• Title/Summary/Keyword: 직관성

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Impact of Innovation Cluster Activating Factors on Business Performance: Focusing on the SMEs Case of Daedeok Innopolis (혁신클러스터 활성화 요인이 기업의 경영성과에 미치는 영향: 대덕연구개발특구 중소기업을 중심으로)

  • Park, Hwogeun;Bae, Kwanpyo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.4
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    • pp.149-163
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    • 2023
  • The policy of promoting innovation clusters aims to enhance the competitiveness of industries by strengthening the linkages between industry sectors and research sectors in specific regions. In Korea, after the concept of innovation clusters was introduced by the OECD in 1997, Korean government actively pursued policies based on this concept in the fields of industry, region, and science and technology. Previous policies and research on the activation of innovation clusters have tended to focus on the exchange and collaboration among members. However, this study focused on enhancing the competitiveness of industries and regions, in other words, strengthening the competitiveness of companies, which is the fundamental reason for fostering innovative clusters. Accordingly, this study aimed to analyze the impact of factors activating innovation clusters on the business performance of SMEs located in the Daedeok Innopolis. To achieve this, based on the essential concept of innovation clusters such as industrial agglomeration factors, networking factors, innovation generation factors, the study derived factors for activating innovation clusters and verified hypotheses using the survey results of 175 companies. Among the factors activating innovation clusters, industrial agglomeration and innovation generation were found to have a positive impact on the business performance of companies. However, networking factors were analyzed to have no significant influence on the business performance of companies. This study differentiates itself by addressing the factors for activating innovation clusters through empirical analysis, unlike previous case-based studies. Furthermore, considering the difference between intuitive judgments on networking factors in innovation clusters and their actual impact on business performance, the study raised the practical significance of conducting a comprehensive examination from various perspectives, such as the socially and culturally embedded structures in the region, the characteristics of specialized industries, and the needs of cluster members, to develop more effective policies for innovation clusters.

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Establishment of Risk Database and Development of Risk Classification System for NATM Tunnel (NATM 터널 공정리스크 데이터베이스 구축 및 리스크 분류체계 개발)

  • Kim, Hyunbee;Karunarathne, Batagalle Vinuri;Kim, ByungSoo
    • Korean Journal of Construction Engineering and Management
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    • v.25 no.1
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    • pp.32-41
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    • 2024
  • In the construction industry, not only safety accidents, but also various complex risks such as construction delays, cost increases, and environmental pollution occur, and management technologies are needed to solve them. Among them, process risk management, which directly affects the project, lacks related information compared to its importance. This study tried to develop a MATM tunnel process risk classification system to solve the difficulty of risk information retrieval due to the use of different classification systems for each project. Risk collection used existing literature review and experience mining techniques, and DB construction utilized the concept of natural language processing. For the structure of the classification system, the existing WBS structure was adopted in consideration of compatibility of data, and an RBS linked to the work species of the WBS was established. As a result of the research, a risk classification system was completed that easily identifies risks by work type and intuitively reveals risk characteristics and risk factors linked to risks. As a result of verifying the usability of the established classification system, it was found that the classification system was effective as risks and risk factors for each work type were easily identified by user input of keywords. Through this study, it is expected to contribute to preventing an increase in cost and construction period by identifying risks according to work types in advance when planning and designing NATM tunnels and establishing countermeasures suitable for those factors.

Analysis of the Improvement and Effectiveness of the Experiment to Find Out That Gas Occupies Space (기체가 공간을 차지하고 있음을 알아보는 실험의 개선 방안 및 효과 분석)

