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The solution for revitalization of domestic eyeglasses industry (국내 안경산업의 활성화방안 고찰)

  • Kim, Dae-Nyun;Kim, Hyun Jung
    • Journal of Korean Ophthalmic Optics Society
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    • v.12 no.1
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    • pp.35-40
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    • 2007
  • Most of eyeglasses manufacturers in Korea consist of relatively small-sized enterprises with less than 10 employees. In terms of scale, it performs considerably poor compared to other competing nations like Italy and the People's Republic of China. As a result, domestic eyeglasses industry is facing a difficult position between high-priced products of developed countries and low-priced goods of China, South East Asia, and etc. Considering these factors, the urgent solution for revitalization of domestic eyeglasses industry could be seen as major structural changes in eyeglasses producers. In addition, it is also noted that procurement of competitiveness is an essential scheme to reinvigorate the Korean eyeglasses industry. This objective can be achieved via improvement of ability to develop new designs, exploitation of new material and technology, intensification of own innovative brand and public relations, development of new products such as functional glasses, reduction of sample producing period, provision of administrative support, and designation of special economic zone.

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Cultural Opening & Animation (문화개방과 애니메이션)

  • Choi, Seung-Rak;Choi, Young-Chul
    • Cartoon and Animation Studies
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    • s.9
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    • pp.294-309
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    • 2005
  • The term 'animation' derived from the Latin 'anima' meaning spirit, life, or vitality. Although its original meaning was somewhat related to creation of life or incorporation of vitality into an inanimate or nonexisting entity by providing mobility through artificial manipulation, it is now used in a rather narrow sense to define collectively the cartoon-based films or tape-recordings and specialists who are involved in animation production or related areas are called animators. The current worldwide market for animation production is progressing and expanding enormously. Although the domestic animation market is ranked as third in the world in terms of overall quantity, the reality is that there are few high quality products that can compete with foreign animation products in the global markets. This issue is further discussed in this paper along with the current status of the domestic animation technology and production. This investigation concerns the comparative analysis of literature data on foreign and domestic animation, which can be a basis for the production of internationally competitive animation work.

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Media Platform Design for Terrestrial Ultra-High Definition(UHD) Broadcasting Service (UHD 방송서비스를 위한 지상파 방송의 플랫폼 구축 연구)

  • Oh, Jai-Pil;Kim, Min-Ki;Kim, Seong-Kweon;Kim, Dong Ho
    • Journal of Satellite, Information and Communications
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    • v.9 no.1
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    • pp.6-12
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    • 2014
  • The traditional broadcasting service has advanced into a smart media service with the help of communication network. in In the smart media ecosystem, a variety of innovative media services have been provided by new players. However, terrestrial broadcasting service companies seem to lag comparatively behind new players in spite of their powerful contents production capacity and stable terrestrial media delivery networks. In this paper, we design a proposed media platform based on a set-to-box (STB) with various new function for terrestrial ultra-high definition(UHD) broadcasting service. Also we suggest specific transmission network architecture and platform components for UHD broadcasting service. The proposed media platform is expected to increase the number of direct home reception and to enhance the right of the free-viewers which is one of the natural mission of terrestrial broadcasting company. Also it can provide some profit model of UHD terrestrial broadcasting service with new value-added services.

Fashion Design Utilizing Korean Characters Pattern (한글 패턴을 활용한 패션 디자인)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.164-174
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    • 2009
  • As a condition for raising competitive force in the global fashion era that pursues diversity, originality is essential. This research is a study on fashion design able to seek high added value while considering the creative Korean Characters pattern as its motive. Therefore, this research hopes to examine the substantial methods regarding the creation of high added values centered on products utilizing Korean Characters as their motives in the fashion field. The specific research contents intend on, first, studying the formative specialties of Korean Characters; second, examining garment and fashion properties produced with Korean Character as their motive in domestic and foreign fashion shows; and third, understanding the methodology of applying the formation of Korean Characters pattern to fashion design. Hereby, this research suggests the design development regarding the geometrical formation of Korean Characters and the grafting of fashions as the way to inspire the images of domestic fashion brands in the global fashion market and heighten competitive force.

