• Title/Summary/Keyword: 제품 체험

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An Analysis of Action Learning Process in Education Programs for Senior Officials, Engineers, Chief Executive Officers (고위공직 후보자-엔지니어-최고경영자 교육 프로그램의 액션러닝 프로세스 분석)

  • Jung, Hyun-Kon;Moon, Sung-Han
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.87-104
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    • 2012
  • The purpose of this study was to analyze and present of action learning process in education programs for senior officials, engineers, chief executive officers. The main contents of this study is focused on analysis of orientation activities for each step of action learning process, project selection, analysis of problem clarification, review of data research and analysis, analysis of process for seeking of alternative and selecting execution item, comparison and analysis for the results of execution.

Development of the Mobile Web-based user's Experience Analysis System (모바일 웹 기반의 사용자 체험 분석 시스템 개발)

  • Ko, Yong Jae;Kim, Young Chul;Jo, Hyun Gyu;Kim, Hyung Do;Kang, Bong Sok;Kim, Hyung Jin;Park, Ki Seok;Kim, Seong Tae;Lee, Sung Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.393-395
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    • 2011
  • 본 논문에서는 모바일 통신 방송 융합분야는 세계 각국이 서로 상이한 표준을 가지고 있어 해외 시장 진출 시 제품 신뢰성 확보를 위한 해외 현지에서의 테스트가 중요시 되어서 국내 기업의 테스트 비용과 개발기간 면에서 경쟁력 확보의 악재로 작용하고 있다. 따라서 모바일 통신 방송의 세게 각 국 표준의 테스트 인프라를 확보하고 이를 활용하는 테스트의 전반적인 시스템을 구축하여 국내 기업의 테스트 비용 절감 및 개발기간 단축과 다양한 서비스 개발이 가능하다.

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DEVELOPMENT OF THE GOHEUNG INTERFEROMETER FOR EDUCATION AND RESEARCH, AND OBSERVATION OF SUN AT 12 GHz

  • Han, Junghwan;Lee, Bangwon;Jung, Sang-Eun;Ha, Ji-Sung;Jang, Bi-Ho;Han, Inwoo;Hong, S.S.;Park, Young-Sun
    • The Bulletin of The Korean Astronomical Society
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    • v.39 no.1
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    • pp.55-55
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    • 2014
  • 국립 고흥 청소년 우주 체험 센터는 연구와 학생들의 교육을 위해 12GHz 전파 간섭계를 개발했다. 저비용으로 제작하기 위하여 상용 제품들을 주로 사용하였고, 해변 가에 위치한 센터 특성상 강한 바다 바람과 부식에 견디도록 제작하였다. 고흥 간섭계는 직경 1.8m의 off-axis parabola 안테나 3대로 이루어져 있으며, 각 안테나 사이의 기선길이는 4, 19, 20m로, 해상도가 최대 약 4'인 영상을 얻을 수 있다. 수신기는 중심 주파수가 12.177GHz, 대역폭이 10MHz이며 메탄올 천이선과 연속파를 관측할 수 있는 시스템이다. 시스템온도는 100-200K로 추정된다. 각 수신기에서 나오는 신호는 digitizer로 읽어 들이며, 병렬 처리 프로그램으로 software correlation을 수행한다. 태양, 달, Crab Nebula, 그리고 Cassiopeia A 등을 관측하여 프린지를 검출하는데 성공하였다. 가시함수를 구하기 위한 프린지 fitting model의 파라미터들은 기선벡터의 측량과 점전파원 관측을 통하여 정밀하게 측정하였다. 태양에 대한 영상관측결과를 논의하고자 한다.

