
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    • 2012
  • This study is regarding what motion modality has influences on aspects of genre and media. Nowadays, motion modality becomes an element which is actively manipulated in live actions as well as animations. And, it has been generally accepted that a strategy on manipulation of motion depends on matters of genre or medium. As respected, can we say the premise is correct? if it is, can we refine the premise more theoretically, without using the words, 'genre' or 'media' which have not been are not been defined on an academic aspect. I intend to discuss on this issue. I will speculate the issue of manipulation of motion modality on theoretical bases. According to McLuhan's hot/cool media theory and Bolter's oscillation theory, the effect of it turns out to be same as manipulation of sentience ratio of media readers, and the ideal result will be examined by an example analysis. In the analysis, I will explore what effects manipulation of motion has on several examples. Then, by examining what kind of correlation these effects has with media/genre positioning, I ultimately will evaluate the genre/medium-based determinism of motion modality, which is represented by a typical premise like "Animation is most realistic when it has the most animation-like movement." Conclusively I suggest a refined premise like the following. Modality of motion is a strategy depending on issues of genre, with no regard to issues of medium, and the issue of genre is a category which is positioned considering mixture ratio of sentience. With this reason, A strategy of modality of motion depends to sentience a certain sequence needs. So, motion modality becomes a strategy which has to be approached in functionality of genre rather than economic values which spring from technical devices like a motion capture.

A Study on the Cases of the Problem Posing which the Mathematically Gifted Students Made in the NIM Game (수학영재들이 NIM 게임 과제에서 만든 문제 만들기 사례 분석)

  • Song, Sang-Hun;Chong, Yeong-Ok;Yim, Jae-Hoon;Shin, Eun-Ju;Lee, Hyang-Hoon
    • Journal of Educational Research in Mathematics
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    • v.17 no.1
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    • pp.51-66
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    • 2007
  • The purpose of this study is to analyse the cases of the posed problems while the mathematically gifted students are playing the NIM game. The findings of a qualitative case study have led to the conclusions as follows. Most of all mathematically gifted students in the elementary school are not intend to suggest the solutions of the posed problem unless the teacher or the 'problem is requested. But a higher level of promising children were changing each data components of a problem in a consistent way and restructuring the problems while controlling their cognitive process. This is compared to that a relatively lower level of promising children tends to modify one or two data components instantly without trying to look at the whole structure. And we gave 2 suggestions to teach the mathematically gifted students in the problem posing.

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Pirates in History and International Law Centering around the Viking Pirates (역사상 해적과 국제법상 해적 : 바이킹 해적을 중심으로)

  • Kim, Joo-Sik
    • Strategy21
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    • s.30
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    • pp.263-285
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    • 2012
  • History, demonstrating convincingly that pirates have arisen continuously for a lengthy period of time throughout the world, is able to become a cooperative study of international law in terms of pirates matters ; Viking pirates. There are beneficial topics for the study of true nature of viking activities and the settlement of present pirates matters ; How were the pirates activities of Vikings, What sort of relations do they have between Vikings and other pirates which have arisen in world history, What are the differences compared to present concept of pirates. There were active pirates activities in the coast and waters of Scandinavia even before the period of the Migration Age because of geographical condition. With those experiences, Vikings began to ambush Britain Islands sailing across the North Sea since the late 8C, ages of migration in earnest. They ambushed all coasts of the European Continent expending boundary until the late of 11C. Pirate activities in a sort of guerrilla operations were operated when they encountered Islams in the Iberian Peninsula and the coast of North Africa. They showed twofold attitudes ; if the defence of the region and sea was weak, they plundered, or if strong, traded. In plundered europeans' position, Vikings were pirates with cruelty and barbarians. In vikings position, they were normal human beings who did a pirate activity to lead a better life. Viking pirates showed different characteristics in terms of three aspects ; area and aspect of action, activity after piracy. Meanwhile, Viking pirates showed several differences with pirates defined in terms of modern international law. Among the satisfying conditions of pirates, required by the international law of the sea, Vikings fulfilled animus furandi, desire for gain, activities for hatred and revenge, and private ends. Other conditions including attacking authority of the vessels, activities toward private ships, activities in the coast and the land, and illegal terroristic activities toward ships are found in viking pirates. However, Viking pirates do not show the activities in high seas and in the outside of a State's jurisdiction. In addition, it cannot be excluded that they pirated with vessels of regional leaders and the Sovereign, not private ships. Contrary to the definition of concept in terms of modern international law toward pirates, Viking invaded foreign waters, came on shore to foreign land and island, went up-stream the rivers to the back of interior, and attacked churches and abbeys. Strangely, they sometimes settled down in the places where they had pirated. Today, pirates appearing in history and defined in international law exist simultaneously and separately. It means, the historical nature and the nature under the international law are turning up differently. Historical cases of pirates should be reflected to modern international law. If so, it seems that the clue to solve pirate problems can be arranged. History is the immortal living thing, which not just existed as a past but reflects present.

