• Title/Summary/Keyword: introduction of new technology

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목재제품 규격·품질 표시제도 국내 도입과 정착을 위한 제언 (A Study on the Introduction and Settlement of the Labeling System for Wood-based Products and Expanding in Korea)

  • 김윤희;여환명;방성준;양상윤;강승모;황권환
    • Journal of the Korean Wood Science and Technology
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    • 제41권3호
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    • pp.258-268
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    • 2013
  • 목재산업은 녹색성장과 더불어 한국의 차세대 성장동력으로써 주목받고 있다. 또한, 지속적인 목재의 이용과 목재산업의 활성화를 위하여 "목재의 지속가능한 이용에 관한 법률"이 2012년 제정되었다. 자연으로부터 얻어진 목재자원의 가치를 향상시키고 선순환 구조를 지닌 목재제품이용의 확대를 통해 지속적인 성장을 동반하기 위해서는 목재제품 품질관리가 필요하다. 이 논문에서는 국내외 목재제품의 규격 품질표시제도를 살펴보고 국내 목재산업에의 적용을 위한 방안을 모색해 보고자 하였다. 제재목을 중심으로 미국, 캐나다, 뉴질랜드와 일본의 규격 품질표시제도의 운영현황에 대하여 조사하였으며 목재제품에 대한 규격 품질표시제도는 시스템 진화를 통해 생산자의 자발적 참여로 운영되는 제3자 인증제도로 발전됨을 확인할 수 있었다. 국내 목재제품의 규격 품질표시제도의 활성화를 위해서는 도입기에는 산림청 중심으로 일원화 시스템을 구축하여 조기정착을 유도하고 성장기 및 성숙기를 통해 인식구조 개선과 생산자의 자발적 참여를 위한 인센티브 개발 등의 기반을 마련하여 제3자 인증제도로 발전시켜야 할 것이다.

Crunchbase를 바탕으로 한 Generative AI 영향 분석: ChatGPT 등장 전·후를 중심으로 (Analysis of the Impact of Generative AI based on Crunchbase: Before and After the Emergence of ChatGPT)

  • 김나윤;금영정
    • 벤처창업연구
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    • 제19권3호
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    • pp.53-68
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    • 2024
  • Generative AI는 전 세계적으로 많은 관심을 받고 있으며, 이를 비즈니스 환경에서 효과적으로 활용하기 위한 방안이 모색되고 있다. 특히 OpenAI사에서 개발한 Large Language Model인 GPT-3.5 모델을 적용한 ChatGPT 서비스의 대중 공개 이후 더욱 주목받으며 전반적인 산업 분야에 큰 영향을 미치고 있다. 이 연구는 Generative AI, 특히 그 중에서도 OpenAI사의 GPT-3.5 모델을 적용한 ChatGPT의 등장에 초점을 맞춰 스타트업 업계에 미치는 영향을 조사하고 등장 이전과 이후에 일어난 변화를 비교하였다. 본 연구는 스타트업 업계에서 Generative AI가 어떻게 활용되고 있는지를 상세히 조사하고 ChatGPT의 등장이 업계에 미친 영향을 분석함으로써 비즈니스 환경에서 Generative AI의 실제 적용과 영향력을 밝히는 것을 목표로 한다. 이를 위해 ChatGPT 발표 전후에 등장한 Generative AI 관련 스타트업의 기업 정보를 수집하여 산업군, 사업 내용, 투자 정보 등의 변화를 분석하였다. 키워드 분석, 토픽 모델링, 네트워크 분석을 통해 스타트업 업계의 동향과 Generative AI의 도입이 스타트업 업계에 어떤 혁신을 가져왔는지 파악하였다. 연구 결과, ChatGPT의 등장 이후 Generative AI 관련 스타트업의 창업이 증가한 것을 알 수 있었으며 특히 Generative AI 관련 스타트업의 자금 조달 총액과 평균 금액이 크게 증가한 것을 확인할 수 있었다. 또한, 다양한 산업군에서 Generative AI 기술을 적용하고자 하는 시도를 보이고 이를 활용한 기업용 애플리케이션, SaaS 등 서비스와 제품의 개발이 활발해지며 새로운 비즈니스 모델의 등장에 영향을 미치고 있음을 확인하였다. 본 연구 결과를 통해 Generative AI가 스타트업 업계에 미치는 영향을 확인하였으며, 이러한 혁신적인 신기술의 등장이 비즈니스 생태계에 어떠한 변화를 가져다 줄 수 있는 지 이해하는데 이바지할 수 있다.

