Lee, Se Jin;Shin, Tae Young;Kim, Jong-Cheol;Kim, Jae Su
Korean journal of applied entomology
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v.61
no.1
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pp.197-210
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2022
Entomopathogenic fungi can be used to control a variety of sucking and chewing insects, with little effect on beneficial insects and natural enemies. Approximately 170 entomopathogenic fungal insecticides have been registered and used worldwide, with the recent focus being on the mode of action and mechanism of insect-fungal interactions. During the initial period of research and development, the industrialization of entomopathogenic fungi focused on the selection of strains with high virulence. However, improvement in productivity, including securing resistance to environmental stressors, is a major issue that needs to be solved. Although conidia are the primary application propagules, efforts are being made to overcome the limitations of blastospores to improve the economic feasibility of the production procedure. Fungal transformation is also being conducted to enhance insecticidal activity, and molecular biology is being used to investigate functions of various genes. In the fungi-based pest management market, global companies are setting up cooperative platforms with specialized biological companies in the form of M&As or partnerships with the aim of implementing a tank-mix strategy by combining chemical pesticides and entomopathogenic fungi. In this regard, understanding insect ecology in the field helps in providing more effective fungal applications in pest management, which can be used complementary to chemicals. In the future, when fungal applications are combined with digital farming technology, above-ground applications to control leaf-dwelling pests will be more effective. Therefore, for practical industrialization, it is necessary to secure clear research data on intellectual property rights.
This study empirically examined how the technology innovation competence of the 4th Industrial Revolution Enterprises affects management performance. It also analyzed whether there would be any difference in business performance between the 4th Industrial Revolution Enterprises and the non-4th Industrial Revolution Enterprises. The samples for analysis were analyzed using in-situ data of 2,543 enterprises classified as technical innovation enterprises and the 4th Industrial Revolution Enterprises through Korea Technology Finance Corporation's in-house technical evaluation. Variables for technology innovation competence were analyzed using variables such as the size of manpower of research and development, the level of research and development organizations, the number of intellectual property rights, the ratio of intangible assets, the amount of knowledge properties, the amount of research and development investment, and the intensiveness degree of research and development. In terms of the impact of the 4th Industrial Revolution Enterprises' technology innovation competence on business performance, all factors except for the level of research and development organizations were found to affect business performance, which supported the study hypothesis. In particular, it was confirmed that the amount of knowledge properties has had a relatively greater impact on business performance. In addition, the average comparative analysis between the 4th Industrial Revolution Enterprises and the non-4th Industrial Revolution Enterprises confirmed that the 4th Industrial Revolution Enterprises conducted higher values in the business performance.
Journal of Korea Entertainment Industry Association
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v.14
no.4
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pp.31-45
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2020
The objective of this study was to understand the characteristics of Chinese cultural industry shown in the analysis of a successful IP martial arts stage play 'Seongeomg ihyeopjeon' that applied martial arts as Chinese traditional culture. The cultural industry of Chin a has modified the relevant legislation since China's reform and opening up in 1979, and the term 'intellectual property rights(IP)' was used in the Chinese laws for the first time in 2008. Thus, transcending the instrumental scope for maintaining the regime in the past, the culture was regarded as an economic profit industry and a representative industry for strengthening the soft power of traditional culture. The results of analysis on the stage play are as follows. First, the Chinese cultural industry has been developed by support policies for strengthening the soft power of Chinese-characteristic traditional culture and overseas expansion through the state-led modification of relevant legislation. Second, the Chinese cultural industry is including its unique traditional cultural factors, and the succe ssful marke ting results could be obtained only when the high awareness and many fans are secured. Third, for the inflow of audiences through the work advertising, it would be preferentially needed to analyze various opinions of fans through active SNS communications with them instead of the existing advertising such as TV, radio, and newspaper, and also to reflect the national cultural industry policies and producers' opinions.
Journal of Korea Entertainment Industry Association
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v.14
no.8
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pp.513-523
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2020
This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.16
no.6
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pp.157-175
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2021
This study categorized 3,214 companies out of the tech firms supported by the Korea Technology Finance Corporation's "technology guarantee scheme" through technology assessment from 2017 to 2019 into Fourth Industrial Revolution-related companies and general SMEs. The impact of the management characteristics of these 1,752 tech firms on the determination of high-growth firms was then empirically analyzed. This study used the OECD(2007) definition to define a "high-growth firm" as "an enterprise with average revenue growth greater than 20% per annum, over a two-year period." As the two sample groups showed non-normal distribution, this study conducted the Mann-Whitney U test, a nonparametric test, to analyze the mean differences and bivariate logistic regression in which the normality assumption is less stringent. The independent variables include fundamental characteristics; a regional dummy; a technological level dummy; and the capabilities of company representatives, human capital, and technological innovation. The corresponding sub-variables are representatives' level of education and experience in the same industry, full-time workers, research personnel, the extent of intellectual property rights, investment in research and development, firm age, total assets, region_metropolitan area, region_central region, technological level_high technology, and technological level_medium technology. As a result, the research hypothesis about representatives' level of experience in the same industry, full-time workers, total assets, and technological level_high technology was supported for the Fourth Industrial Revolution-related companies. For the general SMEs, the research hypothesis about representatives' level of experience in the same industry, research personnel, total assets, and region_metropolitan area was supported.
