• Title/Summary/Keyword: 실제적 소비

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Rubidium Market Trends, Recovery Technologies, and the Relevant Future Countermeasures (루비듐 시장 및 회수 동향에 따른 향후 관련 대응방안)

  • Sang-hun Lee
    • Resources Recycling
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    • v.32 no.3
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    • pp.3-8
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    • 2023
  • This study discussed production, demand, and future prospects of rubidium, which is an alkali group metal that is highly reactive to various media and requires carefulness in handling, but no significant environmental hazard of rubidium has been reported yet. Rubidium is used in various fields such as optoelectronic equipment, biomedical, and chemical industries. Because of difficulty in production as well as limited demand, the transaction price of rubidium is relatively high, but its detail information such as market status and potential growth is uncertain. However, if the mass production of versatile ultra-high-performance equipment such as quantum computers and the necessity of rubidium use in the equipment are confirmed, there is a possibility that the rubidium market will expand in the future. Rubidium is often found together with lithium, beryllium, and cesium, and may be present in granite containing minerals such as lepidolite and pollucite, as well as in seawater and industrial waste. Several technologies such as acid leaching, roasting, solvent extraction, and adsorption are used to recover rubidium. The maximum recovery efficiency of the rubidium from the sources and the processing above is generally high, but, in many practices, rubidium is not the main recovery target, and therefore the actual recovery effects should depend on presence of other valuable components or impurities, together with recovery costs, energy consumption, environmental issues, etc. In conclusion, although the current production and consumption of rubidium are limited, with consideration of the possible market fluctuations according to the emergence of large-scale demand sources, etc., further investigations by related institutions should be necessary.

A development of CO2 emission estimation model based on the spatial configuration of street networks, building capacity and building usages (도로부문 이산화탄소 배출량 추정 모델의 개발: 도로망, 건물규모, 건물용도의 공간배치를 중심으로)

  • Kim, Young-Ook;Kim, Kyoung-Yong;Park, Hoon-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.6
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    • pp.3879-3887
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    • 2014
  • This paper presents a model to estimate the amount of $CO_2$ emitted by cars in cities. Based on the spatial configuration of street networks, building masses and usages, it first develops a deductive model to combine them in a way to account for $CO_2$ emission amount by cars. It then proceed to validate model behaviours through a series of simulations on some ideal urban settings and finally calibrate it following its real application to the five case study cities in Korea. In contrast to the conventional 'top-down' approaches, we expect our model to have high utilities, particularly in the field of urban planning and design, where we cannot but deal directly with the spatial configuration of urban components and microscopic human activities.

'Collective intelligence Structure' Analysis (지식 생산 방식에 따른 집단지성 구조 분석 -네이버 지식IN과 위키피디아를 중심으로-)

