• 제목/요약/키워드: new creation

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RFID 기술의 인식, 채택, 실행별 영향요인 분석 (An Analysis on the Factors Affecting Perception, Adoption, and Implementation of RFID Technology)

  • 박용재;임명환
    • 경영과학
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    • 제26권3호
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    • pp.205-221
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    • 2009
  • Countries around the world are actively investing in development and industrial application of RFID, a new wireless communications technology widely perceived as a next-generation growth engine with the potential for creation of new business value. In this paper, we empirically study factors influencing the acceptance of RFID by stage of introduction, to contribute making policies aimed at stimulating demand for this technology and accelerating its penetration. The process of acceptance of RFID was divided, in this paper, into three stages: perception, adoption and implementation, and influence factors, both Internal and external to an organization, drawn from existing literature, are analyzed. A conceptual model comprising internal influence factors, including technical, organization and economic factors, and external factors related to environment and this model was tested through structural equation analysis. To obtain data for empirical analysis, we surveyed public institutions and general companies that are potential users of RFID. The data thus collected were analyzed to determine factors influencing the acceptance of RFID by stage, and practical implications for the RFID promotion policy at the level of demand creation and industrial application were derived from the results of this analysis.

축구 시뮬레이션 게임에서의 유전 알고리즘을 활용한 게임 캐릭터 생성 연구 (A Study on The Game Character Creation Using Genetic Algorithm in Football Simulation Games)

  • 노해선;이대웅
    • 한국게임학회 논문지
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    • 제17권6호
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    • pp.129-138
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    • 2017
  • 축구 시뮬레이션 게임에서 축구 선수들의 능력치를 현실에 가깝게 만드는 것은 게임의 흥미를 위해 매우 중요한 요소이다. 스포츠 시뮬레이션 게임에 경영 개념이 도입되면서 장시간 게임을 플레이하게 되면 기존 선수 캐릭터의 은퇴문제가 발생하고 새로운 선수 캐릭터를 생성하여 게임의 환경을 유지하게 된다. 본 연구에서는 새로운 선수 캐릭터를 생성할 때 유전 알고리즘을 활용하여 기존의 선수와 유사하면서 최적의 능력을 갖추게 하는 방식을 제안한다. 기존의 랜덤 생성방식, 보정 랜덤방식과 제안한 알고리즘으로 선수 캐릭터를 생성하여 비교, 평가하여 제안한 방식의 유효성을 검증한다.

Korean Innovation Model, Revisited

  • Choi, Youngrak
    • STI Policy Review
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    • 제1권1호
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    • pp.93-109
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    • 2010
  • Over the last decade, some Korean enterprises have emerged to become global players in their specialized products. How have they achieved such tremendous technological progress in a short period of time? This paper explores that question by examining the characteristics of technological innovation activities at major Korean enterprises. The paper begins with a brief review of the stages of economic growth and science and technology development in Korea. Then, the existing literature, explaining the Korean innovation model, is analyzed in order to establish a new framework for the Korean innovation model. Specifically, Korean firms have experienced three sequential phases, and thus, the Korean model, at the firm level, can be coined as "path-following," "path-revealing," and "path-creating." Then, the stylized facts in the first phase (path-following) and the second phase (path-revealing) are discussed, in the context of empirical evidence from the areas of memory chips, automobiles, shipbuilding, and steel. In terms of technology development, the Korean model has evolved as "collective learning" in the first phase, "collective recombination" of existing knowledge and technology in the second phase, and is assumed as "collective creativity" in the third phase. Ultimately, all three can be classified as "collective creation". Korean firms now face a transition in the modes of technological innovation in order to efficiently implement the third phase. To achieve remarkable progress again, as they did in the past, and to sustain the growth momentum, Korean firms should challenge new dimensions such as creative technological ideas, distinctive technological capabilities, and unique innovation systems -- all of which connote 'uniqueness'. Finally, some lessons from the Korean technological innovation experience are addressed.

상주시 신도심의 복합건축물 실태조사를 통한 계획방향에 관한 연구 (A Study on the planning approach through the Actual Research of Complex Buildings in the New Town of Sangju)

  • 이근택;정용호
    • 한국주거학회논문집
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    • 제15권1호
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    • pp.85-93
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    • 2004
  • This study does try to proceed on the assumption that complex buildings can vitalize urban life of contemporary society from contemporary complexity and cases of past failure. The scope of investigation on complex buildings in Sangju built in 1990s' and 2000s' on this thesis is that site size is 400 square meter, total area 1500 square meter, and the number of stories on the ground below 5 floor. Method of investigation on twenty one buildings which have been built on new C.B.D. between the Namwon avenue and the Joongang 1th street in Sangju is through field investigation, field photographs, recordings and drawings on these buildings. Investigative contents have been divided and analysized into physical and functional elements in urban and architectural dimension. On the basis of these results, the future planning approach of complex buildings in medium and small cities has been considered into planning principles of convenience of building use and efficiency of site size, physical plans reflected on the traffic and pedestrian movings and the face of buildings, pedestrian resting space-creation like plazas and central gardens, regional character reflected with urban context, and separation and union of approached movings interrelated among the components.

Ultra accelerated molecular dynamics study on electronic structure and luminous efficacy of PDP protecting layer

  • Takaba, Hiromitsu;Serizawa, Kazumi;Suzuki, Ai;Tsuboi, Hideyuki;Hatakeyama, Nozomu;Endou, Akira;Kubo, Momoji;Kajiyama, Hiroshi;Miyamoto, Akira
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2009년도 9th International Meeting on Information Display
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    • pp.169-172
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    • 2009
  • We developed ultra-accelerated quantum chemical molecular dynamics and characterization simulators for study and design of plasma display panel (PDP) related materials. By use of these simulators, realistic structure of PDP materials is drawn on the computer. Furthermore, based on the structures, various properties such as secondary electron emission coefficient are successfully evaluated. In this report, we will discuss the theoretical secondary electron emission coefficient for several protecting layer materials and the effect of surface structure on the properties based on the result of atomistic simulations.

