• Title/Summary/Keyword: 산업기반관점

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A Study on the evaluation system of IT service from the viewpoint of Customer Satisfaction (IT 서비스 고객만족도 평가 시스템에 대한 연구)

  • 임춘성;황현정;이창수;김동억
    • Proceedings of the CALSEC Conference
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    • 2002.01a
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    • pp.135-154
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    • 2002
  • As the use of Information Technology is increasing, various kinds of IT service vendor proliferate. And most executives are trying to expand their field to online world. As the emphasis on Information Technology is inevitable, executives want to evaluate the service level they receive from IT service vendor. But. there's not yet the proper evaluation system for IT service. The evaluation systems like CMM, SPICE are process-focused. They don't give a look on the final product delivered to customer. On the other hand, the one that evaluate the customer satisfaction like ACSI, NCSI are too over-focused that they can't express the specific characteristics on the subjects that are deemed to evaluate. The focus is blurred. To overcome these limitations of existing framework, and to increase the value of evaluation, this study presents the evaluation system of IT service (afterwards, named as 'The new evaluation system') that derives process factors from IT service CMM, and evaluate customer satisfaction of IT service. Finally, the model was applied to the actual case to examine the practicality of the framework.

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The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.557-562
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    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

Comparative Study of Causality based quantitative Economic Impact Analysis Models for Utilizing Spectrum Resource (전파자원 활용을 위한 인과 관계 기반 정량적 경제 파급 효과 분석모형 비교 연구)

  • Kim, Taehan;Kim, Tae-Suk
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.430-446
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    • 2018
  • In this paper, we conducted a comparative study on the methodology for impact analysis as the economic grounds for formulating policy and investment plan concerned with utilizing spectrum resource. In order to provide numerical results for objective comparison and selection among policy and investment planning, methods to be analyzed are focused on quantitative methodology based on mathematical models, consequently the utility and limits of econometric model, input-output analysis, computable general equilibrium and system dynamics are compared from various viewpoints including analysis cost. Besides, we compared the methodologies in the standpoint of utilizing spectrum and discussed the recent findings of mixed models combining multiple methodologies to exploit the advantages of each methodology and to offset the limit. Results of the research can be used as reference indicators to select the method that conforms to the purpose and priority of analysis verifying the efficiency of execution of policies and investment plans.

The Relationship between R&D Capability & Performance: Focusing the Moderating Role of Manufacturing Capability &Employee's Understanding the Biz-model (중소벤처기업의 R&D 역량이 기업성과에 미치는영향: 제조역량, 비즈니스모델 이해도의 조절효과를 중심으로)

  • Kim, Hyojung;Choi, Wonyong
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.1
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    • pp.79-92
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    • 2022
  • This paper investigates the effects of R&D capability, manufacturing capability, understanding of the Biz model on performance of Korean start-up companies, especially the moderating effects of manufacturing capability and understanding of the Biz model. We analysis 1103 Korean start-up companies based on "2019 Survey of Korea Venture Firms" As a result, the manufacturing capability and employee's unnderstanding the Biz-model have the positive relationship with company performance. Especially, we found that 'employee's unnderstanding the Biz-model' moderates the relationship between R&D capability & performance positively.

The effect of ambidextrous strategic balance on the management performance of venture businesses (양손잡이 전략균형이 벤처기업 경영성과에 미치는 영향)

  • Se-jong Yoo;Yong-seok Cho;Woo-hyoung Kim
    • Korea Trade Review
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    • v.48 no.1
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    • pp.83-126
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    • 2023
  • The revenue histogram of venture businesses is shifting from bell-shaped normal distribution to power-law distribution, which implies that the fitness landscape of the venture businesses ecosystem is changing to be more rugged terrain. We argue that the firm should adopt both exploitation (fast follower) and exploration (or first mover) strategies not to get stuck in local maxima in the rugged fitness landscape from the complex system perspective. By designing and performing agent-based modeling simulation experiments which consist of three types of agents (new technologies, entrepreneurs, and consumers), we demonstrated that the ambidexterity strategy showed the highest performance score in three of four different environment except 'Fast Widening' case where the exploitation strategy showed the highest performance score under low technology appropriation and fast disruptive technology development speed. By investigating the financial and other statistics of 617 top venture businesses who have earned 100B won or higher annual revenue, we concluded that 82% and 9% of firms are bent on the exploitation and exploration strategy.