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Effect of IT Acceptance Will and Stress on Task Performance (조직의 IT 도입 시 기술수용의지와 스트레스가 업무에 미치는 영향연구)

  • Kang, So-Ra;Kim, Yoo-Jung;Chun, Bang-Jee
    • Journal of Information Technology Applications and Management
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    • v.18 no.4
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    • pp.119-130
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    • 2011
  • When an organization adopts new technology, performance through the technology is expected to be decided depending on attitudes of the members, in that technology produces performance only if the members zealously use it. Therefore, the members need to devote themselves to acquire and use the new technology. This attitude of members is called "IT acceptance will" (Ranarajan et al., 2005), and this research is to examine the effect of an individual's "IT acceptance will" on performance. Thus, this research analyzes what increases IT acceptance will and what effect IT acceptance will has on stress due to uncertainty of an organization-job complexity and role conflict- through new IT adoption. This research conducted a survey from July to September in 2009, targeting employees of government offices and public institutions in Kyunggi and Kyungnam provinces. Then, a total of 370 was collected and the final 344 was selected for our research analysis. As a result, this research found out that personal innovation and client orientation improved an individual's IT acceptance will, which improved performance through new IT adoption. However, the new IT adoption also increased job complexity and role conflict, but negative effects of stress on performance was not found as IT adoption will diminished the stress. Based on this result, this research discussed practical and academic implications and the limitations.

A Study on the Effect of Complementary Bundling Based on the Categorization of the New Hybrid IT Product (하이브리드 IT신제품의 범주화에 따른 보완재 번들링의 효과성에 관한 연구)

  • Park, Yoonseo;Kim, Yongsik
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.19-43
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    • 2014
  • Categorization means the process labeling or identifying an object based on what people already know or its similarity for people to be easily perceptible in external environment. If it is categorized, it is schematically conjectured from typical characteristic of the category. In this sense, the categorization of new products has an important effect upon the market performance. Nevertheless, the categorization of innovative new products is not easy and occasionally very ambiguous. In this study, we discuss how to strengthen the categorization strategy of new hybrid IT products through complementary bundling. The model of this study is based on Technology Acceptance Model (TAM) with resistance variable and verifies the statistical significance by undertaking a survey on consumers' awareness. In addition, we review the moderating effects of prior knowledge in the adoption process of complementary bundling. Through this analysis, we find out the structural relationship among the factors affecting adoption of complementary bundling. Also, it show that the influence of prior knowledge in respect of the adoption process is greater than others in case that there exists significant heterogeneity among strategic categories and complements. In conclusion, these findings suggest the following managerial implication. The categorization strategy of new hybrid IT product can be enhanced by complementary bundling, but the suitability among strategic category and complements should be evaluated exhaustively.

Marketing Strategies in the Film Industry: Investment Decision Game Model (영화산업에서의 마케팅 전략 : 투자 결정 게임 모형을 중심으로)

  • Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.13 no.10
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    • pp.109-114
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    • 2015
  • Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.

A Study on the Integrated Performance Measurement Framework for R&D Organization (연구개발 조직의 통합적 성과평가 체계에 관한 연구)