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클라우드 컴퓨팅 서비스의 도입특성이 조직의 성과기대 및 사용의도에 미치는 영향에 관한 연구: 혁신확산 이론 관점 (A Study on the Effect of the Introduction Characteristics of Cloud Computing Services on the Performance Expectancy and the Intention to Use: From the Perspective of the Innovation Diffusion Theory)

  • 임재수;오재인
    • Asia pacific journal of information systems
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    • 제22권3호
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    • pp.99-124
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    • 2012
  • Our society has long been talking about necessity for innovation. Since companies in particular need to carry out business innovation in their overall processes, they have attempted to apply many innovation factors on sites and become to pay more attention to their innovation. In order to achieve this goal, companies has applied various information technologies (IT) on sites as a means of innovation, and consequently IT have been greatly developed. It is natural for the field of IT to have faced another revolution which is called cloud computing, which is expected to result in innovative changes in software application via the Internet, data storing, the use of devices, and their operations. As a vehicle of innovation, cloud computing is expected to lead the changes and advancement of our society and the business world. Although many scholars have researched on a variety of topics regarding the innovation via IT, few studies have dealt with the issue of could computing as IT. Thus, the purpose of this paper is to set the variables of innovation attributes based on the previous articles as the characteristic variables and clarify how these variables affect "Performance Expectancy" of companies and the intention of using cloud computing. The result from the analysis of data collected in this study is as follows. The study utilized a research model developed on the innovation diffusion theory to identify influences on the adaptation and spreading IT for cloud computing services. Second, this study summarized the characteristics of cloud computing services as a new concept that introduces innovation at its early stage of adaptation for companies. Third, a theoretical model is provided that relates to the future innovation by suggesting variables for innovation characteristics to adopt cloud computing services. Finally, this study identified the factors affecting expectation and the intention to use the cloud computing service for the companies that consider adopting the cloud computing service. As the parameter and dependent variable respectively, the study deploys the independent variables that are aligned with the characteristics of the cloud computing services based on the innovation diffusion model, and utilizes the expectation for performance and Intention to Use based on the UTAUT theory. Independent variables for the research model include Relative Advantage, Complexity, Compatibility, Cost Saving, Trialability, and Observability. In addition, 'Acceptance for Adaptation' is applied as an adjustment variable to verify the influences on the expected performances from the cloud computing service. The validity of the research model was secured by performing factor analysis and reliability analysis. After confirmatory factor analysis is conducted using AMOS 7.0, the 20 hypotheses are verified through the analysis of the structural equation model, accepting 12 hypotheses among 20. For example, Relative Advantage turned out to have the positive effect both on Individual Performance and on Strategic Performance from the verification of hypothesis, while it showed meaningful correlation to affect Intention to Use directly. This indicates that many articles on the diffusion related Relative Advantage as the most important factor to predict the rate to accept innovation. From the viewpoint of the influence on Performance Expectancy among Compatibility and Cost Saving, Compatibility has the positive effect on both Individual Performance and on Strategic Performance, while it showed meaningful correlation with Intention to Use. However, the topic of the cloud computing service has become a strategic issue for adoption in companies, Cost Saving turns out to affect Individual Performance without a significant influence on Intention to Use. This indicates that companies expect practical performances such as time and cost saving and financial improvements through the adoption of the cloud computing service in the environment of the budget squeezing from the global economic crisis from 2008. Likewise, this positively affects the strategic performance in companies. In terms of effects, Trialability is proved to give no effects on Performance Expectancy. This indicates that the participants of the survey are willing to afford the risk from the high uncertainty caused by innovation, because they positively pursue information about new ideas as innovators and early adopter. In addition, they believe it is unnecessary to test the cloud computing service before the adoption, because there are various types of the cloud computing service. However, Observability positively affected both Individual Performance and Strategic Performance. It also showed meaningful correlation with Intention to Use. From the analysis of the direct effects on Intention to Use by innovative characteristics for the cloud computing service except the parameters, the innovative characteristics for the cloud computing service showed the positive influence on Relative Advantage, Compatibility and Observability while Complexity, Cost saving and the likelihood for the attempt did not affect Intention to Use. While the practical verification that was believed to be the most important factor on Performance Expectancy by characteristics for cloud computing service, Relative Advantage, Compatibility and Observability showed significant correlation with the various causes and effect analysis. Cost Saving showed a significant relation with Strategic Performance in companies, which indicates that the cost to build and operate IT is the burden of the management. Thus, the cloud computing service reflected the expectation as an alternative to reduce the investment and operational cost for IT infrastructure due to the recent economic crisis. The cloud computing service is not pervasive in the business world, but it is rapidly spreading all over the world, because of its inherited merits and benefits. Moreover, results of this research regarding the diffusion innovation are more or less different from those of the existing articles. This seems to be caused by the fact that the cloud computing service has a strong innovative factor that results in a new paradigm shift while most IT that are based on the theory of innovation diffusion are limited to companies and organizations. In addition, the participants in this study are believed to play an important role as innovators and early adapters to introduce the cloud computing service and to have competency to afford higher uncertainty for innovation. In conclusion, the introduction of the cloud computing service is a critical issue in the business world.

