• Title/Summary/Keyword: 융합적 요소

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A Study on Modeling Framework of Convergence Business (융합 비즈니스 모델링 프레임워크에 관한 연구)

  • Kim, Duk-Hyun
    • The Journal of Society for e-Business Studies
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    • v.17 no.4
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    • pp.175-196
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    • 2012
  • Compared to the wide spread of convergence in government and industries there are still lack of theoretical foundation and effective methodologies to successfully implement it. Especially, there are few remarkable results on the ideal types of convergence business model (BM) in both domestic and foreign researchers. In this paper we show theoretical types, strategic alternatives, and design steps of convergence BM could be developed based on '4WH1H model' which is a conceptual framework of a BM. 4W1H model includes 5 constituents of a BM, i. e., customer value, value proposition, operation, target market, and supply capability. We derive 5 theoretical types of convergence BMs depending on the focus of innovation, i.e., value, product, operation, market, and capability. After defining the constituents and types (i.e., structural aspects) of convergence BM, we also show a BM could be linked with business strategy by defining the interaction among 5 constituents (i.e., behavioral aspects) of convergence BM.

CRE: Perception Based Behavior Control Architecture for Human-Robot Interaction (CRE: 인간-로봇 상호작용을 위한 인지기반 행위제어 소프트웨어)

  • Lee, Suk-Han;Baek, Seung-Min;Park, Yeon-Chool
    • Communications of the Korean Institute of Information Scientists and Engineers
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    • v.24 no.3 s.202
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    • pp.12-24
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    • 2006
  • 서비스 로봇의 지각과 행동에서의 신뢰성은 각 개별 요소기술의 완벽함으로부터 얻어지는 것이 아니라 비록 성능이 불완전한 요소기술들을 사용하더라도 각 요소기술들의 정보를 융합하고 능동적인 행위를 발생시키는 시스템적인 접근방식으로부터 얻어진다. 그러므로 본 연구에서는 자연스러운 HRI 구현을 위하여 "로봇인지 엔진"이라는 독창적인 통합 구조를 제안하였으며, 비동기/병렬 정보처리 구조, 다양한 지각정보들의 융합, 행위 결합을 위한 능동적인 지각정보 수집의 특징을 갖는다.

해운기업의 ESG와 재무성과 연결방안에 관한 기초연구

  • 김경환;임동녁;임상섭
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.05a
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    • pp.71-73
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    • 2023
  • 해운기업의 ESG는 선박의 자본조달과 미래의 재무성과를 결정짓는 중요한 요소이다. 특히 강력한 환경오염물질을 규제하기 시작한 해운산업에서는 ESG와 같은 비재무적요소가 재무적으로 연결될 가능성이 매우 높다고 추정된다. 본 연구에서는 국내 해운기업의 ESG현황과 근래의 강력한 해운 환경규제에 따른 해운 기초 자료를 분석하였다. 이를 통해 해운기업의 특성을 고려한 ESG와 재무성과를 연결할 수 있는 요소를 식별하여 추정하였다.

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Component Analysis and Classification for Rotated Document Image (회전된 문서영상에서의 구성요소 분석 및 분류)

  • 모문정;김욱현
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2001.06a
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    • pp.169-172
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    • 2001
  • 본 논문에서는 회전된 문서에서의 회전각 검출과 문서에 포함된 그림, 글자, 표, 직선과 같은 구성요소를 자동으로 분석하고 분류하는 방법을 제안한다. 본 연구는 입력영상을 획득하는 과정에서 발생되는 회전각에 의해 발생되는 오류를 최소화하기 위한 회전각 검출단계, 각 구성요소 검출에 불필요한 배경제거 단계, 각 구성요소의 특성을 통한 구성요소 분류단계로 이루어진다. 제안한 문서 인식 시스템의 성능 평가를 위해서 다양 한 문서에 제안한 방법을 적용하고, 성공적인 결과를 보인다.

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Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks(II) : Focusing on the 5th and 6th Grade Group (초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석(II): 5~6학년군을 중심으로)

  • Ae-Kyung Shin
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.2
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    • pp.291-301
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    • 2023
  • In this study, the STEAM elements and convergence types which appeared in the creative and convergent activities in authorized elementary school science textbooks for 5th and 6th graders were analyzed. For this study, creative and convergence activities presented in 9 different science textbooks for 5th and 6th graders were selected and the STEAM elements and convergence types were analyzed by each publisher, grade-semester, and science field. The results of this study are as follows. First, there was a large variation by publisher in the total frequency of STEAM elements and the frequency of each element in creative and convergence activities. Second, the ratio of convergence type consisting of two elements was very high, and the higher the number of fused elements, the lower the ratio appeared in overall. Third, the art (A) element had the highest frequency in all grade-semesters, and the technology (T), engineering (E), mathematics (M) elements differed in the distribution of frequency by grade-semesters. Fourth, the engineering (E) element in the 'integration' field, and the art (A) element in the fields of 'movement and energy', 'material', 'earth and universe', and 'life' had the highest frequency.