  • Chae, Heein
    • Journal of Korean Elementary Science Education
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    • v.43 no.2
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    • pp.269-283
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    • 2024
  • This study compared the characteristics of an experiment f or determining whether gas occupies space presented in elementary school science textbooks to examine the validity of the experiment, identify and improve problems in its presentation, and verify its effectiveness. This study interviewed third-year elementary school teachers who had experience teaching this experiment to students. Based on teachers' opinions and observations, this study identified issues with the current experiment, developed an improved experiment, and determined its effectiveness. Through this analysis, three key findings emerged. First, the study found that the original experiment on gases was presented in the same or highly similar manner in 5 of 7 textbooks (71.4%). Thus, while various textbooks have been developed with the aim of promoting diversity and creativity in scientific literature, most experiments presented in these books are identical. Second, the existing experiment was not suitable for its target audience (third-year elementary school students) and was difficult to observe directly. The interviewed teachers also deemed the validity of the experiment to be considerably low. Finally, the original experiment was improved; this improved version was determined to be highly valid, showing a statistically significant difference compared with the original experiment. The improved experiment was effective for students as it involved activities suitable for their intellectual level and was directly observable through the senses. Thus, the study analyzed and improved an existing science experiment f or elementary students, providing insights into the 2022 revised science authorized textbooks and implications for future textbook development.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

A Study on the Abstract Types of the Contemporary Landscape Design (현대조경디자인의 추상유형에 관한 연구)

  • Kim, Jun-Yon;Lee, Haeung-Yul;Bang, Kwang-Ja
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.1-11
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    • 2009
  • This study focuses on Abstract Types in Contemporary Landscape Design. The formation and artistry of contemporary landscape design reveals many areas which Previously have not been able to be expressed in scenic landscape thanks to the deviation of the genre in contemporary landscape and the hybridization that has occurred among architecture, landscape and art genres. The focus of this study is basic research concerning "the abstract", which is used as a creative artistic theory in a variety of art fields such as landscape, architecture and painting. Through a theoretical establishment of "the abstract", its process of change, and the discovery of its contemporary principles, the relationship between each art field in landscapes and the formation of the abstract, abstract language, and abstract properties have been studied. The use of the abstract in contemporary landscape design can be classified in three ways: Inductive abstract representing conceptual transcendental symbols not logically but rather through intuition and transcendental cognition to display the inner expressions, ideas and minds of the artists. Second, a deductive abstract represents an expansive, logical model for the simplification of objects, distortion, exaggeration based on knowledge and logical reasoning about objective fact based on traditional realism. The complexity of the abstract is a concept that is bound to both the deductive & inductive abstract. As a major trend, the concept of "The abstract" in contemporary landscape has been putting forth ever-deeper roots. New trends like abstract works and landscape architecture reflecting the artist's inner expression, in particular, will provide fertile soil for landscape in the future. Further research about the concept of "the abstract" will also be necessary in the time to come.

3D Physical User Interface System using a Dominant Eye and an Index Fingertip (주시안과 검지 끝 점을 이용한 3차원 물리 사용자 인터페이스 시스템)

  • Kim, Kyung-Ho;Ahn, Jeeyun;Lee, Jongbae;Kwon, Heeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.138-146
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    • 2013
  • In this paper, we propose a new 3D PUI(Physical User Interface) system in which the index fingertip points and moves a mouse position on a given monitor screen. There are two 3D PUI schemes to control smart devices like smart TVs remotely, the relative pointing one and the absolute pointing one. The former has a problem in that it does not match the human perception process, and the latter requires excessive movement of the body. We combined the relative one and the absolute one, and develop a new intuitive and user-friendly pointing method, 3D PUI. It requires an establishment of a pyramid shape visible area (view volume) to point a mouse position on a screen with the dominant eye. In order to maintain the real-time view volume, however, it requires large computation depending on the movement of the dominant eye. We optimized the computation of the view volume in which it determines the internal and external position on the screen. In addition, Kalman filter is applied with tracing of the mouse pointer position to stabilize the trembling of the pointer and offers the user ease of use.

Development of the Visualization Prototype of Radar Rainfall Data Using the Unity 3D Engine (Unity 3D 엔진을 활용한 강우레이더 자료 시각화 프로토타입 개발)

  • CHOI, Hyeoung-Wook;KANG, Soo-Myung;KIM, Kyung-Jun;KIM, Dong-Young;CHOUNG, Yun-Jae
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.4
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    • pp.131-144
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    • 2015
  • This research proposes a prototype for visualizing radar rainfall data using the unity 3D engine. The mashup of radar data with topographic information is necessary for the 3D visualization of the radar data with high quality. However, the mashup of a huge amount of radar data and topographic data causes the overload of data processing and low quality of the visualization results. This research utilized the Unitiy 3D engine, a widely used engine in the game industry, for visualizing the 3D topographic data such as the satellite imagery/the DEM(Digital Elevation Model) and radar rainfall data. The satellite image segmentation technique and the image texture layer mashup technique are employed to construct the 3D visualization system prototype based on the topographic information. The developed protype will be applied to the disaster-prevention works by providing the radar rainfall data with the 3D visualization based on the topographic information.

