• Title/Summary/Keyword: sense of competition

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A Study on the Structural Change in the U.S Textile industry (미국섬유업계의 구조적인 변화에 관한 연구)

  • 이명숙
    • Journal of the Korea Fashion and Costume Design Association
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    • v.3 no.2
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    • pp.137-160
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    • 2001
  • A study on the structural change in the U.S. textile industry. The U.S. textile industry has undergone significant changes over the last fifty years, including a steady decline in the relative scale of domestic production, employment reduction, and increased competition from imported products. In order to weather a crisis, the responses of the U.S. textile industry have been made such as investment in technology, specalization in the textile and apparel industries. The textile and apparel industries have taken steps to increase labor productivity through automations to speed management to create and introduce new products and new methods, and have lowered indirect overhead costs. Regarding these response of the U.S. and other situation of world textile and apparel trade market, much of the sense of crisis that pervades korean textile and apparel industries has to do with the problem of adjusting corporate policy.

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Circuit Design of DRAM for Mobile Generation

  • Sim, Jae-Yoon
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.7 no.1
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    • pp.1-10
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    • 2007
  • In recent few years, low-power electronics has been a leading drive for technology developments nourished by rapidly growing market share. Mobile DRAM, as a fundamental block of hand-held devices, is now becoming a product developed by limitless competition. To support application specific mobile features, various new power-reduction schemes have been proposed and adopted by standardization. Tightened power budget in battery-operated systems makes conventional schemes not acceptable and increases difficulty of the circuit design. The mobile DRAM has successfully moved down to 1.5V era, and now it is about to move to 1.2V. Further voltage scaling, however, presents critical problems which must be overcome. This paper reviews critical issues in mobile DRAM design and various circuit schemes to solve the problems. Focused on analog circuits, bitline sensing, IO line sensing, refresh-related schemes, DC bias generation, and schemes for higher data rate are covered.

Strategic Behavioral Characteristics of Co-opetition in the Display Industry (디스플레이 산업에서의 협력-경쟁(co-opetition) 전략적 행동 특성)

  • Jung, Hyo-jung;Cho, Yong-rae
    • Journal of Korea Technology Innovation Society
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    • v.20 no.3
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    • pp.576-606
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    • 2017
  • It is more salient in the high-tech industry to cooperate even among competitors in order to promptly respond to the changes in product architecture. In this sense, 'co-opetition,' which is the combination word between 'cooperation' and 'competition,' is the new business term in the strategic management and represents the two concepts "simultaneously co-exist." From this view, this study set up the research purposes as follows: 1) investigating the corporate managerial and technological behavioral characteristics in the co-opetition of the global display industry. 2) verifying the emerging factors during the co-opetition behavior hereafter. 3) suggesting the strategic direction focusing on the co-opetition behavioral characteristics. To this end, this study used co-word network analysis to understand the structure in context level of the co-opetition. In order to understand topics on each network, we clustered the keywords by community detection algorithm based on modularity and labeled the cluster name. The results show that there were increasing patterns of competition rather than cooperation. Especially, the litigations for mutual control against Korean firms much more severely occurred and increased as time passed by. Investigating these network structure in technological evolution perspective, there were already active cooperation and competition among firms in the early 2000s surrounding the issues of OLED-related technology developments. From the middle of the 2000s, firm behaviors have focused on the acceleration of the existing technologies and the development of futuristic display. In other words, there has been competition to take leadership of the innovation in the level of final products such as the TV and smartphone by applying the display panel products. This study will provide not only better understanding on the context of the display industry, but also the analytical framework for the direction of the predictable innovation through analyzing the managerial and technological factors. Also, the methods can support CTOs and practitioners in the technology planning who should consider those factors in the process of decision making related to the strategic technology management and product development.

Landscape Design for the Buchon Special School (부천특수학교 조경설계)

  • 김신원;이시영
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.3
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    • pp.57-63
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    • 2002
  • This landscape design was proposed for the Buchon Special School Competition, held by the Kyonggi Province Office of Education. The authors collaborated on this design and won first prize in November of 2001. In the design proposal, on the basis of the knowledge of; mentally retarded children the children's activities, nature and health, and the healing gardens, the special school outdoor spaces were designed to meet the particular needs of the users. The school outdoor spaces are design for various types of users-children, adolescents, parents, siblings, staff, volunteers and visitors. The following are some of the basis concerns in the design of the school outdoor spaces : garden site planning, garden location, security, microclimate, entering and exiting, accessibility, usability, user group territories, supervision, attracting trained volunteers, a range of high-quality social settings, accommodation of different student types, accommodation of needs for both challenge and rest, child nature interaction, diversity of natural settings, hands-on activity, integrating the arts, and maintenance. The following are some of the major features in the design of school outdoor spaces : pleasant and inviting entry areas, sports grounds with different levels of challenge, gardens with plants having strong fragrances and/or tactile qualities, resting places with many types and forms of seating and weather-mitigating features, play grounds for all student types, roof gardens for users to experience nature in man-made environments, and walkways and winding paths with various trees, shrubs and flowers. In the special school outdoor spaces, people would perceive a unique sense of place through the various types of spaces and features described above. An example of the true meaning of a playing and resting place and a restorative and therapeutic environment is provided in the school outdoor spaces.

