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Technology Convergence & Trend Analysis of Biohealth Industry in 5 Countries : Using patent co-classification analysis and text mining (5개국 바이오헬스 산업의 기술융합과 트렌드 분석 : 특허 동시분류분석과 텍스트마이닝을 활용하여)

  • Park, Soo-Hyun;Yun, Young-Mi;Kim, Ho-Yong;Kim, Jae-Soo
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.9-21
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    • 2021
  • The study aims to identify convergence and trends in technology-based patent data for the biohealth sector in IP5 countries (KR, EP, JP, US, CN) and present the direction of development in that industry. We used patent co-classification analysis-based network analysis and TF-IDF-based text mining as the principal methodology to understand the current state of technology convergence. As a result, the technology convergence cluster in the biohealth industry was derived in three forms: (A) Medical device for treatment, (B) Medical data processing, and (C) Medical device for biometrics. Besides, as a result of trend analysis based on technology convergence results, it is analyzed that Korea is likely to dominate the market with patents with high commercial value in the future as it is derived as a market leader in (B) medical data processing. In particular, the field is expected to require technology convergence activation policies and R&D support strategies for the technology as the possibility of medical data utilization by domestic bio-health companies expands, along with the policy conversion of the "Data 3 Act" passed by the National Assembly in January 2019.

A Study on the Trend of Digital Content Industry (디지털 콘텐츠 산업동향에 관한 연구)

  • BAE, Sung-Pil
    • Industry Promotion Research
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    • v.6 no.2
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    • pp.1-10
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    • 2021
  • The content of the information age does not simply convey content but includes all the transactions that arise from its interaction. The types and forms of information being traded through this interaction are recognized differently from the contents that have been passed on to mankind so far by creating new meaningful content. Because the distribution of interactive content transcending the concept of time-to-time in the network environment is an important component of access to added value in the new world, unlike the content of simple concepts seen in the products of communication so far. In this study, the purpose of this study is to recognize the current status and problems of the Korean digital content industry and to seek ways to revitalize the Korean digital content industry to lead the global market in the future. Specifically, first, we want to learn about the concept of digital content. Second, we would like to look at the industrial trends of digital content at home and abroad. Third, we present a plan to streamline digital content. Fourth, derive research results and implications. In this work, the following results are derived: First, in order for Korea to enter a digital content powerhouse, each government department must first break away from the selfishness of the ministry and actively cooperate to efficiently establish and implement various policies. Second, e-books should be introduced just as current paper and CD-ROM titles are exempt from VAT, and security solutions, related technology development, and copyright issues should be urgently addressed to revitalize the market. Third, the demand for high-quality content should increase as information infrastructure such as high-speed information and communication networks and satellite broadcasting is established.

Some Suggestions for Korean Automobile Industry to Branch out into Iran (한국자동차기업의 이란진출을 위한 전략제안)

  • Kim, Hyun-Chul
    • International Area Studies Review
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    • v.21 no.1
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    • pp.163-179
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    • 2017
  • Iran has been focused on FDI by global automobile companies after the economic sanction on Iran was removed except primary sanction. In this paper, some strategies for Korean Automobile Industry to branch out into Iran are suggested. For the purpose, Iran's automobile industry and characteristics are examined. The market situation is analyzed qualitatively and quantitatively. In passenger cars sector, Korean automobile companies would be better to wait and see the development of US-Iran relationships while exporting CKD sets of cars to Iran. It can be a good strategy, however, to put parts companies into Iran first because of Iran Government could be displeasing with exporting CKD only. FDI, licensing, and joint venture are all available for the parts companies. Motor companies can clear the regulation of auto-parts localization proportion by the method. The parts companies will be able to do key roles as supply chains after OEM branch out into Iran. It is also advisable to upgrade outpost in Iran into frontline for exporting cars to MENA area. In such a case it will be a prerequisite to develop a role-division model with facilities in East Europe. It could be called Parts first-then cars strategy. In commercial cars sector, it can be suggested to leverage natural gas as a link to branch out into Iran. Iran government wishes to develop natural gas resources. The strategy can be summarized that automobile companies carry out producing CNG buses in Iran while energy companies are drilling and producing natural gas.