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Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
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    • 제18권3호
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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자기조직화 지도를 활용한 성장모형 기반의 시장 성장패턴 지도 구축: ICT제품을 중심으로 (Development of Market Growth Pattern Map Based on Growth Model and Self-organizing Map Algorithm: Focusing on ICT products)

  • 박도형;정재권;정여진;이동원
    • 지능정보연구
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    • 제20권4호
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    • pp.1-23
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    • 2014
  • 시장 예측은 일정 기간 동안 소비자에게 판매되는 동종 제품 또는 서비스의 수량 혹은 매출액의 규모를 추정하는 활동으로 정의할 수 있다. 정확한 시장 예측은 기업의 입장에서 새로운 제품의 도입시기 결정, 제품 설계, 생산계획 수립, 마케팅 전략 수립 등에 활용됨으로써 경영활동에 있어 효율적인 의사결정을 내릴 수 있게 하고, 정부의 입장에서는 발전 가능성이 있는 분야에 국가예산을 더 배분할 수 있는 효율적인 예산수립이 가능하게 한다. 본 연구는 정보통신기술(Information and Communication Technology: ICT) 분야의 제품 및 서비스에 대해서 과거의 시계열 자료를 이용하여 시장 성장곡선을 도출하고, 성장패턴이 비슷한 그룹으로 분류하여, 산업 내 시장에 대해 이해하고, 제품들의 미래 전망을 예측하는 데 목적이 있다. 다양한 아이템들을 통일되고 일관적인 방법으로 예측하기 위하여, 로지스틱 모형, 곰페르츠 모형, Bass 모형의 세 가지 전통적인 성장모형과 로지스틱 모형이나 곰페르츠 모형에서 도출되는 잠재시장 크기를 Bass 모형에 결합시킨 두 가지 하이브리드 성장모형을 개발하여 비교 분석하였다. 데이터 설명력이 우수한 로지스틱 + Bass 모형을 최적의 모형으로 선정하여 ICT 제품 및 서비스들 각각의 시장 성장곡선 모수를 확인하였다. 도출된 모수를 데이터로 하여, 자기조직화 지도 알고리즘을 통해, 5개의 의미 있는 영역으로 구분된 시장 성장패턴 지도가 구축되었는데, 각 영역별로 차별화된 특징과 성장패턴을 가지고 있었다. 본 연구에서 제안한 프로세스 및 시스템은 산업 시장 분석 시스템의 수요 예측 기능으로 활용될 수 있으며, ICT 산업뿐만 아니라 다양한 산업 및 분야에도 적용 가능할 것으로 기대된다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Modern Paradigm of Organization of the Management Mechanism by Innovative Development in Higher Education Institutions