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Now ESCO 3 - '2011 대한민국 녹색에너지대전' 국내 녹색기술의 미래를 그리다

  • 에너지절약전문기업협회
    • The Magazine for Energy Service Companies
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    • s.73
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    • pp.52-55
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    • 2011
  • '2011 대한민국 녹색에너지대전'이 지식경제부 주최, 에너지관리공단 주관으로 지난 10월 19일 서울 삼성동 코엑스(A,B홀)에서 개최되었다. 올 해로 31회를 맞이한 대한민국 녹색에너지대전은 '세이브 에너지, 스마트 라이프(Save Energy, Smart Life)라는 주제로 13개국, 247개 업체가 참가하였으며, 에너지절약 및 효율 향상 분야, 신재생에너지분야, 기후변화대응분야 등 녹색에너지 분야 전반을 총망라한 최신 녹색기술 제품들이 전시되었다. 이번 전시회는 코트라 주관의 수출상담회, 신재생에너지 유공자 포상이 열렸으며, 일반인 대상의 '신재생에너지 체험관'을 전시기간 내내 운영해 일반 관람객들이 태양광 선풍기 풍력자동차 등을 직접 조립해 보도록 해 관람객들의 호응을 얻었다. 21일 개최된 ESCO투자 사례 발표회에서는 산업체 건물에서 추진된 ESCO 투자 사례 정보를 제공해 주는 뜻 깊은 시간이 되었다. 특히 이번 전시회에는 대내외적으로 에너지절약에 대한 뜨거운 관심이 고조되는 가운데 롯데, LG전자, 삼성전자를 비롯해 효성, 삼천리 등 대기업이 대거 참가, 에너지효율 및 온실가스 저감 최신 기술을 선보였다. 이번 전시회에서는 에너지효율과 신재생에너지에 관심이 많은 관람객들과 최신에너지 기술을 도입하고자 하는 산업체 임직원, 신재생에너지 및 기후 변화대응분야 신규 사업에 관심이 있는 투자자 등 전시장을 찾는 모두에게 유익한 정보를 제공하는 뜻깊은 시간이 되었다.

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A Phenomenological Study Defining the Fundamentals between Artistic Stimulation and the Creation of a Product-Service Innovation Idea (학습자의 경영예술 창작 체험이 제품-서비스 혁신 아이디어 생성에 미치는 영향에 대한 현상학적 연구)

  • Yoon, Ayoung;Kym, Hyogun;Suh, Hyunju
    • Knowledge Management Research
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    • v.20 no.2
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    • pp.105-135
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    • 2019
  • This study investigates cognitive and emotional changes in individuals to clarify the principle between artistic stimulation and business innovation idea generation based on phenomenological research methodology. We conducted in-depth interviews with six participants who participated in the artistic creation program of business art, and derived meanings from their experience. As a result, we presented 4 essential categories, 8 main subjects, and 20 sub-subjects; 1) Optimizing rational and creative thinking, 2) Projecting oneself to the artist, finding balance, 3) Having room in mind to view the surroundings, finding insight into the world, 4) Eureka moment, crossing the boundary between business and art. We also found out participants of the program 1) Gradually expanded the criteria, 2) In chaotic directions, and 3) Leaded business creativity through from a non-form to reality throughout the project experience, The attempt to identify business phenomena by using phenomenological qualitative research methods had an academic significance regarding the unfamiliarity of the method in the business administration area. Moreover, this study broadened the possibility of promoting creativity by art in business areas. The study verified the categories and subjects of the business art, paving the way towards application in the real business situation.

Development of Touch-Conversion Device of Heartbeat for Deaf Parents in Fetal Ultrasonography (청각장애 산모의 태아 초음파 심장박동 촉각 변환 시스템 개발)

  • Chu, Jihye;Choi, Daso;Choi, Yujin;Heo, Dahyeong;Lee, Ho-Seop;Seoung, Youlhun
    • Annual Conference of KIPS
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    • 2022.11a
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    • pp.997-999
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    • 2022
  • 아기의 심장 박동 소리를 듣지 못하는 청각 장애 부모를 위한 태아 초음파 심장박동 촉각 변환 시스템을 개발하고자 하였다. 본 시스템은 아기의 심장박동 소리를 USB 마이크를 이용하여 소릿값을 입력받아 이에 대응하는 값을 진동 모터의 진동 출력 세기와 LED 밝기의 세기로 출력시키도록 하였다. 아기의 심장박동 느낌을 진동으로 표현해 내기 위해 진동의 샘플링 주기를 구체적인 수치로 조절하였고 산모에 따라 진동의 세기와 주변 잡음 제거를 할 수 있도록 조절하는 가변저항 2개를 연결하였다. 그 결과 태아 초음파 심장박동 촉각 변환 시스템을 성공적으로 개발하였으며 장치 체험자들로부터 총 평균 4.63점으로 높은 만족도를 얻었다. 개발 제품은 청각장애 산모들의 모성애를 충족시키고 아기의 심장박동을 느낌으로써 아기의 존재를 느낄 수 있을 것이며, 산부인과의 초음파 영상진단의 확장 신기술로 활용할 수 있을 것으로 기대된다.