China, the United States and Japan's animation film creation style of comparative study (중·미·일 애니메이션영화 창작스타일 비교연구)

  • Yang, jian-hua
    • The Journal of Korean Philosophical History
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    • no.39
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    • pp.221-235
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    • 2013
  • Through the comparative analysisand inductive research on main creation styles of Chinese, American and Japanese animation films, a conclusion can be given out, which means that the animation film style of each country can hardly be formed without their own traditional painting art, aesthetics habits and ways of thinking. It is these characteristics that form their unique animation film style. America emphasizes realism art, development and utilization of new technology, Japan pays sepcial attention totraditional painting art and comic stories. In business aspect, they bring about different business models relying on the experience of satisfying the diverse needs of domestic and global entertainment markets. When it comes to the content field, they carry forward universal values and meet the individualistic heroismso that a variety of business animation films and art animation films find their ways into the global market and acquire great popularity among audiences from all over the world. Through the comparasion of American and Japanese animation films, a new view to analyze the animation films of China is created. Animation creation is largely based on the need of socialist ideology from 50s to 80s. Even though the purposes of animation film creations returned to satisfying the diverse requirements of commercial markets and audiences, the consequences, such as the break gap of creations and talents, the lack of diverse creative styles and commercial market operation mechanism, sitll affect China's animation films today. Japan found thier position from the American model and became successful. Nowadays, China need find our own creative style and position from American model and Japanese model. And the systematic reformings that are detailed in the government managements, industry standards, internationalized talents cultivation and accumulation are the essential point.

Financial Market Prediction and Improving the Performance Based on Large-scale Exogenous Variables and Deep Neural Networks (대규모 외생 변수 및 Deep Neural Network 기반 금융 시장 예측 및 성능 향상)

  • Cheon, Sung Gil;Lee, Ju Hong;Choi, Bum Ghi;Song, Jae Won
    • Smart Media Journal
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    • v.9 no.4
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    • pp.26-35
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    • 2020
  • Attempts to predict future stock prices have been studied steadily since the past. However, unlike general time-series data, financial time-series data has various obstacles to making predictions such as non-stationarity, long-term dependence, and non-linearity. In addition, variables of a wide range of data have limitations in the selection by humans, and the model should be able to automatically extract variables well. In this paper, we propose a 'sliding time step normalization' method that can normalize non-stationary data and LSTM autoencoder to compress variables from all variables. and 'moving transfer learning', which divides periods and performs transfer learning. In addition, the experiment shows that the performance is superior when using as many variables as possible through the neural network rather than using only 100 major financial variables and by using 'sliding time step normalization' to normalize the non-stationarity of data in all sections, it is shown to be effective in improving performance. 'moving transfer learning' shows that it is effective in improving the performance in long test intervals by evaluating the performance of the model and performing transfer learning in the test interval for each step.

A Study on UX Design for Mobile Application of Combined Services - Focused on TVing (모바일 애플리케이션 내 복합 서비스의 사용자 경험 디자인에 관한 연구 - 티빙 사례를 중심으로)

  • An, Da-Eun;Jung, Soo-Ah;Youn, Mi-Ryoung;Ku, Yeon-Kyung;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.497-508
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    • 2021
  • After the spread of COVID-19, the OTT market has grown rapidly. Accordingly, competition of OTT platforms has intensified. Among them, TVing provides users distinct characteristics of service, such as media and commerce, to differentiate it from other platforms. It is important to offer appropriate usability when proving combined service in one mobile application. Otherwise, it can adversely affect the user experience. In this regard, this research conducted usability testing of TVing and found out what user experience should be considered when integrating different characteristics of service in one mobile application. Through the usability testing, we measured and analyzed effectiveness, efficiency, and satisfaction based on the ISO usability testing guidelines. As a result, three important considerations of UX design for mobile application of combined services were found; 1) connectivity between services, 2) easy navigation, 3) consistent UI design, and 4) relations between subjects and provided information. This design consideration is expected to be applicable not only to TVing mobile application, but also to the situation where composed services are provided in one application.

A Study on the Case and Preference of The Art-toy Body Ratio (아트토이 등신 비율 사례 및 선호도 분석 연구)

  • Yeon, Sang-Min;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.162-171
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    • 2022
  • According to <2020 Industry character white paper> No.1 character products are toys, which are 58%, and every year. the Art-toy development is receiving attention. Because of this situation, the Art-toy market is growing, and the number of Art-toy artists and companies is also rising. As the Art-toy markets are growing variety of Art-toy needs to be created, and also need to analyze and researched about Art-toy. The Art-toy is primarily personified and is created based on a human proportion body figure. The research conducted a case analysis of Art-toys and a preference survey for general adult men and women through the head-to-head ratio, which is a measurement standard for human proportions. As a result, The Art-toy has an ideal shape ratio and crafting area according to the body ratio. As preference research from men and women, men show seven heads life-sized and women appeared to three heads life-sized figures are most popular. The two and three heads life-sized have a high preference, and the Art-toy case had a relationship. As the Art-toy case and research of preference help to develop the Art-toy design, and following this research will be used as basic data when creating or researching about the Art-toy in the future.