  • Kubitsky, Serhii;Domina, Viktoriia;Mykhalchenko, Nataliia;Terenko, Olena;Mironets, Liudmyla;Kanishevska, Lyubov;Marszałek, Lidia
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.141-148
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    • 2022
  • The development of the education system and the labor market today requires new conditions for unification and functioning, the introduction of an innovative culture in the field of Education. The construction of modern management of innovative development of a higher education institution requires consideration of the existing theoretical, methodological and practical planes on which its formation is based. The purpose of the article is to substantiate the modern paradigm of organizing the mechanism of managing the innovative development of higher education institutions. Innovation in education is represented not only by the final product of applying novelty in educational and managerial processes in order to qualitatively improve the subject and objects of management and obtain economic, social, scientific, technical, environmental and other effects, but also by the procedure for their constant updating. The classification of innovations in education is presented. Despite the positive developments in the development of Education, numerous problems remain in this area, which is discussed in the article. The concept of innovative development of higher education institutions is described, which defines the prerequisites, goals, principles, tasks and mechanisms of university development for a long-term period and should be based on the following principles: scientific, flexible, efficient and comprehensive. The role of the motivational component of the mechanism of innovative development of higher education institutions is clarified, which allows at the strategic level to create an innovative culture and motivation of innovative activity of each individual, to make a choice of rational directions for solving problems, at the tactical level - to form motives for innovative activity in the most effective directions, at the operational level - to monitor the formation of a system of motives and incentives, to adjust the directions of motivation. The necessity of the functional component of the mechanism, which consists in determining a set of steps and management decisions aimed at achieving certain goals of innovative development of higher education institutions, is proved. The monitoring component of the mechanism is aimed at developing a special system for collecting, processing, storing and distributing information about the stages of development of higher education institutions, prediction based on the objective data on the dynamics and main trends of its development, and elaboration of recommendations.

전방 잠금형 금속판을 이용한 요골 원위부 골절수술 후 요골구 접선방향 촬영법의 임상적 유용성 (The Clinical usefulness of the tangential projection view of Radius groove after Distal Radius Fracture operation using the T-type Plat)

  • 서선열;조정희;한만석;김태형;유세종;김용균;한동균
    • 한국산학기술학회논문지
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    • 제14권6호
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    • pp.2760-2766
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    • 2013
  • 서론 : 본 논문은 전방 잠금형 금속판을 이용한 요골 원위부 골절 수술 후 나사못(screw)의 요골구 관통 유무를 확인하기 위한 방법으로 방사선 요골구 접선방향촬영법의 새로운 검사법을 제시하고자 한다. 재료 및 방법 : 요골구 접선방향 촬영 시 요골 원위부 거상 각도는 2.5, 5, 7.5, 10도와 전완골과 방사선 검출기와의 각도를 60, 70, 80도로 각각 변화시켜 촬영한 방사선영상에서 나사못의 요골구 관통유무를 분석하였다. 결과 : 요골구 접선방향 영상에서는 요골구를 관통하지 않은 경우와 요골구 내관통, 요골구 외관통인 경우가 각각 55명(63.95%), 9명(10.47%), 22명(25.58%)으로 분석 되었고, 요골구를 관통한 나사못의 길이는 0.43~2.72mm의 범위로 평균 1.06mm이었다. 요골구가 잘 묘사되는 방사선 촬영법은 요골 거상각도 2.5~7.5도에서 90%이상, 전완골과 방사선 검출기의 각도 70도에서 요골구가 80%이상 잘 묘사되는 것으로 분석 되었다. 결론 : 요골구 접선방향 촬영법은 요골 원위부 거상 각도 5도, 전완골과 검출기의 각도는 70도를 추천 한다.

