• Title/Summary/Keyword: 디자인비즈니스

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Community-Based Learning and Capstone Design (지역사회경험학습과 공학설계교육)

  • Lee, Joo-Sung;Jeong, Bong-Ju
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.180-187
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    • 2010
  • Design and management of information and industrial engineering (DMIIE) is a project-oriented junior/senior class that integrates the methodologies of industrial and information engineering in order to solve real-world problems. It examines social issues, engineering approaches to solve the problems and business models that can generate sustainable value for society. This course help students use their engineering knowledge to assess and solve the problems faced by local community. By conducting real-world projects, students get an opportunity to refine their oral and written communication skills. In this paper, the experience of DMIIE course is presented. The effects of the community-based learning for a senior design course are discussed. The possibility of using this blended type of design course to meet the ABEEK outcomes is also stated.

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Slacks pattern development for the female adolescents with lower-body obesity using virtual simulation system (가상착의 시스템을 활용한 하체 비만 여자 청소년의 슬랙스원형 설계)

  • Jiyoung Lim
    • The Research Journal of the Costume Culture
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    • v.31 no.6
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    • pp.793-805
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    • 2023
  • This study analyzes the body shapes of lower-body obese female adolescents and proposes a slacks pattern suitable for their body type. Lower-body obesity is a prevalent type of teenage obesity, and our proposals aim to improve consumer satisfaction in ready-to-wear clothes across this demographic. We first observe characteristics of obese lower bodies, noting significantly above-average thigh and hip circumference. These figures indicate a high degree of curvature in obese lower bodies, along with a large drop value. Leveraging this data, we develop a novel slacks pattern using 3D avatars in a virtual simulation system. The formulas for the main areas of the pattern are as follows: front waist girth W/4+0.75cm+0.5cm, back waist girth W/4+0.5cm-0.5cm, front hip girth H/4+1.25cm-0.5cm, back hip girth H/4+2cm+0.5cm, front crotch extension H/16+0.5cm, back crotch extension H/8+1cm. Results from appearance evaluations show that this pattern minimizes strain rate on the waist and hips, and its average score is significantly higher than that of an alternative pattern that was also evaluated. The minimized strain rate and high average score indicate that our pattern assigns a sufficient amount of space to the appropriate areas. Based on these results, we expect our research to inform slacks pattern development and production for obese consumers of all types.

Navigating Ethical AI: A Comprehensive Analysis of Literature and Future Directions in Information Systems (AI와 윤리: 문헌의 종합적 분석과 정보시스템 분야의 향후 연구 방향)

  • Jinyoung Min
    • Knowledge Management Research
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    • v.25 no.3
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    • pp.1-22
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    • 2024
  • As the use of AI becomes a reality in many aspects of daily life, the opportunities and benefits it brings are being highlighted, while concerns about the ethical issues it may cause are also increasing. The field of information systems, which studies the impact of technology on business and society, must contribute to ensuring that AI has a positive influence on human society. To achieve this, it is necessary to explore the direction of research in the information systems field by examining various studies related to AI and ethics. For this purpose, this study collected literature from 2020 to the present and analyzed their research topics through researcher coding and topic modeling methods. The analysis results categorized research topics into AI ethics principles, ethical AI design and development, ethical AI deployment and application, and ethical AI use. After reviewing the literature in each category to grasp the current state of research, this study suggested future research directions for AI ethics in the field of information systems.

Open Collaboration Innovation Methodology (OCIM) : A Methodology for New Service Development (개방형 협업을 통한 서비스 혁신 방법론)

  • Lee, Zoon-Ky;Lee, Min-He;Chu, Yo-Han
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.49-70
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    • 2011
  • While new service development has become one of the most popular topics among practitioners and academics, methodologies development for new service development is only in its infancy. Especially, despite the growing interests in open innovations that effectively utilize external resources for R&D, existing research on new service development methodology designed to use external resources is scant. This article proposes a new methodology to generate new service business models that utilize massive external resources in combination with internal resources using ICT. The "Open Collaboration Innovation Methodology (OCIM)" is built based upon the theory of open innovation model and social psychology theories on behavioral motivation for cooperation. The model begins with the procedures to identify external resources that meet service objectives and requirements, and suggests motivation, control and monitoring mechanisms to implement a new service model. A business case is followed to demonstrate the use of the model. We expect that this model can be practically used by companies that are planning for developing new business models, and will provide a better understanding on open collaboration models, collective intelligence and crowd sourcing models.

Analysis of user interface access method focused on immersion elements of in-game-advertisement (게임 내 광고(In-game-Advertisement)의 몰입요소 중심의 사용자 인터페이스 접근방법 연구)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.299-304
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    • 2012
  • In this study, immersion elements of game fields were classified and analysis by dividing them into the steps of design, interface and fun element, after classifying in-game-advertisement by its purpose. In-game-advertisement business model analyzed by that and the direction that develops based on user immersion elements of in-game-advertisement was studied accordingly. The advertisement access to various immersion elements could be checked in the recent in-game-advertisement by that.

