• Title/Summary/Keyword: Guidelines of Competition

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Trends and Activation Plans for Next-generation Wireless Broadband Industry (차세대 무선 브로드밴드 산업 동향과 활성화 방안)

  • Shim, Beom-Soo;Yoo, Dong-Hee
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.13-21
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    • 2015
  • Ongoing advances in wireless broadband technologies can affect all of industrial society. As new wireless broadband technologies emerge, they will improve competition between established industries and their current services and produce new industries and new converged services. This paper analyzes the trend of next-generation wireless broadband and suggests ways of activating the industry further. To this end, we analyze the trend for previous wireless broadband industries and find out three influential factors (content, wireless network technology, and service) that will produce the continued growth of wireless broadband. Using these three factors, we propose a network technology-driven growth model. Based on that model, we offer activation plans for next-generation wireless broadband industries. This study thus provides an insightful perspective for next-generation wireless broadband industries by establishing additional useful guidelines for developing wireless broadband industries in the future.

Interactions between AI Speaker and Children : A Field Study on the Success/Failure Cases by Types of Interactions (인공지능 스피커와 아동들의 상호작용 :유형별 성공/실패 사례 도출을 위한 현장 연구)

  • Hong, Junglim;Choi, Boreum
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.19-29
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    • 2020
  • As the AI speaker market is growing rapidly in recent years, the competition for the preoccupation of children who are the main users and the future prospective customers of the related companies is very intense. However, there is a lack of empirical research on how children interact with AI speakers. Therefore, this research examines the interactions between children and AI speakers, primarily through field studies, to extract what functions they use and what features they have. For this purpose, 799 conversations were collected and analyzed using the log data of the AI speaker recorded in real time. As a result, children were more likely to use children's songs, fairy tales, emotional conversations, and personification compared to adults. In addition, content analysis by specific types resulted in success/failure cases of interaction between children and AI speakers and proposed improvements by failure type. This study is meaningful in that it identifies children's AI speaker preferences, content, and major conversation patterns, and provides guidelines for developing services that meet children's eye level.

Remaking Mobile Ecosystem Policies for New Mobile Market (새로운 통신시장 활성화를 위한 모바일 생태계 통신정책)

  • Kwak, Jeong-Ho;Cho, Ji-Yeon;Lee, Yong-Seok;Lee, Bong-Gyou
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.93-106
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    • 2011
  • The Korean mobile telecom market has undergone a sea change since Apple created a new mobile ecosystem with Appstore and iPhone. Many non-telecom operators have been trying hard to come up with new business strategies to gain a competitive edge. The shifting competition landscape requires a new communications policy that can further stimulate the evolving market. This is why countries around the world are upgrading their communications policies: to renew the market foundation and better respond to the ever-changing industry environment. Using the ANP(Analytic Network Process) model, this study identifies policy variables and performs quantitative analysis on their priorities. The analysis results will help prioritize policy variables under the limited amount of resources, and serve as useful guidelines for making mobile ecosystem policies.

New attempt on the Autonomous Vehicles Act based on criminal responsibility (자율주행자동차 사고시 형사책임에 따른 '자율주행자동차의 운행과 책임에 관한 법률안' 시도)

  • Lee, Seung-jun
    • Journal of Legislation Research
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    • no.53
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    • pp.593-631
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    • 2017
  • Like the technological competition of each country around commercialization of Autonomous Vehicles(the rest is 'AV'), legalizations are also in a competition. However, in the midst of this competition, the Ethik-Kommission Automatisiertes und vernetztes Fahren of Germany has recently introduced 20 guidelines. This guideline is expected to serve as a milestone for future AV legislations. In this paper, I have formulated a new legislative proposal that will incorporate the main content presented by the Ethik-Kommission. The structure is largely divided into general rules of purpose and definition, chapter on types of AV and safety standards, registration and inspection, maintenance, licenses for AV, driver's obligations, insurance and accident responsibilities, roads and facilities, traffic system, and chapter on penalties. The commercialization of AV in Korea seems to be in a distant future, and it is possible to pretend that it is not necessary to prepare legal systems. But considering our reality, leading legislation may be necessary. In this paper, I have prepared individual legislative proposals based on the essential matters based on the criminal responsibility in case of AV car accidents. To assure the safety of AV, AV and mode of operation were defined for more clear interpretation and application of law, and basic safety standards for AV were presented. In addition, the obligation of insurance and the liability for damages were defined, and the possibility of immunity from the criminal responsibility was examined. Furthermore, I have examined the penalties for penalties such as hacking in order to secure the effectiveness of the Act. Based on these discussions, I have attempted the 'Autonomous Vehicles Act', which aims to provide a basis for new discussions to be held on the basis of various academic fields related to the operation of AV and related industries in the future. Although there may be a sense of unurgency in time, the automobile industry needs time to prepare for the regulation of the AV ahead of time. And a process of public debate is also needed for the ecosystem of healthy AV industry.

