• Title/Summary/Keyword: evolution research experience

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A Study on Changes in Form and Characteristics of Digital Fashion Shows According to Changes in Digital Platforms (디지털 플랫폼의 변화에 따른 디지털 패션쇼의 형태변화와 특성 연구)

  • Ha Jin Choi;Jae Yoon Chung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.1-14
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    • 2024
  • Digital transformation has been actively evolving through the use of digital platforms. The fashion industry also utilizes digital platforms and significant changes have become particularly evident in fashion shows. Therefore it is essential to research digital fashion shows. The purpose of this study is to analyze the evolution of digital fashion shows in terms of their form and characteristics in response to changes in digital platforms. The research method consisted of literature research and case analysis. In this study, the development stages of digital platforms were divided into four stages: Internet platforms, SNS platforms, Metaverse platforms, and Artificial Intelligence platforms. Results were derived by analyzing digital fashion shows published on digital platforms at each stage. Internet digital fashion shows were used as an ancillary implement for fashion shows. SNS digital fashion shows expanded the fashion presentation method by experimenting with various fashion show formats. The Metaverse Digital Fashion Show offers a unique experience by integrating Virtual Reality and digital technology to create visual effects customized for the virtual environment. The Artificial Intelligence digital fashion show used virtual graphics created using Artificial Intelligence. Digital fashion shows will continue to evolve and become a significant digital strategy for fashion content and brands. The change in the format of digital fashion shows clearly showcases the characteristics of each stage, but the formats appear to merge during the development process.

Implemention of the System-Level Multidisciplinary Design Optimization Using the Process Integration and Design Optimization Framework (PIDO 프레임워크를 이용한 시스템 레벨의 선박 최적설계 구현)

  • Park, Jin-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.93-102
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    • 2020
  • The design of large complex mechanical systems, such as automobile, aircraft, and ship, is a kind of Multidisciplinary Design Optimization (MDO) because it requires both experience and expertise in many areas. With the rapid development of technology and the demand to improve human convenience, the complexity of these systems is increasing further. The design of such a complex system requires an integrated system design, i.e., MDO, which can fuse not only domain-specific knowledge but also knowledge, experience, and perspectives in various fields. In the past, the MDO relied heavily on the designer's intuition and experience, making it less efficient in terms of accuracy and time efficiency. Process integration and the design optimization framework mainly support MDO owing to the evolution of IT technology. This paper examined the procedure and methods to implement an efficient MDO with reasonable effort and time using RCE, an open-source PIDO framework. As a benchmarking example, the authors applied the proposed MDO methodology to a bulk carrier's conceptual design synthesis model. The validity of this proposed MDO methodology was determined by visual analysis of the Pareto optimal solutions.

A Study on the Fundamental Course of Multimedia Design (멀티미디어 디자인 교육의 기초 과정에 대한 연구)

  • 이지수
    • Archives of design research
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    • v.15 no.4
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    • pp.223-230
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    • 2002
  • As evolution of multimedia technology brings changes to industries concerned with design, new education program is needed to cultivate designers with abilities which are adapted to changed circumstance. This paper is purposed to show guideline to set up a fundamental course for multimedia design in which students know what are new presentation modes and learn how to use them, Multimedia design call for abilities of organizing information, representing, and implementing interactivity. Among them, fundamental course considers representing information as central subject. And it also contains lessons which are relative to proceeding courses. It should have students to experience creative composition and various expressions, and study cognitive or aesthetic effects of them. All activities are based on the understanding about presentation factors and principles. Basic course's lessons are composed by two main subjects, which are essential expression and matters relative to organization and interactivity. Described in detail, lessons are divided into three phases. First phase is combining presentation factors for affective effects, second is delivering message of various knowledges and third is forming simple interaction.

