• Title/Summary/Keyword: 시장형태

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The development of Smart Robot Game (스마트 로봇 게임 개발에 관한 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1596-1601
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    • 2019
  • A smart robot game, which is one of the new type expanding the market through coding education classes recently, has a characteristic to manipulate digital games with a smart-phone while using a robot instead of existing games. Under the same rules, the virtual world's game is connected to real world's robot through a smart-phone, and the game is played while exchanging data. This study analyzes smart robot game by dividing them into media features, digital game features, and playful features. In addition, we developed the game based on the board game genre that has the general rules while using the derived development features. As a result, by presenting the case of development of smart robot board game, we would like to propose the points to be considered in the development of smart robot game.

대한민국 반세기 연구개발정책의 변천

  • 이공래
    • Journal of Technology Innovation
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    • v.31 no.1
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    • pp.1-28
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    • 2023
  • 본 챕터는 과거 50년 연구개발정책의 역사를 돌이켜보면서 한국 산업과 경제의 성장과정에서 연구개발정책이 어떤 역할을 수행했는가를 조명한다. 1960년 초 경제개발 5개년계획을 추진하기 시작하던 때부터 1970년 대 말까지 연구기반 구축기, 1981년부터 2000년까지 연구역량 축적기, 2001년부터 2020년 현재까지 연구개발 도약기 등 3단계로 나눠서 살펴본다. 연구기반 구축기간 중에는 연구개발 투자의 증가와 함께 본격적인 연구와 우수 연구인력을 양성하기 위하여 여러 국책연구기관을 설립하였으며 연구 단지를 조성하는 등 연구기반을 구축하는 정책을 추진하였다. 다양한 분야의 전문 연구기관의 설립 필요성이 제기되자 주요 분야 연구조직을 KIST 부설 형태로 발족한 후 독립 연구기관으로 분리하는 것이 주요 정책이었다. 연구역량 축적기에는 정부가 연구개발 사업을 기획하여 추진하였고 1990년대에 이르러서는 대학의 연구 잠재력을 조직화함으로써 연구역량을 축적하였다. 수출 고도화와 수출시장에서의 경쟁력을 향상해야 하는 기업들의 절박한 기술혁신의 필요성에 기인하여 기업의 연구개발 투자가 급속도로 증가했다. 2000년대에 이르러서는 우리나라 연구개발투자가 절대규모에서도 세계 5위국으로 부상했고, GDP대비 연구개발투자 비중에서는 세계 최고 수준에 도달했다. 이렇듯 연구기반 구축기, 연구역량 축적기, 연구개발 도약기를 거치면서 우리나라는 매 20여년의 주기로 연구개발 시스템을 시대 상황에 맞도록 정책을 혁신하여 추진함으로써 오늘에 이르렀다. 과학기술의 혁신은 산업과 기업의 성장에 결정적인 기여를 하였다. 정부의 도전적인 연구개발 투자는 정밀한 정책 기획과 추진이 병행되면서 그 효과가 발휘되었고 산업과 기업의 성장을 견인할 수 있었다.

A Study on the System Design for Deep-Space Probe Reference Model (표준 심우주 탐사선 시스템 설계 연구)

  • Euikeun Kim;Hyeon-Jin Jeon
    • Journal of Space Technology and Applications
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    • v.3 no.1
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    • pp.44-57
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    • 2023
  • In order for a latecomer in deep-space exploration such as Korea to quickly keep pace with advanced deep-space exploration countries in the mutually-beneficial space exploration market, it is essential to derive a deep-space probe reference model that can reduce development period and cost. In this paper, concept and configuration for the deep-space probe reference model consisting of basic, lightweight, and expansion types are newly presented, which are based on commonly required designs for various deep-space probes. The proposed configuration adopts modular design so that the expandability and design/implementation efficiency are improved. In addition, the electrical system design pursuing lightweight and expandability is also described, which is applicable to the proposed three-types of deep-space probe reference model.

A Desigin of real sound service based-on object in Smart mobile devices (스마트 모바일 기기에서의 객체 기반 실감 음원 서비스 구현)