Analysis of Transaction Networks among Korean IT Corporations in Nine Metropolitan Regions: Assessing Connection Strengths and Developing a Node Centrality Composite Indicator (국내 IT 기업 대상 9개 광역권 지역의 거래 네트워크 분석: 연결강도 분석 및 노드 중심성 복합지표 개발)

  • Geon Jae Yu;Hyun Sang Lee;Choong Kwon Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.108-121
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    • 2024
  • In the IT industry, the complexity and volatility of corporate networks are gradually evolving, and concurrently, the significance of corporate networks is increasing. Previous research has employed network analysis to scrutinize inter-corporate trade relationships for strategic and policy making. However, previous studies focused on the overall network structure from a macroscopic perspective, presenting limitations in applicability at the individual IT corporation level. This study develops a novel research model incorporating sector and region-level network analysis based on connection strength, along with the derivation of a composite node centrality indicator. Using this methodology, we analyzed corporate networks across nine metropolitan areas using IT corporate transaction data. The results means that cities with a manufacturing base, such as Incheon, Busan, and Daegu, have recently established cooperative networks with IT companies. We also found that in the IT industry in Gwangju and Daejeon, certain companies dominate the transaction network.

Research on Constructing a Sentiment Lexicon for the F&B Sector based on the N-gram Framework

  • Yeryung Moon;Gaeun Son;Geonuk Nam;Hanjin Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.11-19
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    • 2024
  • Online and mobile reviews strongly influence consumer behavior, especially in the service industry, and play a key role in determining customer retention and revisit rates. Systematically analyzing the information in these reviews can effectively assess how they directly influence customers' purchase decisions. In this study, we applied the existing KNU sentiment dictionary to food and beverage (F&B) review data to build a customized sentiment lexicon using N-grams based on about 10,000 reviews. Comparing its performance with the existing dictionary, we found that the sentiment lexicon generated using the 1-gram, 2-gram, and 3-gram models had the highest accuracy, precision, recall, and F1 scores. These results can serve as a powerful business support tool for SMEs in the F&B and grocery shopping sector, also be used to predict customer demand for technology and policy.

Performance Evaluation of ISA100.11a Superframe Using Deadline Monotonic Scheduling (마감 단조 스케줄링을 사용한 ISA100.11a 슈퍼프레임 성능평가)

  • Saputra, Oka Danil;Shin, Soo Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.12
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    • pp.1338-1345
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    • 2014
  • Recently, wireless technology gains attention for industrial networks due to low cost, flexibility, relatively easy installation and most importantly, solving the rouring issue. ISA100.11a is one of promising standard for wireless industrial networks (WINs). Data traffic in industrial networks are known to be periodic and must satisfy the real-time property namely deadline. Therefore, in this paper, we proposed to apply deadline monotonic scheduling to periodic tasks in ISA100.11a networks and to evaluate the performance of ISA100.11a by checking the schedulability and beacon frame overhead. Simulation results showns, that our proposed scheme can reduces the network overhead while maintaining schedulability as compared to the previous algorithm. In addition, by reducing the network overhead, our proposed scheme can send more data without degrading the overall performance of WINs.

Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.75-84
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    • 2017
  • With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.

A Study on the Characteristics of Firm Agglomeration of Green Energy Industry in Daegyeong Region (대경권 친환경에너지산업 집적 특성에 관한 연구)

  • Yoon, Chil-Seok
    • Journal of the Korean association of regional geographers
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    • v.16 no.6
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    • pp.689-705
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    • 2010
  • The purpose of this study is to examine the geographical distribution and the clustering characteristics as an industrial cluster in order to provide alternative fundamental data for the preparation of the policies to facilitate the development of the Green Energy Industry. The main source of the data in this study is the outcome of a survey conducted to the firms and environment specialist from June 21st, 2010 to July 23rd, 2010. The Green Energy related companies in Daegyeong region are clustered around Pohang and Gumi, Gyeongbuk, and Dalseo District of Daegu Metropolitan City. The core element of the sustainability of the Green Energy Industry in the region is the inducement of the large-scale corporate presence in the region as well as the technical and geographical proximity. That is, the fact that there are sister companies established by the large scale corporate Daegyeong region as they have chosen this field for their new drive for growth. The major location factors are proximity, higher quality expectations from the local demands, technical availability, and competition with other companies of the same industry in the region, rather than the availability of the raw material. And the choke points for these companies are the financial support of R&D and the policy support of specialist training. The policy to facilitate the development of the industry in question in Daegyeong region, therefore, should shift from its previous focuses on infrastructure building and taxation benefits to financial supports for the technical research, human resource development in response to the needs of the companies. Also, programs to support the proficiency training for the already-hired work forces and development of new policies for the Green Energy Industry are needed to be introduced for the development of the Green Energy Industry in Daegyeong region.

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