• Title/Summary/Keyword: 창조형 서비스산업

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기존 도시의 U-City 구축 필요성 및 고도화 방안

  • Han, Seon-Hui;Im, Yong-Min;Lee, Jae-Yong
    • Information and Communications Magazine
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    • v.31 no.8
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    • pp.3-9
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    • 2014
  • '08.3월 U-City법이 제정되었고, '09년에 U-City법에 근거한 제1차 유비쿼터스도시종합계획 (이하 U-City종합계획)이 수립되었다. 이후 계획에 따라 U-City R&D, U-City시범도시 지원사업 등이 추진되었으며, 기술, 서비스, 인력양성, 산업지원, 법제도 개선 등 다양한 부문에 U-City 지원 정책이 시행되었다. 이로 인해 국내 U-City 사업이 활발히 추진되었으나 주로 공공 주도의 신도시를 중심으로 구축되어 과도한 건설비용 및 관리운영비 부담, 중복투자 등의 다양한 문제를 발생하게 된다. 결국 신도시 조성 개발이익을 통한 U-City 구축은 건설경기의 침체와 함께 심각한 위기를 맞게 된다. 하지만 새정부 출범 이후 U-City는 창조경제 대표사업으로 채택되어 재도약할 수 있는 계기가 마련되었고 정부는 지역경제 활성화의 일환으로 도시재생사업에 U-City를 접목하는 등 U-City 부흥을 위한 시도를 지속적으로 하고 있다. 특히 신도시 개발로 치우쳐서 발생된 기존도시와의 불균형을 해소하기 위해 다각도로 해결방안을 모색하고 있다. 이에 현 시점에서는 기존도시에 초점을 맞추어 U-City 방향을 살펴보는 연구가 필요하며, 기존 신도시형 U-City가 추구했던 정보통신 위주의 계획에서 벗어나 지역특성 및 수준 등을 고려한 도시계획적 측면으로 접근하는 것이 바람직하다. 본고에서는 국내외 스마트시티 동향을 파악하고 우리나라의 신도시개발형 U-City 구축 현황의 문제점을 진단하여 기존도시형 U-City 구축의 필요성을 도출하였다. 이를 토대로 실효성 있는 기존도시 U-City 구현을 위하여 도시계획적 관점에서의 고도화 방안을 모색하고자 한다.

A Study on the Structuring of Professional System for Design Business (전문적 체계정립을 위한 디자인비즈니스 유형구조화 연구)

  • 김보영
    • Archives of design research
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    • v.17 no.3
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    • pp.17-26
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    • 2004
  • Those of the growth of e-business, the development of the cultural creative industry, the contents and knowledge industry have expanded and diversified the existing business models and created new ones. They are triggering new interpretations and discussions on business models. Such of changing business environment has paved the way for the expansion of design management within the design industry and opened new windows of opportunity for the traditionally small and non-specialized design business. Until now, the design business has not been distinguished from design industry or design service, and has not been viewed as an independent field. Rather, the design business has merely been part of a process. As such, the lack of dear definition and structured system had been a bottleneck for many design companies trying to achieve capital and social success and establish the foundation for growth and for companies striving to advance the design management in developing design business models or growth strategy in line with the changing environment. Against these sort of backdrops, this paper attempts to dearly define the design business. To this end, the paper tries to developed a design business model framework which classifies design business model into four types - customized, ready-made, provider and contract - according to the business activities between the producer and the end user, and business items into product, additional sonics, knowledge and promotion. The framework will expand the definition of design business and contribute to the expansion of design business activities and the development of diverse business models.

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A Study on convergence of Mobile Smart Commerce and O2O Distributions Business Model for Small to Medium and Micro-Enterprises (중소·소상공인을 위한 모바일 스마트커머스 및 O2O 유통 비즈니스모델 융합 연구)

  • Kim, Byung-Wan
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.161-167
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    • 2016
  • Distribution channels are changing its industry paradigm from quantitative increase to qualitative improvement. In addition, it incorporates new characteristics and consumption tread of customers and the core value of service is developing focused around on online to offline (O2O) business model of omnichannel. In this respect, companies are integrating various distribution channels and in order to provide high content business service to customers, their interest in finding a new business strategy is increasing. Currently, most of the service being provided to customers are formed based on distribution structure centered around big companies and financial industry and the problems faced by small to medium and micro enterprises, which are expansion and improvement of channels, discovery of new distribution channels and finding O2O marketing strategy, can be said as very important task. Accordingly, this research purports to create added values which can serve as the driving force of growth of "creative economy" by improving distribution channels in which anyone who incorporates needs of smart consumers can enter into the smart commerce market and to further form sustainable win-win market that is strategic through business platforms for small to medium and micro enterprises therefrom.