  • Jung, Jong-Jin;Lim, Tae-Beom;Lee, Seok-Pil
    • Annual Conference of KIPS
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    • 2011.04a
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    • pp.685-688
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    • 2011
  • 앞으로의 멀티미디어 기기시장은 기존의 단순 복합 디지털 기기들이 아닌 사용자 감성 및 취향 제어가 가능한 인간 친화적 지능형 멀티미디어 기기가 주류를 이룰 것이다. 이미 IT 기능이 기존의 '정보의 소통'에서 '감성의 소통'으로 진화 중에 있으며, 미래시대에는 느낌까지 디지털 신호로 전달 가능한 기술이 발달 될 것이다. 이에 맞추어 사람의 감성, 주변 분위기, 섬세한 공간 정보를 전달하는 사실적인 오디오 개발 및 인프라가 구축되어 모든 멀티미디어 제품에 적용된다면, 사용자는 보다 현장감 있게 멀티미디어를 즐길 수 있을 것이다. 최근 스마트폰의 확산과 더불어 각종 다양한 음악서비스를 제고하는 웹/앱 형태의 어플리케이션이 증대되고 있는 바, 본 논문에서는 안드로이드 기반 스마트 모바일 기기에서 다양한 오디오 정보를 청취자에게 제공하고 이를 활용하여 청취자가 다양하게 오디오 재생 / 제어하여, 일방적으로 청취자가 오디오를 듣는 수준이 아니라 청취자 취향에 따라 다양하게 오디오를 감상 할 수 있는 서비스를 구현하였다.

A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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Design of Gamification-based Digital Therapy Application for Relaxing SNS Addiction (SNS 중독 완화를 위한 게이미피케이션 기반 디지털 테라피 어플리케이션 설계)

  • Lee, Gyunhwan;Cho, Dae-Soo;Kim, Seon-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.367-368
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    • 2020
  • 최근 SocailNetworkService(SNS) 플랫폼은 중독을 유발하는 알고리즘을 통해서 시장점유율을 높이는 전략을 사용하고 있다. 이에 따른 부작용으로 일상생활에 무리가 갈 정도의 사용자가 나타나고 있다. SNS 중독 사용자는 스스로가 문제를 인지하고 있으나 자제를 못하고 있어 SNS 중독 완화를 돕는 어플리케이션이 개발되고 있다. 이러한 어플리케이션은 일정 부분 중독 완화에 도움은 주고 있으나 다음과 같은 문제점을 갖는다. 첫째 일반적으로 SNS 사용자는 여러 SNS를 동시에 사용하기 때문에 이를 통합하여 볼 수 있는 기능이 필요하다. 기존 어플리케이션에서는 특정 SNS만을 대상으로 하는 문제가 있다. 둘째 SNS의 사용량을 표현하는 방식이 단순이 그래프 형태로만 지원되어 다양한 정보 제공에 한계가 있다. 마지막으로 SNS의 과도한 사용에 대한 경각심을 새겨줄 수 있는 요소가 부족하다. 이 논문에서는 여러 SNS 사용량을 통합하여 제공하는 대시보드 기능, 게이미피케이션 요소를 접목하여 사용량을 다양한 가치로 보여주는 기능, 그리고 SNS 중독 정도에 따라 다양한 공포소구 메시지를 지원하는 기능을 통해 SNS 사용자의 중독 완화를 지원하는 어플리케이션을 제안한다.

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The Reward Program Effect: A Strategic Framework for Acquiring New Customers (고객 보상프로그램의 효과성에 관한 연구: 신규 고객 유치를 위한 전략적 프레임웤)

  • Lee, Sukekyu;Kim, Kyoungsik
    • Asia Marketing Journal
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    • v.7 no.2
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    • pp.123-139
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    • 2005
  • Until now, There are many studies of reward program effect about retaining current customers. But main goal of this study is acquiring new customer in competitive environment. We also reveal strategic framework for maximizing acquisition of new customer. For increasing customer loyalty of non-use brand, we'd better to give Out My Own reward non-user immediately and for increasing customer loyalty of use brand we'd better to give In My own Brand user accumulatively. Implication of the results for markets and future research are discussed

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A Study on the Frame of Reference of the Korean Welfare State Model Focusing on Esping-Anderson's Wel fare State Regime (에스핑-앤더슨의 복지국가체제를 중심으로 한국형 복지국가의 준거 틀에 관한 연구)

  • Jung, Hyun-Kyung
    • Industry Promotion Research
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    • v.7 no.2
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    • pp.43-49
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    • 2022
  • This study aims to study Esping-Anderson's theory of welfare state system, develop a model of welfare state suitable for Korea's situation, and apply it to reality. In this research method, basic research and analysis of ideology is used, focusing on Esping-Anderson's welfare state system theory, and applying it appropriately to the Korean situation. Studies on the model of the welfare state have been studied after the classification of complementary and institutional models asserted by Willensky and Lebo in 1965. In addition, Esping-Andersen asserts three things as a model of the welfare state according to ideology. First, the role of the market is central to the liberal welfare system that best fits the image of classical capitalism, and individualistic solidarity through the market. The role of the state or family, which can be a hindrance, is actually marginalized. In addition, in order to maximize individualistic solidarity through the market, de-commodification in the national domain tends to be minimized. Second, the conservative welfare system has a strong familistic element, so the source of social solidarity is the family, and the state plays a role of supporting and supplementing the characteristics of this family. In the conservative system, de-commodification appears to be high among household heads, or the welfare system takes on a corporatist and nationalistic form, it can be said that these characteristics are reflected. Third, in the social democratic welfare system, the source of social solidarity is the state. Therefore, the role of the state is large, the state has a high possibility of decommodification, and it has the characteristics of substitutes for the family and the market through universalist intervention. This study applies Esping-Anderson's three welfare state models to study a model suitable for the Korean situation. In conclusion, Esping-Anderson's three welfare state models can be classified into a market-oriented model based on a liberal welfare system, a status-oriented model based on a conservative corporatist welfare system, and a solidarity-oriented model based on a social-democratic welfare system, presented a compromise between liberalism and conservatism as a Korean model.