Drawing up class module elements of originality and convergence and suggesting class modules by combining middle school physical education and STEAM (중학교 체육과 STEAM 융합을 통한 창의·융합 수업 모듈 요소 도출 및 수업 모듈 제시)

  • Hong, Hee-Jung;Lim, Hyun-Joo
    • Journal of Wellness
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    • v.14 no.2
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    • pp.207-223
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    • 2019
  • The purpose This study aimed at proposing class module elements for creativity and convergence and class models for creativity and convergence by integrating content elements by physical activity field(health, challenge, competition, ) for physical education and STEAM. For this, literature review, focus group interview(FGI) and discussions with experts were conducted, and the following study results have been drawn up: First, concerning the class module elements for creativity and convergence, total 11 class module elements in the health field were suggested including detecting risks by posture analysis and analyzing and designing amount of physical activity. Second, total 7 module elements in the challenge field were deduced such as anticipation of obstacles to target achievement and modeling of effective exercise. There were 17 convergence elements in the competition field including game record analysis and creation of game data storage application. Third, total 9 creativity and convergence module elements in the field include modeling of technology improvement for motion and symbolization for motion records. In addition, class modules related to convergence with engineering in the health field, convergence with technology in the challenge field, convergence with art in the competition field and convergence with art and mathematical symbols were proposed.

The Possibility of Contemporary Ceramics Creation through the Convergence of Materials -Focusing on Paperclay- (재료의 융합을 통한 현대도예의 창작 가능성 실험연구 -페이퍼클레이를 중심으로-)

  • Lim, Yun Jun;Park, Jung Won
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.303-312
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    • 2021
  • The Possibility of contemporary ceramics creation through the convergence of materials In modern society, the creation of new values through convergence is emerging as a new trend. Modern potters are also trying to expand a new concept of art by combining various materials with other media. In craft, materials are essential and the most fundamental elements of expression. Therefore, from the viewpoints of various fusions, the significance of the fusion between materials will be explored. Also, focusing on paperclay, which is the most likely to be transformed material, we explore creative possibilities in the process of producing materials and works. Chapter 2 presents the concept and significance of fusion and material properties, and introduce the trend of fusion used in contemporary ceramics as material expression. In Chapters 3 and 4, characteristics and possibilities are examined through paper clay production and presentation based on the structure of the previous analysis. As a result, it is intended to present the direction that modern ceramics should pursue through a fusion phenomenon such as bonding between materials in the future and to explore potential possibilities for development.

A Study on the Creativity and Convergence Competency Represented in the New Seventh Grade Mathematics Textbook (2015 개정 수학 교과서에 반영된 창의·융합 역량 요소 탐색 - 중학교 1학년 그래프 단원을 중심으로 -)

  • Hwang, Hye Jeang
    • Communications of Mathematical Education
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    • v.32 no.4
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    • pp.477-493
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    • 2018
  • The six core competencies included in the mathematics curriculum Revised in 2015 are problem solving, reasoning, communication, attitude and practice, creativity and convergence, information processing. In particular, the creativity and convergence competency is very important for students' enhancing much higher mathematical thinking. Based on the creativity and convergence competency, this study selected the five elements of the creativity and convergence competency such as productive thinking element, creative thinking element, the element of solving problems in diverse ways, and mathematical connection element, non-mathematical connection element. And also this study selected the content(chapter) of the graph in the seventh grade mathematics textbook. By the subject of the ten kinds of textbook, this study examined how the five elements of the creativity and convergence competency were shown in each textbook.

A possible role of lipopolysaccharides in the prevention of lysosome0symbiosome fusion as studied by microinjection of an anti-LPS monoclonal antibody (리소솜과 공생낭의 융합저해에서의 Lipopolysaccharide의 역할에 관한 연구)

  • Choi, Eui-Yul
    • Korean Journal of Microbiology
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    • v.32 no.4
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    • pp.280-284
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    • 1994
  • Lack of lysosomal fusion with symbiosomes in symbiont-bearing Amoeba proteus may be due either to the presence of a component in the symbiosome membrane or to the absence of a component needed in the fusion process. Using monoclonal antibody as a probe, lipopolysaccharides were identified as symbiosome-membrane components contributed by symbionts and were found to be exposed on the cytoplasmic side of the membrane. In order to test whether lipopolysaccharides may play a role in the prevention of lysosome-symbiosome fusion, the antilipopolysaccharides antibody was microinjected and processed for double immunostaining in conjuction with anti-lysosome antibody as a lysosome-fusion indicator. Microinjection of the anti-LPS antibody caused symbiosomes to fuse with lysosomes, suggesting that X-bacterial lipopolysaccharides could be 'fusion-preventing' factors.

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Transmedia Storytelling of Game and Film (게임과 영화의 스토리텔링 융합 요소에 대한 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.301-308
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    • 2007
  • The purpose of this study is to establish the principle that the contents transfer from one media to another media, especially between game and film. Firstly I described the advent of the media and the relationship between these two media applying the logic of 'remediation' suggested by J.Bolter and R.Grusin suggested. Based on these analysis, I draw the gameness and the storytelling, and study the case of transmedia storytelling between game and film. Finally, I suggest the meaning and the value of transmedia storytelling in media culture.

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