A Design of N-Screen Convergence Presentation Tier by using Infographics Based on N-Tier Platform (N-Tier 플랫폼 환경에서 인포그래픽을 기반으로 N-스크린 융합 표현 계층의 설계)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • v.5 no.4
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    • pp.9-13
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    • 2014
  • The environment of IT is, currently, on its developing process to the period of cloud computing, big data, and business intelligence which not only enable computer and internet to be utilized like the water or the air, but also be a new motivating force for its advance. In the respect of various interactions and Infographics, however, it is requiring more demands from its users, and additional functions which cannot be provided by the Web Browser. In this study, therefore, it will be suggested a design of N-screen convergence presentation tier by using infographics based on N-Tier platform.

Design thinking and Business Model Zen linkage methodology for social innovation project implementation (사회혁신 프로젝트 수행을 위한 디자인 씽킹과 비즈니스 모델 젠 연계 방법론)

  • Park, Sanghyeok;Oh, Seunghee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.185-196
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    • 2017
  • Today, companies and social actors at the beginning of the Fourth Industrial Revolution are focusing on active innovation and efforts to adapt to rapidly changing environmental changes. Design thinking refers to creative strategies designers utilize during the process of designing. Design thinking is also an approach that can be used to consider issues and resolve problems more broadly than within professional design practice, and has been applied in business and to social issues. However, there are some limitations in the design thinking methodology during the project in the field. This paper presents a novel design - thinking process that incorporates a lean start - up based business model into the design thinking process. We conducted a case study to verify the effectiveness of our new design thinking process in social innovation projects. In this paper, it is meaningful to suggest and verify a new process that combines business model Zen to complement the limit of design thinking. It will also provide guidelines for design thinking projects as tools for social innovation.

Factors of Trust Building of Internet Shopping Mall in Initial Start-up Business (창업초기 인터넷쇼핑몰의 신뢰형성요인)

  • Kim, Young-Ho
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.221-228
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    • 2007
  • It is more important how to maintain and develop the company than starting any business. The matter of trust building in the early stage of start up company is a main cause to make or break business performance. This study analyzes the primary factor to the influence of matter of trust formation in the early stage of starting business at internet shopping mall. Also, We are here concerned with the strategies on the building brand to shopping mall of e-company and the increasing sales. To accomplish the aim of this paper is examined a concept of trust, consumer's purchase behavior and the factor of trust formation from the basis of preceding research, It was found from the result of an hypothesis testing for positive analyze that information quality, web design and shopping convenience influence factors to the initial trust.

A Case Study on New Product Development in Collaborative Virtual Environments(CVE) : A Design Research Leveraging a Virtual Space of Web 2.0 (가사의 협업 환경을 통한 신제품 개발 사례연구 : Web2.0 가상 공간을 이용한 디자인 리서치)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.634-639
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    • 2008
  • 사회적 컴퓨팅(social computing)의 현상이 Web 2.0 공급사슬(supply chain)의 변화관점에서 새로운 변화의 단계를 맞이하고 있다. Web 2.0 플랫폼을 어떤 형태로 기업 활동에 활용할 것인가 하는 문제제기에 대하여 다양한 기업 활동의 변화사례가 발견되고 있다. 본 논문은 그와 같은 다양한 Web 2.0 환경 확산에 대한 기업 활동의 변화현상 중에서 Web 2.0 플랫폼을 기반으로 한 신제품개발(New Product Development) 사례연구를 통하여 진행한 결과를 반영하였다. 신제품 개발을 위한 플랫폼으로서 Web 2.0 의 협업적 환경을 설계하게 될 경우, 고객의 내재적 요구사항(latent requirement)이 제품개발에 효과적으로 반영될 수 있도록 하는 절차(process)가 기존의 제품개발방법론과 연관되어, 어떤 형태로 적용되고 개선되어 발전될 수 있는가에 대한 경험적 사례를 사례연구방법의 탐험적 경향을 활용하여 살펴보았다. 본 논문에서 다루어졌던 사례는 Web 2.0 플랫폼을 기반으로 사용자 창작 콘텐츠(User Created Content)를 생산하고 증가된 연세대학교 UCC의 양적 팽창에 의해서 수익모델이 발생하는 전형적인 Web 2.0 비즈니스 모델의 구조를 보여주는 경우였다. 본 연구를 통해서 사용자의 내재적 요구사향을 Web 2.0 기술특성을 통해서 참여적 사용자, 혹은 사용자 디자이너들의 적극적인 활동에 의해서 개선 및 구현해 가는 과정을 구체적 개발방법론의 틀로서 정착하려는 시도를 하였다.

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A Study on the Development of Fabric Electronics' Customized Smart Bag Using Computer Embroidery (컴퓨터 자수기를 활용한 일렉트로닉스 커스터마이즈 스마트 가방 개발 연구)

  • Lee, Eun-Kyoo;Kim, Youn-Hee
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.105-112
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    • 2020
  • This paper presents an investigation into the development of a fabric electronics based smart bag for festival users of the 2029 generation with customizable tech flaps (music media control/ LED animated graphic functions) based on the application of traditional Korean patterns and goblin patterns in an electric circuit. The investigator took into consideration functional and design strategies to enable custom service according to users' tastes and situations. Based on these considerations, a customizable smart bag platform was proposed in a detachable module based on a computer embroidery machine. The study is significant in that it developed a product that is different from the old PCB smart products in hard form and proposed a new business model.