Journal of the Korean Society for Library and Information Science
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v.56
no.3
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pp.73-91
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2022
For everyone, books are not only a passage to break down temporal and spatial barriers, but also a passport to the world. However, books are neither a passage nor a passport for persons with print disabilities. They are suffering from a severe book famine, with only 1-7% of alternative materials in accessible formats. The Marrakesh Treaty is an international agreement promoted by the WBU and WIPO to reduce such access gaps and inequalities. Accordingly, this study intensively analyzed and linked the global book famine and the Marrakesh Treaty for the persons with print disabilities including the blind and visually impaired, and suggested strategic tasks and implementation plans to strengthen the services of the disabled in domestic libraries. The government and libraries should concentrate all their competencies on improving awareness, inducing standardization of alternative materials in the publishing industry, amending and supplementing the copyright act and related laws, strengthening the digital file collection and service of the National Library for the disabled, and developing and applying library guidelines to implement the Marrakesh Treaty. This is because if food supports the body of the disabled, reading fosters their spirit. In order to solve the global book famine for persons with print disabilities, it is necessary to improve the publishing industry's cartels, copyright holders' barricades, and the weak platform of the library industry. All copyright holders, publishers, and libraries should participate in reducing the 95% gap in access between non-disabled and disabled people. That is the mantra of the book famine.
This study analyzed the patent status of the outdoor exercise equipment used primarily by the elderly. The purpose is to utilize the basic data obtained to promote the health of the elderly. The information on the patent was collected from KIPRIS, an information search service provided by the Korean Intellectual Property Office. The search term used was 'outdoor exercise equipment', directly related patents were selected, and a final 157 were analyzed. As a result of the analysis, first, patent registration began in 2007, and 2-3 patents were registered on average every year. Second, patents from the perspective of sports convergence that provide an exercise prescription system using wireless communication, such as the ability to generate electricity by operating a power generation module, providing information on the user's exercise amount, or preventing the loss and theft of weights and safety accidents due to their characteristics, were searched for. Lastly, patents related to exercise equipment that can provide user convenience and increase the frequency of use of exercise equipment were searched. The results of this study confirmed that outdoor exercise equipment is being developed more for the elderly and their convenience, and that companies and public institutions are showing increased interest in outdoor exercise equipment for the elderly. In addition to patent trends analysis, follow-up research in connection with exercise programs using outdoor exercise equipment is needed to develop practical and convenient outdoor exercise equipment in the future.
The purpose of this study is to analyze the social perception of invention education center using big data analysis method. For this purpose, data from January 2014 to September 2021 were collected using the Textom website as a keyword searched for 'invention+education+center' in blogs, cafes, and news channels of NAVER and DAUM website. The collected data was refined using the Textom website, and text mining analysis and semantic network analysis were performed by the Textom website, Ucinet 6, and Netdraw programs. The collected data were subjected to a primary and secondary refinement process and 60 keywords were selected based on the word frequency. The selected key words were converted into matrix data and analyzed by semantic network analysis. As a result of text mining analysis, it was confirmed that 'student', 'operation', 'Korea Invention Promotion Association', and 'Korean Intellectual Property Office' were the meaningful keywords. As a result of semantic network analysis, five clusters could be identified: 'educational operation', 'invention contest', 'education process and progress', 'recruitment and support for business', and 'supervision and selection institution'. Through this study, it was possible to confirm various meaningful social perceptions of the general public in relation to invention education center on the internet. The results of this study will be used as basic data that provides meaningful implications for researchers and policy makers studying for invention education.
This study aims to examine how visitors in science centers interact with gesture-based exhibits from embodied cognition perspectives. Four gesture-based exhibits in two science centers were selected for this study. In addition, we interviewed a total of 14 visitor groups to examine how they perceived the property of gesture-based exhibit. We also interviewed four experts to further examine the benefits and limitations of the current gesture-based exhibits in science centers. The research results indicate that the total amount of interaction time between visitors and gesture-based exhibits was not high overall, implying that there was little of visitors' immersive engagement. Both experts and visitors expressed that the current gesture-based exhibits tend to highlight the novelty effect but little obvious impacts linking gestures and learning. Drawing from the key findings, this study suggests the following design considerations for gesture-based exhibits. First, to increate visitor's initial engagement, the purpose and usability of gesture-based exhibits should be considered from the initial phase of design. Second, to promote meaningful interaction, it is important to sustain visitors' initial engagement. For that, gesture-based exhibits should be transformed to promote intellectual curiosity beyond simple interaction. Third, from embodied cognition perspectives, exhibits design should reflect how the mappings between specific gestures and metaphors affect learning processes. Lastly, this study suggests that future gesture-based exhibits should be designed toward promoting interaction among visitors and adaptive inquiry.
Franchise system in Korea has been developed in different way compared with American way of franchising based on mutual contract and intellectual property context. Korean franchising is mostly based on product distribution franchise concept rather than business format franchise in which franchisor makes revenue sources from providing their products as much as possible thru group purchasing and logistics rather than receiving royalty. Many franchise enterprises from Korea drive to enter into global franchise market based on the successful performance of Korean way of franchising. Korean enterprises are required to prepare completely for research and survey regarding local culture, custom, way of life and legal matters etc. when entering into global franchise market to gain a substantial performance. CaffeBene recently entered into American franchise business with success, and many other Korean franchise enterprises have a deep interest in proceeding with global franchise business modeling CaffeBene case. There is no Korean franchise enterprise in United Kingdom in which service franchise area in particular with personal service is considered to become a promising and potential franchise business and many people show a great interest in Oriental foods and beverages with well-being trend. Korean franchise enterprises have now access to United Kingdom easier because IT industry including internet of the country have been developed by leaps and bounds since London Olympic in 2012. The purpose of this study is to suggest key success factors and basic strategy such as situation analysis, selecting business format, and marketing strategy for successful launching of franchise business in United Kingdom.
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