Market evaluation and marketing strategy to expand the consumption of Pleurotus nebrodensis variety 'Uram' (백령느타리 '우람'의 소비확대를 위한 시장평가와 마케팅 전략)

  • Kim, Yeon-Jin;Lee, Ja-Young;Kim, Jeong-Han;Choi, Jun-Yeong;Lee, Chae-Young;Lee, Chan-Jung;Lim, Gab-June
    • Journal of Mushroom
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    • v.20 no.3
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    • pp.173-177
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    • 2022
  • Mushroom production in Korea is concentrated on five major mushroom types. To create a new source of income for farmers, it is necessary to establish new mushroom production and marketing systems. This study was conducted to evaluate the marketability of and establish a marketing strategy for Pleurotus nebrodensis variety 'Uram'. The evaluation of distributors showed that it was necessary to cultivate mushrooms of uniform shape and size, to compensate for their low storability, and to sell them in small packages. The consumer evaluation showed that the texture of P. nebrodensis had the highest level of satisfaction for quality, but the levels of satisfaction for size and shape were low. In the consumer evaluation, as in the distributor evaluation, improvements in cultivation were found to be necessary, as the storage time is short due to a high moisture content. An evaluation of the market gave the following results regarding the marketing strategy. It was found to be necessary to consider the production of mushrooms of a uniform shape and size and sell them in small packages in the range of 150 to 300 g. The price of the mushrooms should be set using a high-end strategy for high-end sales. The mushrooms should be introduced to local food and eco-friendly stores in the early stages of production. Subsequently, if farmhouse production increases, shipments should be made to wholesale markets through a regular contract. Finally, considering that P. nebrodensis is an unfamiliar mushroom to consumers, it is necessary to promote it by increasing the accessibility of consumers through tasting events and experience groups.

An Empirical Study on Classification, Business Type, Organizational Culture on Performance of Korean IT SMEs·Venture (중소·벤처기업의 업종, 영업형태, 조직문화가 기업성과에 미치는 영향에 관한 연구: 삼원분산분석(3-way ANOVA)을 중심으로)

  • Roh, Doo-Hwan;Hwang, Kyung-Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.2
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    • pp.221-233
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    • 2019
  • In Korea, small and medium sized domestic enterprises(SMEs) play an pivotal role in the national economy, accounting for 99.9% of all enterprises, 87.9% of total employment, and 48.3% of production. and SMEs was driving a real force of the development of national economy in many respects such as innovation, job creation, industrial diversity, balanced regional development. Despite their crucial role in the national development, most of SMEs suffer from a lack of R&D capabilities and equipments as well as funding capacity. Public R&D institutes can provide SMEs with valuable supplementary technological knowledge and help them build technological capacity. so, In order to effectively support SMEs, government and public R&D institutes must be a priority to know about the factors influencing the performance related to technology transfer and technological collaborations. In particular, SMEs are not only taking up a large portion of the national economy, but also their influence in politics and economy so strong that raising the competitiveness of small and medium-sized companies is a national policy goal that must be achieved in order to achieve sustained economic growth. For this reason, it is necessary to look specifically at the relationship between concepts such as the environment, strategy, and organizational culture surrounding the enterprise to enhance the competitiveness of SMEs. The paper analyzes 665 companies to find out which organizational culture affects their performance by classification and type of business of SMEs. This study demonstrated that when SMEs seek consistency in their external environment, strategies, and organizational structure to maintain their continued competitiveness. According to three-way analysis of variance (3-way ANOVA) indicates that classification of industries in SMEs has statistically significant main effects, but the type of business and organizational culture do not have significant effects. However, the company's organizational performance (operating profit) of SMES were found to differ significantly in comparison between groups according to classification standards of industries, and therefore adopted some parts. In addition, an analysis of the effect of interaction between the three independent variables of small and medium-sized enterprises has shown that there are statistically significant interaction effects among classification, types of business, and organizational cultures. The results shows that there is an organizational culture suitable for each industry classification and type of business of an entity, and is expected to be used as a basis for establishing promotion policies related to the incubation and commerciality of small and medium-sized venture companies in the future.