  • Han, Chang-Jin
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1363-1373
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    • 2009
  • 본 연구는 두 집단지성의 가장 대표적인 서비스인 네이버 지식iN과 위키피디아의 구조적, 경험적 차이를 바탕으로 생산의 차원에서 생산 주기, 생산 참여자, 생산물의 모델을 설정하고, 새롭게 탄생하는 지식을 중심으로 검증함으로써 최종 지식 소비 행위를 반영한 각각의 종합모델을 도출하였다. 우리는 웹에서 집단지성의 일상화를 확인할 수 있다. 지식 획득 매체가 매스미디어에서 인터넷으로 변화하는 과정에서 등장한 포털 및 검색사이트는 지식의 생산이 전문가패러다임에서 소비자 중심으로 재편될 수 있는 가능성을 열어주었다. 그리고 이러한 생산 방식의 변화는 '지식'의 개념 역시 변화시키고 있다. 즉, 집단지성이라는 새로운 웹2.0의 현상이 지식생산방식을 변화시키고 변화된 지식생산방식은 '지식'자체를 변화시킨다는 이론적 가설을 도출할 수 있는 것이다. 본 연구는 이러한 새로운 현상들을 분석하기 위해서는 먼저 보다 엄밀하게 집단지성의 개념을 규정할 필요성에 출발하였다. 현재 집단지성이라는 이름으로 불리면서 급격히 성장하고 있는 위키 방식의 인터넷 서비스와 지식검색 방식의 인터넷 서비스를 비교함으로써 보다 정교한 집단지성의 모델을 구축하고자 하였다. 위키형 집단지성과 지식검색형 집단지성의 차이점은 경험적으로도 뚜렷하게 확인할 수 있다. 본 연구는 이러한 경험적 차이와 기존의 문헌에서 밝혀진 사실들을 바탕으로 두 서비스의 지식생산 방식을 생산플로우, 생산참여자 성향, 생산물(지식)의 성향과 같이 세 영역으로 나누어 각각의 가설 모델을 설정하고 이 모델을 선정된 질의어를 바탕으로 검증한 뒤에 최종적인 모델을 도출하는 방식으로 진행되었다. 지식검색형 집단지성은 '질문-답변-채택'의 구조이고, 그 구조 속에서 '질문기-답변기-순서화기'를 거쳐 하나의 지식 덩어리인 'K-let'을 생산한다. 생산된 'K-let'들은 지식검색서비스의 데이터베이스에 축적되고, 이는 공통된 질의어를 기준으로 소비자들에 의해서 검색되어 소비된다. 하나의 질문에 대해 여러 개의 답변들이 존재하고, 답변자의 성향은 크게 전문성과 체계성을 바탕으로 한 전문가형 답변자와 경험적이고 의견지향적인 대화형 답변자로 나눠진다. 다수의 네티즌들의 참여에 의해서 지식의 생산이 진행되므로 질문의 성향 역시 사실, 의견, 경험 등 다양한 스펙트럼을 가지는 모델로 설정하였다. 반면에 위키형 집단지성은 개방형 플랫폼을 바탕으로 한 백과사전의 형식이며, 이러한 형식 속에서 최초의 개념어 등록과 다수의 편집활동을 거치면서 완성되지 않는 하나의 아티클인 'W-let'을 생산한다. 이러한 'W-let'은 생성 초기에 소수에 의한 활발한 내용 입력 활동으로 어느 정도의 안정화를 거친 후에는 꾸준한 다수의 수정활동을 통해서 'W-let'의 생명력을 유지함으로써 지식의 실제적인 변화를 반영한다. 생산된 'W-let'들은 위키형 집단지성 서비스의 데이터베이스에 축적되고, 이것들은 내부링크를 통해서 모두 연결되어 있다. 백과사전 형식으로 하나의 개념어를 설명하는 하나의 아티클은 오로지 사실적인 지식들로만 구성되나 내부링크와 외부링크를 통해서 다양한 스펙트럼을 가지는 모델로 설정하였다. 위와 같이 설정된 모델을 바탕으로 공통된 질의어 및 개념어를 선정하여 각각의 서비스에 노출시켰다. 이를 통해서 얻어진 각 서비스의 데이터베이스에 축적된 모든 데이터들 중에서 일정한 기간을 기준으로 각각의 모델 검증에 필요한 데이터를 추출하여 분석하는 방식으로 진행되었다. 그 결과 지식검색형 집단지성에서는 '질문-답변-채택'의 생산 구조 속에 다수가 참여하여 질문-채택답변-기타답변으로 배열되어 있는 완성된 형태의 K-let들을 지속적으로 생산하며 비슷한 성향을 가진 K-let들이 반복적으로 생산되어 지식검색 데이터베이스에 누적된다. 지식 소비자들은 질의어 검색을 통해서 다양한 K-let들을 선택하여 비교, 검토한 후에 선택된 K-let들의 배열은 해체되어 소비자들에 의해서 재배열됨을 발견할 수 있었다. 이에 지식검색형 집단지성이란 다수의 의해서 생산되고 누적된 지식들이 소비자의 검색과 선택에 의해 해체되어 재배열되는 지식의 맞춤화 과정이라고 정의내릴 수 있었다. 반면에 위키형 집단지성에서는 '내용입력-미세수정' 구조 속에서 생명력 있는 W-let을 생성한다. W-let은 백과사전처럼 정리되어 내부링크를 통해서 서로 연결되고, 외부링크를 통해 확장되고, 지식소비자들은 검색을 통해 최초의 W-let에 도달한 후에 링크를 선택함으로써 지식을 확장시킴을 검증할 수 있었다. 따라서 위키형 집단지성이란 다수의 의해서 생산되고 정리된 지식들이 소비자의 검색과 링크에 의해 무한히 확장되는 지식의 확대 재생산되는 과정이라고 정의 내릴 수 있다. 결국, 현재의 집단지성이란 지식이 다수의 참여로 생산됨으로써 개인에게 맞춤화되고, 끊임없이 확대 재생산되는 과정을 의미한다. 그리고 이러한 집단지성의 방식은 지식이라는 현재의 차원을 넘어서 정치, 경제를 비롯한 사회의 전 영역으로 점차적으로 확대되어갈 것이다. 앞으로 연구들은 두 가지 모델이 혼재되어 있는 현재의 집단지성이 어떠한 새로운 모델을 만들면서 다른 영역으로 확장되어갈 것인지에 대해서 초점을 맞춰 나가야할 것이다.

