• Title/Summary/Keyword: Focus Strategy

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A study on the evolution of post-smartphone technologies in the 5G technology environment

  • Kwak, Jeong Ho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.4
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    • pp.1757-1772
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    • 2020
  • As the smartphone market becomes saturated, an innovative device equipped with new features is expected to appear soon in mobile communications. In particular, various possibilities were raised regarding the alternative technologies that can develop post-smartphones, which are differentiated from the current smartphones, as Korea commercialized the 5G infrastructure for the first time in the world. Under these circumstances, the Korean government announced the "5G+ Strategy for Realizing Innovative Growth" in April 2019, vowing to build an innovative industrial ecosystem quickly while creating various convergence services based on the 5G infrastructure. As described above, the policy importance of the alternative technologies that will develop post-smartphones is increasing, but the theoretical study on the technology evolution of post-smartphones has not been systematically conducted until now. This study reviewed the alternative technologies that can develop post-smartphones through documentary research, and data mining analysis was performed on the research result using actual data. The policy priority was also set quantitatively for the alternative technologies of post-smartphones in order to determine the alternative post-smartphone technology that the government should focus on given the constraint of limited resources. As a results, autonomous vehicle(43.68%) was found to be most important, followed by artificial intelligence(17.4%) and Internet of Things(13.1%), among alternative technologies that could develop into the post-smartphone.

The Role of Analogical Reasoning in Mathematical Knowledge Construction (수학적 지식의 구성에서 유추적 사고의 역할)

  • Lee, Kyung-Hwa
    • Journal of Educational Research in Mathematics
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    • v.19 no.3
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    • pp.355-369
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    • 2009
  • Though there is no agreement on the definition of analogical reasoning, there is no doubt that analogical reasoning is the means of mathematical knowledge construction. Mathematicians generally have a tendency or desire to find similarities between new and existing Ideas, and new and existing representations. They construct appropriate links to new ideas or new representations by focusing on common relational structures of mathematical situations rather than on superficial details. This focus is analogical reasoning at work in the construction of mathematical knowledge. Since analogical reasoning is the means by which mathematicians do mathematics and is close]y linked to measures of intelligence, it should be considered important in mathematics education. This study investigates how mathematicians used analogical reasoning, what role did it flay when they construct new concept or problem solving strategy.

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Analysis of Factors Affecting Intention of Continuous Use for Mobile Wallet Based on the Information System Success Model (정보시스템 성공모형을 기반으로 한 모바일월렛 지속사용의도에 미치는 영향 요인 분석)

  • Jeon, Sun-Ho;Kang, Ju-Young;Lim, Jay-Ick
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.325-340
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    • 2014
  • Mobile payment system using NFC attracted attention as the mobile payment market grows due to the fast diffusion of smart phones. However, non NFC mobile payment recently appeared because of the slow growth of infrastructure for NFC. With advent of Non NFC mobile payment applications, mobile payment industry is in developing trend. Non NFC mobile payment revitalizes the market by overcoming the limit of NFC with the smart applications using bar code and QR code payment, and providing various discounts, membership benefits and payment information. Therefore, this paper analyzed the intention of continuous use with the quality of mobile payment application based on the information system success model. Three categories of factors which are system quality, service quality, and information quality were used. We verified the significance of the factors affecting the intension of continuous use. mainly, quality of information was considered as an important factor of continuous Intention to Use. Also, unlike previous NFC, it was found that in Non-NFC, compatibility might not be as important factor. Moreover, we suggest a marketing strategy of companies for mobile payment industry which focus on information quality. and future research directions for non NFC payment market.

Quality Management in a Manufacturing Environment using a 3D Printer (3D 프린터를 이용한 제조 환경에서의 품질경영)

  • Son, Eun-Il;Song, Hae-Keun;Lim, Sung-Uk
    • Journal of Korean Society for Quality Management
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    • v.42 no.2
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    • pp.145-152
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    • 2014
  • Purpose: As the number of people directly employed in making things declines, the cost of labour as a proportion of the cost of production and delivery will diminish too. This will make to move the focus of quality management because new manufacturing techniques make it cheaper and faster to respond to changing local tastes Methods: This discussion is induced by understanding that change the point of view of quality. Results: Mark-processing method using a mold of 3D-printer is different from traditional manufacturing methods. Design, rapid prototyping of products produced by the right way, many changes in many industries will be created. Therefore, the design will be more emphasis on the importance of quality. Conclusion: As manufacturing goes digital, a Quality great change is now gathering pace. It will allow things to be made economically in much smaller numbers, more flexibly and with a much lower input of labour, thanks to new materials, completely new processes such as 3D printing. So we must change the vantage point of quality, from process to Design, R&D, and Delivery.