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A study on the interest in nail and the using self - nail products depending on ages (연령에 따른 네일 관심도 및 셀프네일 제품 사용실태에 관한 연구 - 경남지역을 중심으로)

  • Hong, Da-Geom
    • Journal of the Korean Society of Industry Convergence
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    • v.22 no.2
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    • pp.111-124
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    • 2019
  • This study was conducted to identify the using self-nail products for the purpose of developing indicators to respond to changes in nail industry due to the evolution of consumption patterns caused by the spread of self-nail culture. The final analysis of 293 survey was conducted on female adults living in South Gyeongsang Province from September 1, 2018 to October 30, 2018. The study found that women in their 20s were more interested in nail care than in most cases. The main route of obtaining nail-related product information was the higher the use of SNS as the age was younger(${\chi}^2=185.048$, p<.001). According to a survey of 165 people who have experience with self-nail products, 53.3 percent of 'paste stickers' were the most common, followed by 39.4 percent of 'paste nail tips' and 7.3 percent of 'home care products'. Looking at the disadvantages of self-nail products, between groups under their 50s and over 50s group saw a significant difference(${\chi}^2=27.032$, p=.008). For those in their 50s or younger, 'the inconvenience of daily life' was considered a disadvantage. On the other hand, people in their 50s and older considered 'short duration' as a disadvantage. The lower the age, the higher the willingness to use continuously(${\chi}^2=14.308$, p=.006).We found that there were differences in preference for self-nail products according to age. It was noticed that there were differences in satisfaction and persistence. This suggests the need for more specific follow-up studies on the use of self-nail products by age group. Therefore, this research aims to present basic data for the development of direction and custom program for the professional nail industry to advance, thus providing basic data to help the development of nail industry in South Gyeongsang Province.

The Impact of The User's Social Characteristics of 5G Services on The Intention of Use (중국 5G 서비스의 사용자 사회적 특성이 사용의도에 미치는 영향)

  • Nie, Xin-Yu;Qing, Cheng-lin
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.63-68
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    • 2022
  • This After the debut of 5G, our lives have changed a lot. In particular, the proliferation of wireless network services through smartphones and LTE has completely changed the existing mobile communication services that are limited to voice/text communication between individuals and individuals, and new innovative services have emerged in all aspects of personal and corporate activities. This study verified the relationship between the social characteristics of 5G services and users' willingness to use 5G services. It analyzed the influence relationship between independent variables (social reality, subjective norms), media variables (perceived usefulness) and dependent variables (use intention), set hypotheses, and identified the media effects of perceived usefulness. The measurement items of variables are defined, and the research model of 5G service usage intention is designed. A questionnaire survey was conducted on the measurement items for users who have experience in using 5G services. Based on this result, among the social factors of users of 5G services, social reality and subjective norms are suitable factors to improve users' intentions. And through this research we put forward the enlightenment, discussed the limitations of the research and future research directions.

A Study on the Born Global Venture Corporation's Characteristics and Performance ('본글로벌(born global)전략'을 추구하는 벤처기업의 특성과 성과에 관한 연구)