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Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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Measuring the Economic Value of Open Government Data: A Consumer Utility Perspective (공공데이터의 경제적 가치 측정: 소비자 효용 관점)

  • Chihong Jeon;Jaeung Sim;Daegon Cho
    • Information Systems Review
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    • v.20 no.2
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    • pp.1-19
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    • 2018
  • In many countries, governments invest a substantial amount of budget in open government data (OGD) for governmental performance and transparency. To understand the actual performance of such policies, the governments should measure the realized value. Many organizations and researchers have attempted to assess the value of OGD. However, they have neglected a perspective of consumers who benefit from OGD. Moreover, little research has quantified the economic value. This research examines extant methods of intangible asset valuation to quantify the economic value of OGD in a citizen perspective. In consideration of the extant research methods and the characteristics of OGD, the contingent valuation method is the most appropriate because it effectively reflects various users and their purpose of use. We then conduct a survey of citizens living in Seoul, Korea and assess the economic value of OGD provided by the Seoul government. Findings show that citizens' willingness to pay (WTP) differs across respondents' prior experience, tax resistance, perceived benefit and perceived reality of virtual scenario, but it does not differ across their demographics. WTP also significantly varies across the question formats. We discuss the reliability of the results and implications for future research.

A Study on Lifestyle as a Basic Curriculum for Design Education (디자인교육을 위한 기초교과목으로서 라이프스타일 연구)

  • Mun, Keum-Hi
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.171-180
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    • 2006
  • Modern design has to be satisfied to user in various social class. Therefore a study of lifestyle is vary important as a basic of design. The logical starting point to grasp the user's needs is begun by consumer analysis. There are many methods of consumer analysis, In them, the study of lifestyle is extremely much used for understanding consumer who is classified with groups. Basic education of design have to teach knowledge and ability which is to be a groundwork for designer. The study of lifestyle is not a purpose itself but one of theoretical knowledge which is requested for design. By induding practical techniques and theory, theory can be achieved through practical techniques and the meaning of theory itself could be recalled. The value of this study is in the suggestion which is the way of approach to research and to study for oneself, by introduce the study through conceptual approach for lifestyle into basic design educational program. For the study of lifestyle, let students have the theoretical knowledge which is concept of lifestyle, modern social form, consumer culture, the way of using lifestyle and theorizing lifestyle, etc, And after, let students make teams for the study of lifestyle for oneself. Every team creates the subject and studies lifestyle of each social dass by the practical way such as Inquiry, observation and interview etc. As a result they have to make a report after the form of paper and let them have a presentation in each team. Students can understand lifestyle through this process not only theoretical but also practical and can be earned an ability for apply to business.

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Lessons learned in Implementing of SCM Principles On Semiconductor Manufacturing Industry: Process Systems Engineering Perspective (반도체 제조업에 대한 SCM 적용에서 얻은 교훈: 공정시스템공학적 분석)

  • Ryu, Jun-Hyeong
    • Korean Chemical Engineering Research
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    • v.44 no.3
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    • pp.265-269
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    • 2006
  • Considerable attention has been given to supply chains and their management in order to increase competitiveness in current ever-increasing business environments. The attention is due to the common belief that SCM contributes to reducing the redundancy between its supply chain entities and increasing profits correspondingly. However implementing SCM in actual industries involves a large number of difficulties unexpected before. In this paper, experiences in implementing SCM in a semiconductor manufacturing enterprise are discussed with some remarks on how process systems engineering can contribute to establishing SCM. It is hoped that the lessons of the specific enterprise can be of good help to others as well.