A Study on Development of an On-line 3D Game Engine (온라인 3D 게임엔진 개발에 관한 연구)

  • Lee, Hun-Joo;Park, Tae-Joon;Kim, Hyun-Bin
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.42-55
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    • 2003
  • Domestic game companies are competitive in developing on-line 2D game contents. However, they have difficulties in maintaining the competitive edge in the area of on-line 3D game technologies owing to the limited funds and technologies. The 3D on-line game engine technologies we have intended to propose in this research are highly expected to be the key technologies ensuring the competitive edge over other countries. For this, we propose a full 3D online game engine that reflects the cutting edge technologies trend in the computer gaming industry. Our game engine is integrated with rendering and animation core technologies to visualize the game world, and provides stable network service through the Internet using server technologies.

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A Study on the Development Processes for Digital Contents in the Animation Industry (국내 애니메이션 기업의 애니메이션 콘텐츠 개발과정에 관한 연구)

  • Lee, Han-Chul;Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.10 no.2
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    • pp.246-259
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    • 2007
  • The animation industry, which accelerates the overall development of the Digital contents industry, is a high value-added industry that produces synergy effects in cooperation with key industries such as IT. Effectively serving as a vital energy source for the Korean economy through its positive effects, such as employment creation. In particular, there is the real prospect that the Korean animation industry will gain ground in overseas markets and thus occupy them ahead of others, by advancing overseas in uni son with the hypersonic network industry. In this regard, this study aims to suggest some concrete ways in which to Korean animation companies can enhance their competitiveness. This is accomplished by positively verifying that some major representative methods of competitiveness enhancement, whose effectiveness has been proved in existing manufacturing and production systems. a re also excellently effective for the animation enterprise. In effect, the study has positively applied and carried out such research on Korean animation enterprises.

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A Study on the Creative Web Design Concept Development (창의적 웹디자인 컨셉 개발에 관한 연구)

  • Seo Mi-Ra;Park Sang-Jin;Kwak Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.6 no.6
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    • pp.136-143
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    • 2006
  • Contemporary society demands the ability to cope with the change competitively to the designer which is being accelerated of change and various media are emerging. The web design field which is one of the core design industry field of the contemporary society is needing the conversion from manufacturing technology specialization into creative design development composition. Generally, creative design development ability can be learned by studying. So, creativity development education is needed to develop creative design. Creative thought training is perceived as the core condition for competitive design and the education method for this is being proceeded multiply. But the study for design concept is lacking concretely. By this, this paper is to study the model which helps setting the design concept deduction creatively by instigating new ways of thought. The concept development process suggested in the study procedure systemizes the course for creative web design concept deduction and expects it to be utilized in design development to reinforce competitiveness.

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An analysis of OTT operator competitiveness via OTT platform business model development (OTT 플랫폼 비즈니스 모델 개발을 통한 OTT 사업자 경쟁력 분석)

  • Kim, So-Hyun;Leem, Choon-Seong
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.303-317
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    • 2021
  • The purpose of this study is to analyze the competitiveness of OTT operators by developing an analysis framework specialized for the OTT industry. Based on existing research on business model, platform business model, and OTT characteristics, the OTT platform business model framework was developed, and case analysis was conducted based on data from related materials, literature, and internal data to suggest the direction for domestic OTT operators. As a result of the study, domestic OTT operators should use advanced AI and big data technologies to produce original content and improve the infrastructure and service quality of the platform. This study is meaningful in that it provides an analysis framework for OTT operators to establish their own competitive strategies and suggests the direction for domestic OTT operators through case application.