An Analysis on the Effect of Industrial Technology R&D Investment on Employment (산업기술 R&D 투자의 고용창출효과 분석)

  • Kim, Ho-Young;Euh, Seung-Seob;Jun, Young-Doo;Yoo, Seung-Hoon
    • Journal of Korea Technology Innovation Society
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    • v.17 no.4
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    • pp.651-672
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    • 2014
  • Under the diagnosis of low employment rate and low growth, the government regards the creation of new jobs through the creative and innovative R&D as an important national plans. This study attempts to measure the employment creation effect of R&D investment of industrial technology by using input-output analysis used in domestic and international broadly. The employment effect can be divided into employment inducement effect and direct employment effect. As a result of the analysis, The employment creation effect of R&D investment of government industrial technology is measured to be 8-12 peoples per 1 billion KRW investment. This results mean that government R&D investment is a effective policy for employment creation. And it is necessary to establish R&D policies that reflect the technical characteristics of the employment creation effect. In short term, it is important that the government invest the superior technology of total employment and direct employment as essential means of employment creation by selection and concentration strategy. In mid-long term, the government should focus on technology spread as technology transfer and opening innovation strategy for employment creation to support superior technology of employment inducement. The results of this study can be used in analysis on the employment creation effect related to industrial technology R&D.

A study on the Improvement Spacial Environment through the Strategies of Urban-Core Regeneration based on the Regional Resources -Focused on the Cheongju City- (지역자산기반형 도심재생 전략에 따른 공간환경 개선방안 연구 -청주시를 중심으로-)

  • Bahn, Sang-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.191-204
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    • 2018
  • In the era of diversity and creativity, autonomous regional regeneration is being emphasized. Local regeneration effects through local heritage utilization and the value of regional properties are rising. It is very meaningful to find a way to revitalize the urban regeneration system that can transform the facilities, spaces and industries in underdeveloped regions into opportune properties. This study explores the possibility of self-sustaining development by establishing an endogenous self-reliance system through the localization of industrial heritage. Competitive advantage strategies of regional properties are more important than regional comparative advantages. In the future, more attention should be paid to the intangible value of the city. A genuine city revival should be created as a place with cultural identity through artistic ecology, tradition, community, and aesthetics centering on people.

Research on the Curriculum for Integration of ICT+Design (ICT+디자인 융합 교육과정 개발연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.105-114
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    • 2017
  • Nowadays, novel and innovative technology including 3D printers, internet of things (IoT), and wearable devices are rapidly emerging. As we must constantly keep up with the most recent trends, words like convergence, multidisciplinarity, and design revolution indeed define society today. Due to the expansion of such diverse technological, industrial, and academic convergence trends, the role of design is becoming evermore essential in development of products as well as creative services. Even the government is pushing towards a 'creative economy' by encouraging ICT convergence to create novel industries as well as advanced jobs. In order to adapt flexibly to such changes in global trends, a solid academic curriculum centered around 'ICT+Design' must be developed. In the current research, we analyzed various literature and benchmarked the major universities both domestic and foreign. Also we utilized a survey-based approach against subjects who are experts or design specialists working in environments related to industry and research. In our proposed integrated ICT+Design educational curriculum, students familiarize themselves with design perspectives and methodology to creatively carry out the course. Moreover, experts from design and ICT came together in an act of 'Radical Collaboration' in which they shared their unique 'Design Thinking' in order to promote understanding and cooperation. Furthermore, industry experts have also taken part as mentors in order to create a workplace-oriented course with various integrated projects. Most importantly, the course was designed so that in addition to research, students can really get hands-on with their ideas in the creativity-integrated workplace.