PPL of Visual Media Affects Clothing Purchase of College Students (영상매체의 PPL이 의복 구매에 미치는 영향에 대하여)

  • Song, Jae-Wook;Na, Young-Joo
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.331-339
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    • 2006
  • PPL(Product Placement) of visual media can change the purchasing behavior of College students. This study aimed to investigate the differences in consumer's conception about PPL among college students and to analyze the relationship between the PPL conception ant fashion innovation/fashion sensitivity of students, resulting into their real purchasing behavior. We surveyed to about 189 college students living near Seoul, with questionnaire about PPL conception, purchase of PPL clothing, satisfaction on PPL clothing, fashion innovation, opinion about PPL, PPL apparel brand to recall, etc. According to dichotomy of college students by fashion innovation, as higher fashion innovative they were, they paid more attention on PPL clothing while watching TV or movie, and they also could recall more PPL apparel brands, and they purchased more PPL clothing. While the students with low fashion innovation had references from the opinion of friends or around people when purchasing their clothing, the students with high fashion innovation did from fashion magazine or PPL clothing. The students who thought that PPL was important and effective on clothing purchasing behavior, answered that their preference to PPL bran4, to the company, and to the product had increased positively, but not to the actor/actress.

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A Cost-Benefit Analysis of Emissions Reduction (배기(排氣)가스 배출억제(排出抑制)의 비용(費用)-수익분석(收益分析))

  • Lee, Hong-gue
    • KDI Journal of Economic Policy
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    • v.14 no.1
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    • pp.61-87
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    • 1992
  • Reducing the level of greenhouse gas emissions is necessary to mitigate global warming. One of the most feasible methods to reduce emissions would be to conserve energy and substitute fossil fuels. Yet reducing emissions entails huge financial costs, so it is advisable to employ cost-effective economic instruments such as a carbon tax or tradeable emissions permits. Assuming that the proper economic tools will be used in the future, we calculated the optimal level of emissions reduction for Korea. We applied to our cost-benefit analysis Nordhaus' scenario regarding the economic damage from a $3^{\circ}C$ rise in global temperatures, which is the calculated result when the greenhouse gas level doubles. The result of our analysis based on the 1990 data indicates that the optimal level of emissions reduction ranges from 2% to 15 % of current emissions depending on the value of damage parameters. We also found that the amount of emissions must be reduced will increase if action is postponed, when the development of climate engineering technology or more efficient use of energy is expected. In addition, we discussed the advantages and disadvantages of the economic instruments available to implement emissions reduction. Tradeable permits and carbon tax are equivalent in their cost-effectiveness, but have different implications in practice.

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Study on the brand personality of animation character and the consumer's personality (애니메이션 캐릭터의 브랜드개성과 소비자개성 연구 - 브랜드개성과 소비자개성의 일치성이 브랜드태도에 미치는 영향에 관한 연구 -)

  • Lim, Byung-Woo
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.141-150
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    • 2006
  • The animation should be produced to attract the audience's interests. Its characters will have the intended personalities through the interactions with the audiences, discarding the attributes of the nature. These personalities form the brand identity when they are exposed visually and will be powerful brand assets which lead the animation industry to the high-value added products. The brand identity of the character, the brand assets, can be used for various products in form of licensing and is noted to make an affirmative leverage effect. In this regard, the author has conducted an empirical research on the animation characters from the viewpoint of the brand, adopting, in particular, the Brand Personality Scale (BPS), which is the output of J. Aaker's (1997) study on brand personality defined as the human properties in relation with the brand. In addition, this study determines the correlation among the animation, brand and consumers based on the Sirgy's study (1982) resulting in that the better the brand and the consumer's personality are matched, the more the brand attitude is improved. In consequence, it is found that the animation characters have three personality levels such as refinement/ability, integrity and interests. The consumer's personality is divided into the 'practical ego-image' and the 'ideal ego-image' in the survey, and the survey result shows that the brand personality of the animation character exists between them.

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