• Title/Summary/Keyword: Convergence technologies

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A Study on the Influence of the Use of Specialized Organizations for Technology Transfer and Commercialization on Corporate Performance -Focusing on the complex use of specialized institutions- (외부기술이전 기업의 기술이전·사업화 전문기관의 활용이 기업의 기술성과 및 경영성과에 미치는 영향에 관한 연구 -기술이전·사업화 전문기관의 복합활용을 중심으로-)

  • Lee, Jungsoo;Park, Myeongjun;Jee, Sungchul;Park, Minjeong;Sohn, Dongseop
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.189-197
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    • 2021
  • In order to commercialize technology, Korea is continuously fostering specialized institutions for technology transfer/commercialization, and it is composed in various forms. However, there are limited studies on corporate performance according to the type of technology transfer/commercialization specialized institution and the type of support. This study aims to measure the combined utilization performance and performance of companies that have adopted the technology by classifying the types of technology transfer/commercialization specialized institutions. To this end, a study was conducted on 380 companies that promoted the introduction and use of external technologies. As a result of the analysis, it was found that the more the combined use of technology transfer/commercialization specialized institutions has a positive effect on corporate performance, and has different effects on corporate performance depending on the items of external technology introduction. In addition, it was found that the earlier the industrial growth stage is, the higher the corporate performance. Through this study, implications of strategies for the use of specialized organizations for technology transfer and commercialization and introduction of external technologies of the company were presented at the corporate level.

A Study on the Overseas Expansion Strategy of u-City based on BIM/GIS (BIM/GIS 기반 u-City 해외진출 전략 연구)

  • Na, Joon Yeop;Lee, Woo Sik;Hong, Chang Hee;Hwang, Jung Rae
    • Spatial Information Research
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    • v.20 no.6
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    • pp.119-127
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    • 2012
  • u-City is next generation city which can innovate functions of city. It can realize increase of convenience, improvement of life quality and safety guarantee by convergence of information technologies and ubiquitous service with urban space. Market of u-City is in range of rapid growth and u-City can make enormous synergy effects by accompanying construction technologies with spatial information, sensor technologies, communications network and related equipments. In this study, we analyzed the domestic/abroad status, researches and element technologies involved in u-City. And, we suggested overseas expansion strategy of u-City such as selection and analysis of target nations, packaging method of u-City service models and application of BIM/GIS connection technologies in terms of u-City construction and operation.

A Study on IoT Service for Game Development (게임 개발을 위한 IoT 서비스)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.291-297
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    • 2015
  • The basic idea of IoT(Internet of Things) is interconnection and cooperation with a variety of things in real life such as Radio-Frequency Identification(RFID) tags, sensors, mobile phone, etc, through internet. IoT technologies which applied to these fields consist of sensor network technology and middleware, application. Currently, IoT technology is applied to various fields such as health care, home care, automotive, transportation, construction, agriculture, environment, food, and etc, based on its technologies. This paper focuses on discussion of the IoT development trend in game field. In order to achieve this purpose, first, the IoT technologies for game development based on sensor network technology and middleware, application is mentioned. Second, covers serious game and gamification that is expected to be a growing that is expected to be a growing, by applying IoT technologies to the game field. It can help for game developers by using IoT technologies.

Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.443-452
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    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

Analysis of Hairpiece-related Patent Trends (가발 관련기술에 대한 특허동향 연구)

  • Park, Jang-Soon;Kim, Young-Joo;Lim, Sun-Nye
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.611-617
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    • 2018
  • This study divided hairpiece-related technologies into three categories: Materials, Structure, Hair Extensions. Then, it investigated the current patent application trends in the above technologies and attempted to determine what aspects should be focused on in terms of the growth potential of hairpiece-related technologies and future technologies. A hairpiece is used to cover a specific balding area resulting from innate factors such as heredity or acquired traits including disease or accident. It is also used to make short hair look longer. Recently, as the rates of hair loss caused by stress increase, there has been a rising demand for hairpieces that can quickly and conveniently cover a balding region as well as satisfy people's aesthetic needs through diverse hairstyling. Even though patents have been applied evenly across hairpiece technology fields, patent activity has declined since 2010 was confirmed. Therefore, this study targets the facilitation and expansion of the hairpiece technology market by suggesting desirable R&D directions for future hairpiece-related technologies after analyzing current hairpiece patent trends.