The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games (소셜 네트워크 게임의 크로스 프로모션의 유용성과 성가심이 게임 몰입에 미치는 영향)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.89-100
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    • 2015
  • This study aims to figure out the impact of cross-promotion strategy on flow experience to overcome the restrictions of social network game. Social network games faces tougher market competition and shorter product life-cycles. The results show that the less users play games, the more they feel flow experience led by interests and self-expression of SNG. On the contrary, the more they play games, self- expression and sense of competition factor are proved to be effective factor for flow. Also Users' cognition for usefulness and annoyingness of cross- promotion are different according to level of game uses and promotion uses. People who play games more and utilize promotion more appreciate the usefulness of promotion and indulge in flow experience of SNG.

A Study on the Printed Matter for the Publicity of the General Hospitals (종합병원 홍보용 인쇄물에 관한 연구)

  • 백진경;송진아
    • Archives of design research
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    • v.16 no.4
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    • pp.453-462
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    • 2003
  • As the competition among the hospital becomes heavier and cognition in patient's right of knowledge increases, of general hospital becomes more important public relation part of hospital administration. Due to the restriction of the public advertisement of a hospital, strategic plans and new ideas are needed. Leaflet or hospital publication, for example, could be excellent publicity materials since they provide specific and detailed information for patients, which results in great improvement on the hospital image. Therefore, the editorial design for hospital publicity is the necessary research field. Also questionnaires of user's sense regarding the Hospital's printed matter for the publicity were conducted and analyzed. From these analyses, new improved printed matter design for the publicity of general hospital that are useful for the users as well as hospital competition was suggested.

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Development of Clustering-Based Multi-Channel MAC Protocol to Improve Efficiency of Network in VANET (차량 환경에서 통신 효율 향상을 위한 클러스터링 기반의 멀티채널 매체접속제어 프로토콜 개발)

  • Jung, Sung-Dae;Lee, Seung-Jin;Lee, Sang-Sun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.5B
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    • pp.463-468
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    • 2009
  • In VANET(Vheicle Ad hoc Network), the researches based on the wireless LAN are conducting and the method based on 802.11a is being adapted in IEEE 802.11p WAVE(Wireless Access in Vehicular Environments). However, wireless LAN which uses a single channel in a competition can cause transmission delays because of a frequent collision and a use of CSMA/CA to avoid competition in VANET requiring a fast access. In this paper, we designed CMMP (Clustering based Multi-channel MAC protocol) adequate to VANET and then confirmed the appropriate channel conditions in a V2V communication on the basis of this protocol. The simulation results showed that a packet collision and a transmission delay by the use of an existing single channel based on the contention decreased more than 60% by CMMP.

Promotion of mental health by PungmulPanGut (one form of K-culture) -focusing on the ensemble Better Than Medicine (eBTM) performance. YouTube; https://youtu.be/SSenbSwI_5c

  • Ko, Kyung Ja;Cho, Hyun-Yong
    • CELLMED
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    • v.12 no.1
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    • pp.1.1-1.2
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    • 2022
  • Mental health is attributed to person's well-being, abilities and productivity. The purpose of this study is to suggest the effects of K-culture to people in adversity. It is PungmulPanGut, represented by traditional Korean play culture. Pungmul is a performance with four percussion instruments, Janggu (Korean hourglass drum), Buk (barrel shaped drum), Jing (large gong), Kkwaenggwari (small gong), and play. In Korean, "pan" means that it's a place to do something. Gut means to make a wish. The ensemble Better Than Medicine (eBTM) is a team that has trained and worked with Gamuak (歌,舞,樂; singing, dancing, playing) for a long time, but is not perfect (we refer this as 2% lacking in music). The characteristic of our team is that we share joy while voluntarily participating and doing what we like. It is a combination of singing, dancing, playing musical instruments, and exciting people. There is wind-like energy and there is mutual cooperation, not competition. As we concentrate, we become immersed in each other's breathing and movement. So it makes us forget the hard situation, the hardships, the pain, and so on. In the meantime, our pleasures peak and share happy energy with each other. Even though we are two percent less skilled, our sense of happiness doubles. Music together is not competition but cooperative work and healing. Therefore, we suggest that PungmulPanGut can be better K-culture than medicine in promoting mental health.

A Study on New DCF Algorithm in IEEE 802.11 WLAN by Simulation (시뮬레이션에 의한 IEEE 802.11 WLAN에서의 새로운 DCF 알고리즘에 관한 연구)

  • Lim, Seog-Ku
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.61-67
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    • 2008
  • In this paper, MAC algorithm for the IEEE 802.11 DCF improving the performance is proposed and analyzed by simulation. The MAC of IEEE 802.11 WLAN to control data transmission uses two control methods called DCF(Distributed Coordination Function) and PCF(Point Coordination Function). The DCF controls the transmission based on CSMA/CA(Carrier Sense Multiple Access with Collision Avoidance), that decides a random backoff time with the range of CW(Contention Window) for each station. Normally, each station increase the CW to double after collision, and reduces the CW to the minimum after successful transmission. The DCF shows excellent performance relatively in situation that competition station is less but has a problem that performance is fallen from throughput and delay viewpoint in situation that competition station is increased. This paper proposes an enhanced DCF algorithm that increases the CW to maximal CW after collision and decreases the CW smoothly after successful transmission in order to reduce the collision probability by utilizing the current status information of WLAN. To prove efficiency of proposed algorithm, a lots of simulations are conducted and analyzed.

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Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].