  • Lee Yeong-Cha;Jeong Min-Yong;Jeong Seon-Ho
    • Proceedings of the Society of Korea Industrial and System Engineering Conference
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    • 2002.05a
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    • pp.113-118
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    • 2002
  • Research and Development(R&D) was once considered to be a unique, creative and unstructured process that was difficult, if not impossible, to manage and control. R&D decisions impact the entire enterprise. Therefore, decisions must not be based solely on R&D's perception of what is important or worthwhile. R&D contributions are difficult to measure separately from other functional organizations such as manufacturing and marketing. While some firms are attempting to overcome perceived limitations in traditional accounting-based performance measures using ROI, EVA, others are embracing the use of non-financial measures for decision making and performance evaluation. In particular, many firms are implementing 'Balanced Scorecard(BSC)' systems that supplement traditional accounting measures with non-financial measures focused on at least three other perspectives-customers, internal business processes, and learning and growth. AHP is a popular multi-attribute decision making model that allows for the development of importance rankings. The AHP has been applied in a wide variety of practical settings to model complex decision problems. The former, determine Perspectives and the Key Performance indicator(KPI) through the former research, the latter compose the questionnaire for determine the weight of perspectives and KPIs. And then, make a survey with researchers about 4 perspectives and 18 KPIs. The results will be simulate with Expert Choice 2000 for determine the weights. This results helps establish the firm's business strategy and technology strategy The firm should establish the business strategy to consider market position, business growth potential, and technological capabilities.

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A Study on Strategy for Improving Health Care Service through Quality Function Deployment (QFD방법을 이용한 의료 서비스 개선전략에 관한 연구)

  • Kim, Soon-Yi;Choi, Jae-Ha
    • Journal of Korean Society for Quality Management
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    • v.27 no.2
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    • pp.1-19
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    • 1999
  • It is truism to say that today's customers demand high quality products and services; nevertheless, nowhere is this more prevalent than in the medical industry. Korea's globalization has increased it's citizen's awareness of greater life expectancies and medical improvements in other regions of the globe. Therefore, it is universally essential that in order to be successful in the medical industry, vendors must meet the ever increasing demands of better educated customers. The purpose of this study was twofold: 1) The first objective was discover what health care services are in demand and the quality factors related to these services. 2) The second objective was to determine a strategy for improving health care service through quality function deployment(QFD). One hundred and ninety-five respondents were randomly selected and asked to fill out a questionnaire after having undergone treatment at a medical clinic, located in Daejon, South Korea. The questionnaire was designed to obtain information about both he clients' satisfaction with, and their sense of the value of the medical treatment they received. Penalty-reward analysis and QFD were used to interpret the survey results and to deploy the collective voices of the customers. The results of the penalty-reward analysis illustrated that the 'communication' service quality factor was classified into an excitement factor that incurs no penalty if not achieved but adds value if the requirement is exceeded. As a result of the QFD analysis on the 'communication' service quality factor, eleven strategic alternatives were prioritized, and isolated a vital service quality characteristic. This characteristic can be implemented to bring value-added changes for the improvement of health care services.

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Identifying Key Factors Affecting Mobile Market-Platform Attractiveness

  • Lee, Jeonghoon;Kim, Sookyung
    • Journal of Information Technology Applications and Management
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    • v.21 no.1
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    • pp.137-150
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    • 2014
  • The following study specially aims to market platform in the mobile circumstance. The characteristics of customers and infrastructure are handled by market platform under the new media. These characteristics will be revealed based on the unification of organizational structure and interaction of information structure in the relationship marketing. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on Perceived integratedness and Interactive Accessibility of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized on the base of the market communication. Perceived integratedness and Interactive Accessibility, 2 properties of new media increase the co-creation experience and perceived convenience in the market platform of their customers. Therefore, the structure of market platform that enhance the co-creation experience and perceived convenience has higher attractiveness. They create beneficial experience to the customers and productive values to the producers as well.

Study on Factors Influencing Purchase Intention of Medical Device -Focusing on ENT Unit- (의료기기 구매의도에 영향을 미치는 요인 -이비인후과 유니트(Unit)를 중심으로-)

  • Lee, Gil-Woo;Kim, Seung-Baum;Kim, Young-Bae;Kim, Dou-Young
    • The Korean Journal of Health Service Management
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    • v.5 no.1
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    • pp.125-132
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    • 2011
  • In this study investigated what buyers want and expect from medical equipment industry. In this study we found as fellows, (a) The quality of instrument is the most important factors that lead to customer purchase intent and brand image follwed by reliability and efficiency in order; (b) Customers perception of company did not show any meaningful relationship with brand image suggesting company positive image perceived by the customers would not necessarily have a positive impact on brand image. Rather, if brand image customer perceived gets higher, considerably higher purchase intention was observed. Therefore, the findings from the present study suggest that medical instrument manufactures need to focus more on providing a long-term high quality of service marketing strategy to increase customer satisfaction and purchase intent in this competitive business environment.