A Study on the Evaluation Method of Defense Technology Valuation Using the Readability Level Assessment of Core National Defense Technology (국방 핵심기술의 성숙도(Readiness Level)평가를 활용한 국방기술가치평가 방안 연구)

  • Lee, Hyung-Seog;Shin, Chung-Jin;Kang, Seok-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1710-1719
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    • 2019
  • This study is intended to understand defense technologies that require the convergence of various technologies and the integration of systems, and to propose valuation methods that reflect the characteristics of each field. The measure of technology level, integration (system integration technology) between technologies, preparation of manufacturing, and maturity scale of the weapons system to be valued are measured according to the items of measurement factors to verify system performance, and to present a framework for estimating the quantitative values of core technologies using system maturity. Considering the characteristics of each technology field, the research suggests a proper valuation method. In evaluating the value of defense technologies, A proposal is made to evaluate the value of defense technology by competent technical experts in each field, using SRL, which can be evaluated according to the evaluation criteria reflecting the technical characteristics of each field, and to evaluate the completion of the entire system in quantitative terms.

Correlation Analysis between COVID-19 and Plastic Emissions: Upcycle (코로나19와 플라스틱 배출량과의 상관관계 분석: 업사이클)

  • Lee, Ji-Hyeon;Hwang, Seung-Yeon;Kim, Jeong-Joon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.165-170
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    • 2022
  • The amount of data generated by recent developments in Big data and related technologies has been rapidly increasing, and the need to predict changes in future societies and present technologies to be realized has been continuously raised to lay the foundation for national scientific and technological planning. The existing methods of predicting future technologies have their respective advantages, but problems also exist. Thus, this paper newly establishes and applies the methodology to be used for predicting future technologies specialized in information security fields beyond the existing comprehensive prediction, and draws out innovative technologies that are expected to have high ripple effects in the future, and analyzes the technological diffusion points of each technology to predict future technological changes in the information security sector. It is expected that this will ensure reliability and objectivity of the forecast survey results and allow more sophisticated and multilayered predictions than the overall scientific and technological forecast surveys.

The Evolution of Festival Culture of Using the XR Technology (XR 기술을 활용한 축제 문화의 진화)

  • Lee Yong Il;Park Seon Hwa
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.669-674
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    • 2024
  • Up to now, domestic festival culture has been continued by traditional way, so it has been continued to the thema of local traditional culture after the stage of promoting the local agricultural products and marine products. Recently, a newscaster was replaced by the AI newscaster of using AI technology, and what was more AI technology is used to the election campaign. Also, in the university and local festival, VR and XR technologies have been used. To prove the fact that XR technologies could be used in the military training, XR technologies were applied to the military training program. It is expected that these VR and XR technologies will be applied to not only the military training, but also various areas, and change the festival culture with the new trend. In this study, we proved that the XR technologies could be applied to the festival culture.

A Case study of engineering comprehensive design subject incorporating convergence with art (예술과의 융합을 접목한 공학 종합설계 교과목 사례연구)

  • Huh, Wonwhoi
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.195-201
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    • 2022
  • The core of the Fourth Industrial revolution, the topic of the 21st century, lies in the convergence of various technologies that are developing to the cutting edge. Therefore, convergence education is essential to solve problems from various perspectives. Above all, in order to solve the complex problem arising from the contact point between humans and technology in the future society, it was considered that insight through a humanities and artistic approach was necessary. Now, universities are trying to run a multidisciplinary comprehensive design to adapt to the new digital environment. In this study, an operation case of an engineering comprehensive design subject incorporating art operated by a researcher was described. The researcher presented an art convergence curriculum in a comprehensive design subject by applying 1. problem recognition and definition, 2. idea derivation and evaluation, 3. project development, 4. presentation, and demonstration process operation methods. Through this study, it is meaningful that it presented a method of operating art convergence in engineering comprehensive design subjects by allowing students to attempt an artistic aesthetic and emotional approach to project development.

Case Study of Connection and Convergence among Different Types of Academic Contents: Centered on the KISTI CLICK (이종 학술콘텐트 간 연계.융합 사례연구 - KISTI CLICK 중심 -)

  • Lee, Sang-Gi;Choi, Hee-Yoon;Kim, Sun-Tae;Lee, Tae-Seok;Han, Hee-Jun;Hyun, Mi-Hwan;Yae, Yong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.19 no.1
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    • pp.5-17
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    • 2008
  • Rapid expansion of digital convergence, involving services and technologies from different areas that are combining to create new forms of products or services. Digital convergence itself is changing from technology-based to content-based, to include the convergence of different types of contents as well as contents of the same kind. In line with this trend, vigorous researches are being done to combine various formats and types of academic contents to create new services. In this paper, we examine cases of connection and convergence among different types of academic contents and analyze its characteristics, as well as the pros and cons. We especially focus on CLICK, KISTI's model of connection and convergence among different types of contents, to introduce a special feature of convergence platforms, difficulties involved and their solutions, and researches to be conducted in the future.