아바타 시스템과 한국의 복식문화 접목을 통한 "디지털 복식 아바타" 개발에 관한 연구

  • 김영삼
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.05a
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    • pp.42-42
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    • 2003
  • 세계적으로 인터넷 이용 인구는 2002년 2월 현재 5억 4천 4백만여명에 이르고 있으며, 우리나라의 인터넷 이용 인구는 2001년 12월말 자료에 의하면 2천4백3십8만여명에 달하는 것으로 보고되고 있다(한국 인터넷정보센터통계보고서, 2002). 또한, 네오위즈는 작년 한 해 아바타 매출 100억원을 돌파, 다모임은 지난해 12월 한달간의 아바타 매출이 3억 6000만원에 달하였으며, 다움(Daum)의 경우 서비스 개시 15일 만에 일일 발생 매출이 1천만원 돌파, 현재 1일 3천500만원의 수익을 올리는 등, 아바타 선두 업체 뿐 아니라 후발 주자들도 큰 수익 창출하고 있다(Economy21- 2002.04.25). 올 한해 아바타 시장규모는 800억원-1000억원으로 예상되고 있으며, 이러한 시장 증대에 따라 기존 캐릭터 업체들이 구축계약 위주에서 서비스 제휴사업으로 아바타모델 제안 및 시장영업이 증대되고 있다. 즉, 아바타 시장은 구축되어 있는 것이 아니라 계속적으로 확대되어 가고 있음. 또한 아바타산업은 인터넷 인프라의 확산과 더불어 아바타의 호응 또한 급격히 상승하고 있으며, 단순히 사이버 세계에서의 분신으로서의 역할에서 벗어나 다양한 부가가치를 구현하는 아바타의 등장으로 아바타의 확산은 계속적인 추세이다. 또한 아바타는 게임, 채팅, 일정관리등 인터넷 전 분야에 걸쳐 Cyber Agent활용도가 확산되고 있으며, 아바타 시장은 초기 일본형 애니메이션 아바타에서 벗어나 아바타와 패션, 아바타와 문화의 접목에 대한 관심이 상승되고 있으며 이로 인한 신규시장이 창출되고 있다 이러한 디지털 시대로의 급격한 발전은 복식문화를 디지털 문화컨텐츠 사업화로의 그 발전방향을 제시하고 있다.2cm 적용하고, 진동두께 계산식은 (B/8-1.5)+2cm를 적용함으로써 진동깊이와 진동두께의 편차가 작아짐으로 인해 소매부위와 진동부위의 맞음새를 향상시켰다. 3) 가슴둘레의 증가에 따라 등길이에 앞길이 치수를 증가시키는 계산식을 설정하여 앞가슴둘레의 맞음새를 향상시켰다. 4) Plus-size여성의 경우 허리부분의 신체적합성을 높이기 위하여 사이드 판넬(side panel)의 재킷원형으로 하였다. 앞 허리와 배 부분의 지방 침착이 크므로 앞 허리둘레 다아트 폭과 앞판 사이드 판넬(side panel) 솔기 다아트 폭을 작게 설정하고, 뒤판 사이드 판넬 솔기 폭을 크게 설정하였다. 5) 어깨끝점 사이길이는 다른 부위의 체지방 침착과 같이 비례적으로 증가하지 않으므로 표준체형에 비해 좁게 설정하였다. 보여주어 우리나라의 선호 질감과는 차이가 있었다. 실제 판매율을 살펴본 결과 주관적 질감 이미지 평가의 선호도와의 비교에서 약간의 차이가 있었는데, 이는 질감 외에 가격이 구매에 영향을 미쳤기 때문으로 분석되었다., 2002; Huun et al, 2001).의 특징이라 할 수 있겠다. 대한 자부심과 국제 사회에서 차별화 할 수 있는 한국 복식 디자인에 독창성과 창조성을 표현하는 중요한 영역임을 인식할 수 있었다.와 보호인자를 재확인할 필요가 있다고 보며 본 연구의 결과는 지역민의 대장직장암 예방을 위한 영양교육 자료로서 활용될 수 있다고 본다. 관여도에 영향을 미치고 있음을 알 수 있었다. 유지되어 쾌적역이 향상된 것으로 사려된다.하였으며, 효율적인 색채 정보로서 활용될 수 있는 패션 색채 팔레트를 제시하였다는데 의의가 있다.′, aesthetic of ′unity in multiplicity′, a

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Scheduling Algorithms and Queueing Response Time Analysis of the UNIX Operating System (UNIX 운영체제에서의 스케줄링 법칙과 큐잉응답 시간 분석)

  • Im, Jong-Seol
    • The Transactions of the Korea Information Processing Society
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    • v.1 no.3
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    • pp.367-379
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    • 1994
  • This paper describes scheduling algorithms of the UNIX operating system and shows an analytical approach to approximate the average conditional response time for a process in the UNIX operating system. The average conditional response time is the average time between the submittal of a process requiring a certain amount of the CPU time and the completion of the process. The process scheduling algorithms in thr UNIX system are based on the priority service disciplines. That is, the behavior of a process is governed by the UNIX process schuduling algorithms that (ⅰ) the time-shared computer usage is obtained by allotting each request a quantum until it completes its required CPU time, (ⅱ) the nonpreemptive switching in system mode and the preemptive switching in user mode are applied to determine the quantum, (ⅲ) the first-come-first-serve discipline is applied within the same priority level, and (ⅳ) after completing an allotted quantum the process is placed at the end of either the runnable queue corresponding to its priority or the disk queue where it sleeps. These process scheduling algorithms create the round-robin effect in user mode. Using the round-robin effect and the preemptive switching, we approximate a process delay in user mode. Using the nonpreemptive switching, we approximate a process delay in system mode. We also consider a process delay due to the disk input and output operations. The average conditional response time is then obtained by approximating the total process delay. The results show an excellent response time for the processes requiring system time at the expense of the processes requiring user time.

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