Evaluation Method of Self-healing Performance of Cement Composites (시멘트 복합체의 자기치유 성능평가 방법)

  • Lee, Kwang-Myong;Kim, Hyung-Suk;Min, Kyung-Sung;Choi, Sung
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.8 no.1
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    • pp.134-142
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    • 2020
  • In this study, in order to evaluate the self-healing performance of cement composites the self-healing test method and the analysis method were suggested by applying constant water head permeability test, chloride migration test and repeated bending test. The method of making a cracked specimen and controlling crack width are also proposed. Constant head water permeability test can evaluate the healing performance by using the decreasing rate of water flow passing through the crack zone of a specimen. Furthermore, the equivalent crack width can be used to intuitively investigate the healing effect with healing period. The chloride migration test can evaluate the healing rate by the decreasing rate of the diffusion coefficient obtained by ASTM C 1202. Mechanical healing performance can be evaluated using ISR and IDR estimated from load vs. CMOD relationship graph obtained through the repeated bending test. Finally, the applicability of proposed self-healing evaluation methods was examined by testing mortar specimens with or without self-healing agents.

A Study on the GUI Design of Fashion Customizing Web : Centered on Custom Knitware (패션 커스터마이징 웹 GUI디자인연구 : 커스텀 니트웨어를 중심으로)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.124-137
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    • 2020
  • The need for customized products has also been increasing as more active consumers consume according to their values in recent years. Accordingly, fashion customizing web is becoming popular, but because custom freedom is low, we want to increase custom freedom by applying knitwear. To this end, a theoretical review was conducted through prior research and literature research on customization, knit design, and GUI, and based on this, a case analysis was conducted focusing on knit-making programs and fashion customizing web. Knit designs have more considerations than other fashion design process, resulting in more UIs, so users should use visual elements that are easily recognizable. Therefore, a draft assessment item was derived based on the preceding survey and three Delphi surveys were conducted on experts based on the draft. Each item was modified and deleted during the Delphi research process to produce the Custom Knitware Web GUI Design Guide. Through this study, we were able to identify the need for intuitive understanding and application of knit custom functions in GUI design of custom knitwear web. Through this research, it is expected that this data will be used to improve the usability of custom knitwear websites and to refer to knit design fields that utilize knit machines.

Visual Touchless User Interface for Window Manipulation (윈도우 제어를 위한 시각적 비접촉 사용자 인터페이스)

  • Kim, Jin-Woo;Jung, Kyung-Boo;Jeong, Seung-Do;Choi, Byung-Uk
    • Journal of KIISE:Software and Applications
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    • v.36 no.6
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    • pp.471-478
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    • 2009
  • Recently, researches for user interface are remarkably processed due to the explosive growth of 3-dimensional contents and applications, and the spread class of computer user. This paper proposes a novel method to manipulate windows efficiently using only the intuitive motion of hand. Previous methods have some drawbacks such as burden of expensive device, high complexity of gesture recognition, assistance of additional information using marker, and so on. To improve the defects, we propose a novel visual touchless interface. First, we detect hand region using hue channel in HSV color space to control window using hand. The distance transform method is applied to detect centroid of hand and curvature of hand contour is used to determine position of fingertips. Finally, by using the hand motion information, we recognize hand gesture as one of predefined seven motions. Recognized hand gesture is to be a command to control window. In the proposed method, user can manipulate windows with sense of depth in the real environment because the method adopts stereo camera. Intuitive manipulation is also available because the proposed method supports visual touch for the virtual object, which user want to manipulate, only using simple motions of hand. Finally, the efficiency of the proposed method is verified via an application based on our proposed interface.