Development of Foundation Structure for 8MW Offshore Wind Turbine on Soft Clay Layer (점토층 지반에 설치 가능한 8MW급 해상풍력발전기 하부구조물 개발)

  • Seo, Kwang-Cheol;Choi, Ju-Seok;Park, Joo-Shin
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.27 no.2
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    • pp.394-401
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    • 2021
  • The construction of new renewable energy facilities is steadily increasing every year. In particular, the offshore wind farm market, which has abundant development scalability and a high production coefficient, is growing rapidly. The southwest sea has the highest possible offshore wind power potential, and related projects are to be promoted. This study presents a basic design procedure by the EUROCODE and considers structural safety in the development of an effective of shore wind foundation in the clay layer. In a previous study, the wind power generator of 5MW class was the main target, but the 8MW of wind turbine generator, which meets the technical trend of the wind turbine market in the Southwest sea, was selected as the standard model. Furthermore, a foundation that fulfills the geological conditions of the Southwest sea was developed. The structural safety of this foundation was verified using finite element method. Moreover, structural safety was secured by proper reinforcement from the initial design. Based on the results of this study, structural safety check for various types of foundations is possible in the future. Additionally, specialized structural design and evaluation guidance were also established.

The Effect of Self-gift Motivation on Perceived Value and Self-gift Intention of Performing Arts (자기선물 동기가 공연관람의 인지된 가치 및 자기선물 의향에 미치는 영향)

  • Won, Jie Young;Jung, Chang Mo;Shin, Hyun Sang
    • Korean Association of Arts Management
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    • no.55
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    • pp.39-73
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    • 2020
  • The recent rapid increase in single-person households has had a significant impact on the art performance market as well as the overall consumption trend. With the proportion of one-person viewers in the form of viewing the performance nearly half, the new term "Hongongjok" is widely used. Representing the trends of 'one-person consumption' and 'consumption for me' is the concept of 'self-gift' that consumes special for myself. This study introduced the concept of self-gift as a framework for understanding a new group of performance viewers who lavishly investing in consumption for one's sake. It also demonstrated how self-gift motivation affects the perceived value and the intention of self-gift. As a result of the analysis, the motivation for reward, therapeutic personal disappointment, and therapeutic negative mood reduction of the self-gift had a significant effect on the intention of self-gift through the perceived value of classical music performances. In addition, it was also revealed through the multi-group analysis that there was a significant difference in the effect of self-gift motivation factors between a single viewer and two or more accompanying viewers. This study contributes to the fact that the art performance industry can be provided the first theoretical basis for understanding these customer groups in order to respond to the consumption trend for one-person viewers. It also offered practical implications for revitalizing the stagnant classical music performance market by framing the art performance as a self-gift.

A study on 3D design and SNS developmenst using teddy bear character (테디베어 캐릭터를 응용한 3D 디자인 및 SNS 개발에 관한 연구)

  • Jeong, Yooseob
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.123-136
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    • 2021
  • Teddy bear is a typical rag doll which has been loved by people all over the world for more than 100 years based on its cute and friendly image. In addition, as it has been together for a long time with us, it is considered as a friend of people with memories of all ages and sexes, not just animal doll. Teddy bear has been developing its appearance and character continually playing a role as the symbol of society and issues of an era beyond toys, however it still remains in the image of stuffed toys. Therefore, more advanced teddy bear characters should be created in line with the current environment and market conditions that are undergoing major changes based on the Internet and smart phones. Thus, the concept of the character and the recent development of the market were reflected and the meaning and current image of teddy bears were analyzed to develop new teddy bear stories, worldviews, and characters through design process. And it was created 3D characters, videos, and SNS channels through the developed 3D character design and motion design. Furthermore, we want to take a look at the direction in which Korea's character business can develop in accordance with global changes and suggest the possibility of entering as a character powerhouse.