  • Kim, Hyung-Jun;Jung, Duk-Hwa
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.3
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    • pp.39-59
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    • 2007
  • The international involvement of a firm has been described as a gradual development process "a process in which the enterprise gradually increases its international involvement in many studies. This process evolves in the interplay between the development of knowledge about foreign markets and operations on one hand and increasing commitment of resources to foreign markets on the other." On the basis of Uppsala internationalization model, many studies strengthen strong theoretical and empirical support. According to the predictions of the classic stages theory, the internationalization process of firms have been recognized and characterized gradual evolution to foreign markets, so called stage theory: indirect & direct export, strategic alliance and foreign direct investment. However, termed "international new ventures" (McDougall, Shane, and Oviatt 1994), "born globals" (Knight 1997; Knight and Cavusgil 1996; Madsen and Servais 1997), "instant internationals" (Preece, Miles, and Baetz 1999), or "global startups" (Oviatt and McDougall 1994) have been used and come into spotlight in internationalization study of technology intensity venture companies. Recent researches focused on venture company have suggested the phenomenons of 'born global' firms as a contradiction to the stages theory. Especially the article by Oviatt and McDougall threw the spotlight on international entrepreneurs, on international new ventures, and on their importance in the globalising world economy. Since venture companies have, by definition. lack of economies of scale, lack of resources (financial and knowledge), and aversion to risk taking, they have a difficulty in expanding their market to abroad and pursue internalization gradually and step by step. However many venture companies have pursued 'Born Global Strategy', which is different from process strategy, because corporate's environment has been rapidly changing to globalization. The existing studies investigate that (1) why the ventures enter into overseas market in those early stage, even in infancy, (2) what make the different international strategy among ventures and the born global strategy is better to the infant ventures. However, as for venture's performance(growth and profitability), the existing results do not correspond each other. They also, don't include marketing strategy (differentiation, low price, market breadth and market pioneer) that is important factors in studying of BGV's performance. In this paper I aim to delineate the appearance of international new ventures and the phenomenons of venture companies' internationalization strategy. In order to verify research problems, I develop a resource-based model and marketing strategies for analyzing the effects of the born global venture firms. In this paper, I suggested 3 research problems. First, do the korean venture companies take some advantages in the aspects of corporate's performances (growth, profitability and overall market performances) when they pursue internationalization from inception? Second, do the korean BGV have firm specific assets (foreign experiences, foreign orientation, organizational absorptive capacity)? Third, What are the marketing strategies of korean BGV and is it different from others? Under these problems, I test then (1) whether the BGV that a firm started its internationalization activity almost from inception, has more intangible resources(foreign experience of corporate members, foreign orientation, technological competences and absorptive capacity) than any other venture firms(Non_BGV) and (2) also whether the BGV's marketing strategies-differentiation, low price, market diversification and preemption strategy are different from Non_BGV. Above all, the main purpose of this research is that results achieved by BGV are indeed better than those obtained by Non_BGV firms with respect to firm's growth rate and efficiency. To do this research, I surveyed venture companies located in Seoul and Deajeon in Korea during November to December, 2005. I gather the data from 200 venture companies and then selected 84 samples, which have been founded during 1999${\sim}$2000. To compare BGV's characteristics with those of Non_BGV, I also had to classify BGV by export intensity over 50% among five or six aged venture firms. Many other researches tried to classify BGV and Non_BGV, but there were various criterion as many as researchers studied on this topic. Some of them use time gap, which is time difference of establishment and it's first internationalization experience and others use export intensity, ration of export sales amount divided by total sales amount. Although using a mixed criterion of prior research in my case, I do think this kinds of criterion is subjective and arbitrary rather than objective, so I do mention my research has some critical limitation in the classification of BGV and Non_BGV. The first purpose of research is the test of difference of performance between BGV and Non_BGV. As a result of t-test, the research show that there are statistically efficient difference not only in the growth rate (sales growth rate compared to competitors and 3 years averaged sales growth rate) but also in general market performance of BGV. But in case of profitability performance, the hypothesis that is BGV is more profit (return on investment(ROI) compared to competitors and 3 years averaged ROI) than Non-BGV was not supported. From these results, this paper concludes that BGV grows rapidly and gets a high market performance (in aspect of market share and customer loyalty) but there is no profitability difference between BGV and Non_BGV. The second result is that BGV have more absorptive capacity especially, knowledge competence, and entrepreneur's international experience than Non_BGV. And this paper also found BGV search for product differentiation, exemption strategy and market diversification strategy while Non_BGV search for low price strategy. These results have never been dealt with other existing studies. This research has some limitations. First limitation is concerned about the definition of BGV, as I mentioned above. Conceptually speaking, BGV is defined as company pursue internationalization from inception, but in empirical study, it's very difficult to classify between BGV and Non_BGV. I tried to classify on the basis of time difference and export intensity, this criterions are so subjective and arbitrary that the results are not robust if the criterion were changed. Second limitation is concerned about sample used in this research. I surveyed venture companies just located in Seoul and Daejeon and also use only 84 samples which more or less provoke sample bias problem and generalization of results. I think the more following studies that focus on ventures located in other region, the better to verify the results of this paper.

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A Field Survey on Facility Management and Anglers' Requirements at Recreational Sea-fishing Parks (바다낚시공원 시설운영 및 낚시인 요구사항 조사 연구)