고밀도 나노선을 이용한 태양전지 구현 및 특성 분석

  • Kim, Myeong-Sang;Hwang, Jeong-U;Ji, Taek-Su;Sin, Jae-Cheol
    • Proceedings of the Korean Vacuum Society Conference
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    • 2014.02a
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    • pp.323-323
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    • 2014
  • 기존의 태양전지 기술은 기술 장벽이 매우 낮고 대량 생산을 통한 단가 절감하는 구조를 가지고 있어 대규모 자본을 가진 후발 기업에게 잠식되기 쉽다. 그러나, III-V족 화합물 반도체를 이용한 집광형 고효율 태양전지는 기술 장벽이 매우 높은 기술 집약 산업이므로 독자적인 기술을 확보하게 되면 독점적인 시장을 확보 할 수 있어 미래 고부가 가치 산업으로 적합하다. 특히 III-V족 화합물 반도체 태양전지는 III족 원소(In, Ga, Al)와 V족 원소(As, P)의 조합으로 0.3 eV~2.5 eV까지 밴드갭을 가지는 다양한 박막 제조가 가능하여 다양한 흡수 대역을 가지는 태양전지 제조가 가능하기 때문에 다중 접합 태양전지 제작이 가능하다. 또한 III-V 화합물 반도체는 고온 특성이 우수하여 온도 안정성 및 신뢰성이 우수하고, 또한 집광 시 효율이 상승하는 특성이 있어 고배율 집광형 태양광 발전 시스템에 가장 적합하다. Si 태양전지의 경우 100배 이하의 집광에서 사용하나, III-V 화합물 반도체 태양전지의 경우 500~1000배 정도의 고집광이 가능하다. 이러한 특성으로 III-V 화합물 반도체 태양전지 모듈 가격을 낮출 수 있고, 따라서 Si 태양전지 시스템과 비교하여 발전 단가 면에서 경쟁력을 확보할 수 있다. III-V 화합물 반도체는 다양한 밴드갭 에너지를 가지는 박막 제조가 용이하고, 직접천이(direct bandgap) 구조를 가지고 있어 실리콘에 비해 광 흡수율이 높다. 또한 터널정션(tunnel junction)을 이용하면 광학적 손실과 전기적 소실을 최소화 하면서 다양한 밴드갭을 가지는 태양전지를 직렬 연결이 가능하여 한 번의 박막 증착 공정으로 넓은 흡수대역을 가지며 효율이 높은 다중접합 태양전지 제작이 가능하다. 이에 걸맞게 본연구에서는 화학기상증착장치(MOCVD)를 이용하여 InAsP 나노선을 코어 쉘 구조로 성장하여 태양전지를 제작하였다. P-type Dopant로는 Disilane (Si2H6)을 전구체로 사용하였다. 또한 Benzocyclobutene (BCB) 폴리머를 이용하여 Dielectric을 형성하였고 Sputtering 방법으로 증착한 ZnO을 투명 전극으로 사용하여 나노선 끝부분과 실리콘 기판에 메탈 전극을 형성하였다. 이를 통해 제작한 태양전지는 솔라시뮬레이터로 측정했을때 최고 7%에 달하는 변환효율을 나타내었다.

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화합물 반도체 Cu(InGa)Se2박막 태양전지의 제작과 태양광발전 활용

  • Kim, Je-Ha;Jeong, Yong-Deok;Bae, Seong-Beom;Park, Rae-Man;Han, Won-Seok;Jo, Dae-Hyeong;Lee, Jin-Ho;Lee, Gyu-Seok;Kim, Yeong-Seon;O, Su-Yeong
    • Proceedings of the Materials Research Society of Korea Conference
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    • 2009.05a
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    • pp.8.2-8.2
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    • 2009
  • 구리(Cu)-인듐(In)-갈륨(Ga)-셀레늄(Se)의 4 원소 화합물 반도체인 Cu(InGa)$Se_2$ (CIGS) 태양전지 세계 최고 셀효율은 2008년 현재 19.9% 로서 박막형 태양전지 중 가장 높은 효율을 보이고 있다. 이는 다결정(폴리) 실리콘 태양전지의 20.3%와 대등한 수준이다. 이 CIGS 태양전지는 제조단가를 표준 결정형 실리콘 태양전지 대비 50% 대로 획기적으로 낮출 수 있어 가장 경쟁력이 있는 차세대 재료로 꼽히고 있다. 본 연구에서는 CIGS태양전지를 고진공 물리 증작법으로 제작하였으며 표면과 박막의 순도를 외부오염을 방지하기 위하여 후면전극, 광흡수체 및 전면전극을 동일 진공에서 제작할 수 있는 멀티 챔버 클러스터 증착 시스템을 이용하였다. 기판으로 소다라 임유리, 후면전극으로 Mo, 전면전극으로 I-ZnO/Al:ZnO 및 ITO를 이용하였다. 버퍼층으로 CdS를 chemical bath deposition (CBD)를 이용하였다. 소자는 무반사막을 사용하지 않고 Al/Ni전극 그리드를 이용하였다. 이 소자로부터 0.22 $cm^2$에서 16%의 효율을 얻었다. 각 박막층 간 계면의 분석을 전기적인 특성, ellisometry에 의한 광특성, 표면과 결정성에 대한 SEM 및 XRD의 특성을 보고한다. 또한, 대표적 화합물 반도체 박막 태양전지인 CIGS 태양전지의 기술의 현황, 학문적인 과제 및 실용화의 문제점을 발표하기로 한다.

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