An Empirical Study on the Business Performance Effect of Active Factors in Total Quality Management: Primarily on the Korean Shipping Firms (해운기업의 품질경영(TQM) 실행요인이 기업성과에 미치는 영향에 관한 실증적 분석)

  • 이호상;김동훈;신한원;김성국
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.7 no.2
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    • pp.49-65
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    • 2001
  • Total Quality Management(TQM) is the source of competitive advantage for the enterprise faced with the dynamic change of the environment as the customer satisfaction era, unlike the past marketing era. It can have an effect on the strategical choice of the enterprise and becomes a new spotlight of management strategy in business administration recently with various techniques of organizational innovation, such as business re-engineering, benchmarking and so on. The TQM which has an essential part of a Risk Response Process is recognized as strategic aspects in Risk Management. TQM means the total management system that realizes management philosophy of customer satisfaction through continuous improvement and innovational thoughts on the basis of top-management's leadership and employees' involvement, policy of quality management, customer focus, development of human resources, empowered work forces, and supplier relationships. The data investigating the business performance effect of active factors in TQM based on the shipping firms were collected from 250 shipping firms in Korea by the use of questionnaire method and personal interviews at the selected samples.

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A Study on Store Design Strategy for Establishing Brand Identity - Focus on innovative products and spaces for experiences - (브랜드 확립을 위한 상점공간 디자인 분석 연구 - 혁신적 제품과 체험 공간을 중심으로 -)

  • Lee, So-Young;Park, Sa-Hue
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.156-163
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    • 2009
  • Retail space itself could be one of the marketing strategies, through creating space, and communicating brand identity. Especially for innovative products, such as mobile technology products, store is not just to sell products but to provide experiences so that users can fudge usefulness of products and reduce uncertainties to adopt the products. The purpose of this study is to investigate how environmental features and physical artifacts contribute to promote experiences of innovative products in stores and how physical environment help to establish brand identity. For this study, site visits, observation, and literature review were conducted. For case studies, three retail spaces (Apple, Iriver, Sony) and one service space(TTL) were selected. Compared to the service space, three retail spaces have more transparent and open store front design characteristics. For the experiences of shoppers, products displayed in a radial shape, round shape, column shape, and around peripherals of the stores. A service oriented space, TTL zone is differentiated from three retail spaces in terms of layout, store front design, and experience areas. Compared to the traditional stores selling innovative products, the case stores showed more warm atmosphere using various shape, wood materials, lighting fixtures and furniture.

Local-Generator-Based Virtual Power Plant Operation Algorithm Considering Operation Time

  • Park, Sung-Won;Park, Yong-Gi;Son, Sung-Yong
    • Journal of Electrical Engineering and Technology
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    • v.12 no.6
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    • pp.2127-2137
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    • 2017
  • A virtual power plant (VPP) is a system that virtually integrates power resources based on the VPP participating customer (VPC) unit and operates as a power plant. When VPP operators manage resources to maximize their benefits, load reduction instructions may focus on more responsive VPCs, or those producing high profitability, by using VPC resources with high operation efficiency. VPCs may thus encounter imbalance problems during operation. This imbalance in operation time would bring more participation for some VPCs, causing potential degradation of their resources. Such an operation strategy would be not preferable for VPP operators in managing the relationship with VPCs. This issue impedes both continual VPC participation and economical and reliable VPP operation in the long term. An operation algorithm is therefore proposed that considers the operation time of VPC generators for mandatory reduction of power resource consumption. The algorithm is based on constraints of daily and annual operation times when VPP operators of local generators perform capacity-market power transactions. The algorithm maximizes the operator benefit through VPP operations. The algorithm implements a penalty parameter for imbalances in operation times spent by VPC generators in fulfilling their obligations. An evaluation was conducted on VPP operational effects by applying the algorithm to the Korean power market.

Digital TV Revenue Models and T-commerce strategies (디지털 TV 방송서비스 수익모델과 사업자별 T-commerce 통합전략)

  • 정충영
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.4
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    • pp.589-597
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    • 2003
  • This paper discusses revenue model of digital TV broadcast service(D-TV) and presents the basic framework for integrated strategy of applications. Also this paper presents the cases of D-TV in the frame of integrated model. The broadcasting operators should focus on interactive advertising and revenue generation utilizing customer participation. Also, they should utilize the strengths as a platform operator. The contents provider should be concerned about the retail revenue rather than commission revenue. The middle ware provider should develop new interactive D-TV service rather than system use fee or consulting fee.

An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로)

  • Um Myoungyong;Kim Taeung;Kim Chungkoo
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

A Study on the Change & Flow of Shop Interior Planning & Design -Focus on Retail Stores in Great Cities in U.S.A- (상업공간에 대한 실내디자인 및 계획의 변화와 흐름에 관한 연구 -미국 대도시의 RETAIL STORE를 중심으로-)

  • 박태욱;이현경
    • Korean Institute of Interior Design Journal
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    • no.10
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    • pp.77-81
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    • 1997
  • The study is for interior design and planning of new c conceptual modern shop(called "Value Conscious Store") t through the history of retail store, and its process is based on m most great cites in USA. The Value Conscious Store has c come into existence for consumer and retailer who have had v various lifestyles and characters. From analysis of new l lifestyle consumer to retailer's strategy. we could find i interesting design solutions and, forecast next concerns for d designing store. Store has been designed up-scaled and opened to give pleasure and comfort and made by a theme to m make unique and strong impact for customers. Also it uses M Multi-Media for excitment, and is designed as exhibition of m museum to lead constomers to new culture and trend. From t these interior trends will go on to next generation with new c concepts : environment and nature, senses and sensibility. T These words will be the new solution for creative and s successful store design by the designer who has environm mentally conscious and social responsibility in his mind. his mind.

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