  • Kang, Young-Hun;Hong, Sung-Ki;Lee, Han-Seok
    • Journal of Navigation and Port Research
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    • v.39 no.6
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    • pp.529-538
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    • 2015
  • This paper was intended to empirically identify problems with recreational sea fishing park facilities installed to help reinvigorate local economy of fishing villages in order to mitigate shortage of fishing facilities amid an increase in sea fishers and spur evolution of sea fishing into a marine leisure activity, on which basis this researcher presented direction for facility planning which is deemed necessary to map out the plan for sea fishing parks, along with measures designed to improve sea fishing park facilities. To analyze the problems related to sea fishing park facilities, we conducted a survey on facility operations involving 9 sea fishing parks and 2 sea ranches and had an investigative interview with facility manager. Moreover, a survey was conducted of fishers in 25 sea fishing places, including sea fishing park, fishing experience village, etc., in order to investigate their demand for facilities. The results of survey suggested that there was a significant demand for expansion of amenities such as safety facilities, toilets, lounge facilities, etc., which can accommodate the increase in the number of people fishing with family. Furthermore, the results showed that there was a huge demand for introduction of facilities aiding leisure activities in addition to facilities for fishing activities including education facilities such as fishing site at the corner exclusive for beginners, experiential facilities, camping site, seaside park, promenade, etc. Thus, sea fishing park should be the complex leisure space with a focus on fishing activities and requires facility configuration and facility planning suited to activity requirements within fishing park.

Atmospheric Turbulence Simulator for Adaptive Optics Evaluation on an Optical Test Bench

  • Lee, Jun Ho;Shin, Sunmy;Park, Gyu Nam;Rhee, Hyug-Gyo;Yang, Ho-Soon
    • Current Optics and Photonics
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    • v.1 no.2
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    • pp.107-112
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    • 2017
  • An adaptive optics system can be simulated or analyzed to predict its closed-loop performance. However, this type of prediction based on various assumptions can occasionally produce outcomes which are far from actual experience. Thus, every adaptive optics system is desired to be tested in a closed loop on an optical test bench before its application to a telescope. In the close-loop test bench, we need an atmospheric simulator that simulates atmospheric disturbances, mostly in phase, in terms of spatial and temporal behavior. We report the development of an atmospheric turbulence simulator consisting of two point sources, a commercially available deformable mirror with a $12{\times}12$ actuator array, and two random phase plates. The simulator generates an atmospherically distorted single or binary star with varying stellar magnitudes and angular separations. We conduct a simulation of a binary star by optically combining two point sources mounted on independent precision stages. The light intensity of each source (an LED with a pin hole) is adjustable to the corresponding stellar magnitude, while its angular separation is precisely adjusted by moving the corresponding stage. First, the atmospheric phase disturbance at a single instance, i.e., a phase screen, is generated via a computer simulation based on the thin-layer Kolmogorov atmospheric model and its temporal evolution is predicted based on the frozen flow hypothesis. The deformable mirror is then continuously best-fitted to the time-sequenced phase screens based on the least square method. Similarly, we also implement another simulation by rotating two random phase plates which were manufactured to have atmospheric-disturbance-like residual aberrations. This later method is limited in its ability to simulate atmospheric disturbances, but it is easy and inexpensive to implement. With these two methods, individually or in unison, we can simulate typical atmospheric disturbances observed at the Bohyun Observatory in South Korea, which corresponds to an area from 7 to 15 cm with regard to the Fried parameter at a telescope pupil plane of 500 nm.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

The French Evolution of Protection-Management Systems for Historic Monuments and Their Surroundings over One-Hundred Years: 1913-2016 (프랑스 역사기념물과 그 주변 보호·관리제도의 진화: 1913~2016)

  • Lee, Sujin;Ryu, Je-hun
    • Korean Journal of Heritage: History & Science
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    • v.52 no.3
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    • pp.94-111
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    • 2019
  • This study aims to examine the evolutionary process of the protection-management system for historic monuments and their surroundings in France over one-hundred years. Because France and Korea shared policies and institutions regarding the management of historical monuments (cultural property) along with their surroundings, it is necessary to explore the French experience from a comparative perspective. In France, historical monuments began to be recognized as national heritage according to "the 1913 law" which has continued to evolve for more than one hundred years. In the beginning, a historical monument was preserved as a single building unit; however, since 1943, a new policy has been implemented to preserve sets of historical monuments along with their perimeters of protection zones. Moreover, since 1980, in the context of decentralization, local authorities have been given more roles and autonomy concerning the management of historic monuments and their surroundings. Local authorities have played a key role in the protection-management of historic monuments and their surroundings, and have become more active in the conservation of their architectural heritage, including historic monuments. The central government, however, remains as the headquarters whose rigorous policies provide a solid foundation for the decentralized management system of architectural and cultural heritage, including historic monuments. The final goal in the evolutionary process, then, targets the effective and harmonious integration of the protection-management system for historic monuments and their surroundings into urban and regional planning.