A Study on the Persuasive Effect of Mobile Application: focusing on public interest content (모바일 어플리케이션의 설득효과 연구: 공익 콘텐츠를 중심으로)

  • Minjung Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.43-48
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    • 2024
  • This study sought to examine the effectiveness of mobile applications, which have recently increased persuasion effects by stimulating consumer experiences. In particular, to determine how content for public interest affects users' attitudes and beliefs, we selected interactivity and public interest as characteristics of mobile applications and examined their relationship. One of the actual applications was selected for research and the reactions of subjects who experienced it were investigated. As a result, the interactivity and public interest of mobile applications were found to have a direct and indirect influence on content attitude and beliefs, and it was confirmed that content attitude can affect beliefs. These research results show that cognitive structure can be influenced by reinforcing the audience's attitude toward content.

A Study on the delivery of brand image information to consumers by telecom companies' SI(Store Identity) (through comparing SI between Korea telecom companies and foreign famous telecom companies) (통신회사의 SI(Store Identity)가 소비자의 브랜드 이미지 정보전달에 관한 연구(한국통신회사 SI와 해외의 유명 통신회사SI 비교를 통하여))

  • Kim, Jong Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2639-2644
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    • 2013
  • The renewal cycle, which newly decorates stores, has been shortened, as the marketing competition between telecommunication companies has been extended to the stores, due to the rapid increase of mobile phone users and fast replacement cycle of products. The store renewal made by major telecommunication companies, including signboard, has been pushed in order for telecommunication companies to give strong impression about their own brand identity to consumers. Consumers want stores not only to sell cheap and high quality products but also to provide customer experience, by which customers can feel store, product and service and accept them. Especially, since the competition between telecommunication companies is getting tough, it is the current trend that the number of stores is increasing much, and telecommunication companies are recently renewing their stores, with the concept of SI(Store Identity), which changes store image into the incorporated image including interior and exterior, rather than just replacing CI(Corporate Identity), when they renew stores. It can be said that SI(Store Identity) is an important factor, by which companies consistently design visual factors such as interior and sign, and then apply them to the interior and exterior of the stores, and thereby give good store image to consumers, and ultimately have great effect on the increase of sales volume. This kind of activity can be image-controlled by companies' Identity Management, and it can be a very important factor in terms of marketing. In this study, it has an objective to compare and analyze SI of domestic telecommunication companies and foreign telecommunication companies, and then suggest effective SI direction.

A Study to Promote the Export of Korean Hang Over Drinks in Russia (숙취해소음료의 러시아권 시장 수출활성화 방안)

  • Kim, Jihoon;Lim, Sungsoo
    • Journal of Convergence for Information Technology
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    • v.10 no.4
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    • pp.35-45
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    • 2020
  • To diversify the agro-food exports of Korea, this study selected Russia, which is located closet to CIS countries, as a sampling area and sought ways to promote the export of Korean hang over drinks to Russia. This study analyzed the contributing factors to the export, such as Russian consumers' purchasing intentions, as well as the willingness to pay of korean hang over drinks in Russia, using the paper review and on-off line survey data correction method. Major results are as follows. First, Russian consumers' intention of purchasing Korean hang over drinks is higher than Europe and the other products. Therefore, it is necessary to understand the demographic characteristics of Russian consumers and then actively use niche marketing strategies. Second, the purchase intention of Russian consumers towards increased when buying behavior occurred in supermarket, hypermarket- and convenience stores. Third, it seems prefer to pricing of Korean hang over drinks in Russian export market similar to the domestic price level.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.