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Effects of Oxygen and Alkaline Earth Atoms on Emission Wavelength of $Eu^{2+}$-doped Oxide Phosphor: A Computational Chemistry Study

  • Onuma, Hiroaki;Yamashita, Itaru;Serizawa, Kazumi;Suzuki, Ai;Tsuboi, Hideyuki;Hatakeyama, Nozomu;Endou, Akira;Takaba, Hiromitsu;Kubo, Momoji;Miyamoto, Akira
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2009년도 9th International Meeting on Information Display
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    • pp.294-297
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    • 2009
  • We computationally investigated the effects of oxygen and alkaline-earth on the emission wavelength of the $Eu^{2+}$-doped oxide phosphor. Using QSPR method, we found that the oxygen and alkaline-earth atom around the Eu atom increase and decrease the emission wavelength, respectively. We also investigated the $Eu^{2+}$-doped sulfide, nitride, and oxynitride phosphors.

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20세기 패션과 예술의 상호차용화(相互借用化) 패러다임 특성 고찰 (An Observation on Characteristic of Mutual-borrowing Paradigm in Twentieth Century Fashion and Art)

  • 박신미
    • 복식
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    • 제61권7호
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    • pp.80-100
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    • 2011
  • The purpose of this research is to classify that fashion and art in the twentieth century broadened the creative field by individually applying each other's ideas or through collaboration. This paper analyses the work of individual artists and fashion designers who created work on the boundaries of fashion and art. These samples are selected to extract features related to specific periods as it is proposed that contemporary creation has been developed from a combination of fashion and art, sharing their distinct concerns. Accordingly, this research will focus on the collaboration between fashion and art in the twentieth century from the aspect of 'fashion into art'/'art into fashion' in order to analyse the historical flow, and thereby examine the relationship between fashion and art. The cross-fertilization between fashion and art was initiated as an imitation of form in the early twentieth century, and led to a 'new cross-disciplinary form' which exists on the boundary of fashion and art. This paper considers the relationship between fashion and art from the perspective of sharing intrinsic concepts and the creation of a new creative sphere. It analyses the characteristics of the works of fashion designers and artists whose works lie on the boundary between fashion and art.

컴퓨터를 이용한 패션정보 활용과 디자인기획에 관한 연구 (A Study on the Utilization of Fashion Design Information and the Creation of New Design through Computer)

  • 이순자
    • 한국의류산업학회지
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    • 제1권2호
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    • pp.119-126
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    • 1999
  • The purpose of this study was to serve as a basis for the creation of new design. For attaining the purpose, an investigation was made into the actual condition or problems of domestic and foreign fashion design, and fashion design information was acquired from the Internet. Then, taking the acquired information as the basic data for merchandising, an attempt was made to work out an outline by using the Corel-Trace program, a widely-used computer software, and to modify it by using the Corel-Draw program. The findings of this study were as below: 1) The informations provided by domestic home-pages were largely made up of fashion news and articles on the trend of fashion, but included few of picture report. Almost all of them weren't developed into a database by item or detail. The foreign fashion design web-site were numerous in number, providing diverse information. They offered not only moving images or picture report on fashion show, leading models, photo gallery or fashion trend, but up-dated data everyday. 2) A way to create a design to meet a designer's target is recommended in this study. At first, the fashion information acquired through computer network would be handled by the Corel-Trace program. After Bitmap image would be converted into Vector image, that would be modified by the Corel-Draw program to create a design to suit a designer's target.

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소셜매뉴팩처링플랫폼의 참여의도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Affecting the Participation of Social Manufacturing Platforms)

  • 길이훈;김광용
    • 한국IT서비스학회지
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    • 제14권3호
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    • pp.147-161
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    • 2015
  • The rapid changes in consumption patterns and the manufacturing industry environment are both a threat and an opportunity for small and medium-sized enterprises in Korea because it lacks innovative capacity compared to large conglomerates. In this new manufacturing environment, social manufacturing is an innovative business model that can create new business opportunities for these companies. However, there are not that many proven models of platforms where products are created jointly with consumers. Some conceptual analysis of the success factors and operation strategy of co-creation platforms have started to be released but there are almost no empirical studies conducted on this matter today. In this study, the social manufacturing platform business concept and its components were studied; various factors that affect the willingness to participate in consumer-led co-creation platforms were considered; the factors were surveyed on potential consumers; a study was carried out to analyze the relationship of these factors; a model of these factors were set up and proven.

A Study on Veracity of Raw Data based on Value Creation -Focused on YouTube Monetization

  • CHOI, Seoyeon;SHIN, Seung-Jung
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권2호
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    • pp.218-223
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    • 2021
  • The five elements of big data are said to be Volume, Variety, Velocity, Veracity, and Value. Among them, data lacking the Veracity of the data or fake data not only makes an error in decision making, but also hinders the creation of value. This study analyzed YouTube's revenue structure to focus the effect of data integrity on data valuation among these five factors. YouTube is one of the OTT service platforms, and due to COVID-19 in 2020, YouTube creators have emerged as a new profession. Among the revenue-generating models provided by YouTube, the process of generating advertising revenue based on click-based playback was analyzed. And, analyzed the process of subtracting the profits generated from invalid activities that not the clicks due to viewers' pure interests, then paying the final revenue. The invalid activity in YouTube's revenue structure is Raw Data, not pure viewing activity of viewers, and it was confirmed a direct impact on revenue generation. Through the analysis of this process, the new Data Value Chain was proposed.