• Title/Summary/Keyword: 도전

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과감한 도전과 창조정신!

  • Kim, Hong-Guk
    • Venture DIGEST
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    • s.103
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    • pp.32-33
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    • 2007
  • 모험 기업인 벤처기업의 기둥정신은 '도전'과 '창조'다. 벤처기업이 새로운 기술이나 영역 개발을 위한 창조적 노력을 등한시한다면 기존의 전통기업과 다를바가 없을 것이다. 구태의연한 이름뿐인 벤처기업이라면 짧은 기간 동안에 투자자들의 돈을 몽땅 소진시킨 채 금새 도산하고 말 것이고, 세계경제발전에는 전혀 도움이 되지 않았다는 실제 사례들을 우리는 역사를 통해 무수하게 보았다. 그렇듯이 벤처정신은 새로운 영역과 기술개발을 해내는 치밀하고 끈질긴 장인정신이 창조적인 기운과 결합한 것이어야 한다.

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장기에너지 정책방향

  • 이회성
    • Journal of Energy Engineering
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    • v.1 no.1
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    • pp.46-48
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    • 1992
  • 1990년을 전후한 시기부터 에너지문제는 지구환경문제의 대두와 불확실성의 증대라는 새로운 도전에 직면하고 있다. 21세기의 선진복지국가 실현이라는 국가적인 목표를 달성하기 위해 지속적인 경제성장이 요구되는 우리나라로서는 이와 같은 도전을 극복함으로써 증가하는 에너지수요를 효율적이고도 안정적으로 충족시키는 것이 그 무엇보다 중요한 과제임에 틀림없다. (중략)

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농장탐방-만나농장

  • Gi, Yeong-Hun
    • KOREAN POULTRY JOURNAL
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    • v.39 no.4 s.450
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    • pp.97-99
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    • 2007
  • 발명왕 에디슨은 주변의 놀림에도 불구하고 도전을 마다하지 않았기에 지금의 발명왕으로 거듭날 수 있었다. 에디슨 같은 발명가가 있었기에 우리가 살고 있는 현재도 발전을 거듭 할 수 있었다. 우리 양계분야에서도 좋은 계란의 생산을 목표로 역경에서도 굴하지 않고 에디슨처럼 끊임없이 새로운 제품개발에 도전을 하고있는 양계농가 현장이 있어 소개하고자 한다.

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The Effect of Entrepreneur's Curiosity on Challenge, Innovation and Competition (창업가의 호기심이 도전성, 혁신성 및 경쟁추구성에 미치는 영향)

  • Geum, Yong-Pil;Kim, Pansoo;Jang, Young-Hye
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.2
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    • pp.253-265
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    • 2020
  • This study examined the effects of curiosity, the personal characteristics of start-up founders, on entrepreneurship. Among the various factors that make up the entrepreneurship, this study identified the relationship between the practical factors (challenge, innovativeness, competition) and the founder's curiosity. Based on previous studies, curiosity was divided into four individual factors: deficiency, playfulness, social curiosity, and stimulus pursuit. For each individual factor, we analyzed meaningful relationship with entrepreneurship. In addition, the founders were classified into those who simply think of starting a business, those preparing to start a business, and those who started the business. Each group was analyzed their degree of curiosity. The data were analyzed based on the final 248 data for entrepreneurs who are preparing or starting their own business in Daegu-Gyeongbuk region. Analysis shows that curiosity is higher in those who prepare or start a business than those who think about it. Curiosity has been found to have a positive effect on both the challenge, the innovation, and the composition of the competition. In addition, in entrepreneurship, the challenge was found to have a positive effect on innovation, but it did not affect competition composition. The characteristics of individual factors of curiosity were also different, and there was a significant effect of deficiency and playfulness on challenge, social curiosity and stimulus pursuit on innovation, and stimulus pursuit on competition. These findings are significant in identifying and analyzing curiosity as a factor influencing entrepreneurship. The results of the analysis can help theoretical expansion of entrepreneurship. In addition, it can provide important implications for the direction of entrepreneurship education and program development among volunteer activities for prospective entrepreneurs.

Ad Planning Model by Comparison Challenge Approach in the e-Marketplace (e-Marketplace에서의 비교도전에 의한 광고계획 모델)

  • 이재규;이재원
    • Journal of Intelligence and Information Systems
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    • v.9 no.3
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    • pp.137-153
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    • 2003
  • Comparison shopping is the most popular functionality in the e-Marketplace. Most of their revenue has been generated kent the Internet advertisement, but the ad earning was declined as the ad costing per action method widespread. Seller less familiar to the customer shrinks from chances for advertising and exposing their products. So, we need an efficient methodology subject to the seller's ad budget and other constraints, and it also has to increase comparison broker's earning in the e-Marketplace. Our research proposed and developed an ad planning methodology using comparison challenge approach which can be applied by 3$^{rd}$ party comparison brokers. Comparison challenge planning is organized with challenge policy of competitor level, product level and specification level. With that policies and basic challenge propositions, we measure the quantified value of functional distance between the specifications of my product and competitor's product. My product challenges the comparison using the comparative ad format to the similar but inferior competitor's product based on quantified valuation. Comparison challenge planning system has two phases of comparative value generation and optimization. We developed a prototype system and applied it to the desktop PC market of five major manufacturers. Our performance was emphasized by comparing to other comparative ad methods such as random display method and minimum distance method..

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Flow Experience of Digital Contents: Focusing on the Case of Online Games (디지털 콘텐츠 몰입경험: 온라인게임 사례를 중심으로)

  • Um, Myoung-Yong;Kim, Tae-Ung
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.209-216
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    • 2010
  • The purpose of this paper is to examine a user's flow experience of digital contents. In the paper, the flow experience of digital contents was applied to the case of online games and it was experimentally investigated whether challenge and skill affect the user's flow experience. The results of the paper indicate that there are differences in the flow experience according to the level (low, medium, high) of challenge and skill in the context of online games. Furthermore, there is no interaction effect between challenge and skill affecting flow experience. The findings provide useful implications for IT firms that will plan to develop and design digital contents.