Introduction of the representative mushroom cultivars and groundbreaking cultivation techniques in Korea

  • Jang, Kab-Yeul;Oh, Youn-Lee;Oh, Minji;Woo, Sung-I;Shin, Pyung-Gyun;Im, Ji-hoow;Kong, Won-Sik
    • 한국버섯학회지
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    • 제14권4호
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    • pp.136-141
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    • 2016
  • The production scale of mushrooms in Korea is approximately 600 billion won, which is 1.6% of Korea's gross agricultural output. In Korea, ca. 190,000 tons of mushrooms are harvested annually. Although the numbers of mushroom farms and cultivators are constantly decreasing, total mushroom yields are increasing owing to large-scale cultivation facilities and automation. The recent expansion of the well-being trend has caused an increase in mushroom consumption in Korea: the annual per capita mushroom was 3.9 kg ('13), whichis a little higher than that in Europe. Thus, mushroom export, mainly Flammulina velutipes and Pleurotus ostreatus, has increased since the mid-2000s. Recently, however, it is slightly reduced. Nevertheless, Vietnam, Hong Kong, the United States, and the Netherlands continue to export mushrooms, and Korea has increased its export to Australia, Canada, Southeast Asia, etc. Canned Agaricus bisporus, the first export of the Korean mushroom industry, reached it speak sales in 1977-1978. When Korea initiated trade with China in 1980, the international prices of mushrooms fell sharply, leading to shrinkage of the domestic markets. Spurred by the high demand to develop substitute goods for A. bisporus, the oyster mushroom (P. ostreatus) gained attention since it seemed to suit the taste of Korean consumers. Although the log cultivation technique for oyster mushroom was developed in the early 1970s, it required a great deal of labor. Thus, we developed the shelf cultivation technique, which is easier to manage and allows for mass production. In this technique, the growing shelf is made mafrom fermented rice straw, whichis the only P. ostreatus medium in the world and isused only in South Korea. After then, the use of cotton wastes as an additional material of medium, the productivity. Currently, we are developing a standard cultivation technique and environmental control system that can stably produce mushrooms throughout the year. The increase of oyster mushroom production may boostthe domestic market and contribute to industrial development. In addition, oyster mushroom production technology played a role in forming the basis for the development of bottle cultivation, which made mass production. In particular, bottle cultivation using liquid spawn could allow for the export of F. velutipes and Pleurotus eryngii. In addition, the white varieties of F. velutipes were second developed in the world after Japan. We also developed the new A. bisporus cultivar 'Saeah', which is easy to grow in Korea. In hopes to advance the mushroom industry, we will continue to develop cultivars with international competitive power and to improve cultivation techniques.

5 · 16 군정기 지방행정 환경변화와 모범부락조성사업에 대한 고찰 (A Study of the Local Administration Environment Change and 'Mobum Burak Development' in 5 · 16 Military Government Period)

  • 서만용;박수영
    • 농촌지도와개발
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    • 제20권3호
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    • pp.643-678
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    • 2013
  • 본 연구의 목적은 5 16 군정기 지방행정의 많은 환경변화 속에서 각 도가 추진한 '모범부락조성사업'을 통해 초기 농촌마을개발사업에 대한 모습, 특히 지방행정이 사업의 주체가 되기 위해 추진한 방법을 검토하여 시사점을 찾는데 있다. 군정기(1961~1963) 지방행정은 시군을 기초자치단체로 하는 행정체계 개편, 국가기획제도 도입, 지방세제 개편, 새로운 농촌기구 설립으로 인한 농촌지도 다원화 등의 여러 변화요인을 맞게 되었다. 이러한 환경 속에서 지역의 개발행정 주축은 지방자치단체로 옮겨져 갔고, 각 도는 '보고가는 마을(전북)', '빛나는 마을(충남)'등의 각종 명칭으로 모범부락조성사업을 추진하였다. 또한 내무부는 지역개발의 장기적인 종합계획으로서 군 건설계획의 작성과 추진을 지시하였다. 본 연구는 국가 정책을 중심으로 한 농촌지역개발사에서 도 단위의 지방사를 발굴하고 이를 지방행정 환경변화와 연계하여 분석하였다는 측면에서 향후 관련 연구의 기초자료로 활용될 수 있으리라 판단된다.