A Study on the Visualization of Brand Personality by Utilizing the Avatar (아바타를 활용한 브랜드 개성의 시각화에 관한 연구)

  • Song, Min-Jeong;Chung, Kyung-Won
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.215-224
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    • 2006
  • As the competition becomes more severe, the importance of brand confidence is coming to the front mainly because there has been a tendency of the customer for choosing a product or service in conjunction with the confidence. The concept of brand personality has formed as a result of various efforts for establishing a differentiated and confident brand image. The brand personality is regarded a useful mean for meeting objectives of a corporation for establishing a distinctive brand identity as well as customers for expressing their self-image. In line with the growing importance of the brand personality, researchers have attempted to measure it by various methods. However, most of researches were based on verbal and quantitative methods which take a long period of time and lots of efforts to analyze their results. Such methods also have limitations for visualizing the results. In this vein, this study aims to develop a new visible brand personality measurement system by utilizing the purpose-designed avatar. Major findings of the study are as follows: Firstly, the avatar can be an effective mean for visualizing the brand personality. As the avatar can visualize the personalities of human-beings through facial expressions, clothing, attitudes and movements, a specially designed avatar can express the brand personality. Secondly, types of the brand personality can be segregated into distinctive seven classes and such classes are used as guidelines for developing specially designed brand personality avatars. Thirdly, the purpose-designed brand personality avatar can be an effective mean for measuring the brand personality as a result of various tests for the validity. In condusion, avatar can be a more powerful tool than language for measuring the brand personality.

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A customized framework for assessing R&D process: Product, service and technology (신제품, 신서비스, 신기술 개발을 위한 맞춤화된 R&D 프로세스 평가 방법론)

  • Jo, Yeongran;Lee, Sungjoo;Yoon, Jea Wook
    • Journal of Technology Innovation
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    • v.20 no.2
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    • pp.109-134
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    • 2012
  • In this era of globalization and fierce competition, R&D is an essential part of corporate development strategy. Accordingly, much effort has been devoted to identify and verify best practices for successful R&D and to improve R&D processes. Nevertheless, there is still lack of a comprehensive framework for assessing the quality of R&D process, which can be used as a step-by-step guide for process improvement. Therefore, this study purposes to develop a framework for assessing R&D process based on the concept of CMMI, which is a process improvement approach that defines the essential elements of effective processes. In particular, we suggest three types of R&D process-new product development, new service creation and new technology creation-and then develop a customized framework for them. For this purpose, we firstly investigated the characteristics of R&D activities for each type of process and identify its base practices from an extensive literature review. Then, the CMMI approach was adopted and modified to suit the R&D process. Finally, an illustrative example was provided to demonstrate the assessment process and a prototype web-based assessment system was suggested. Research findings will help understand the characteristics of different types of R&D process and provide a customized guidelines for R&D process assessment and improvement.

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Design Thinking Methodology for Social Innovation using Big Data and Qualitative Research (사회혁신분야에서 근거이론 기반 질적연구와 빅데이터 분석을 활용한 디자인 씽킹 방법론)

  • Park, Sang Hyeok;Oh, Seung Hee;Park, Soon Hwa
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.169-181
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    • 2018
  • Under the constantly intensifying global competition environment, many companies are exploring new business opportunities in the field of social innovation using creating shared value. In seeking social innovation, it is a key starting point of social innovation to clarify the problem to be solved and to grasp the cause of the problem. Among the many problem solving methodologies, design thinking is getting the most attention recently in various fields. Design Thinking is a creative problem solving method which is used as a business innovation tool to empathize with human needs and find out the potential desires that the public does not know, and is actively used as a tool for social innovation to solve social problems. However, one of the difficulties experienced by many of the design thinking project participants is that it is difficult to analyze the observed data efficiently. When analyzing data only offline, it takes a long time to analyze a large amount of data, and it has a limit in processing unstructured data. This makes it difficult to find fundamental problems from the data collected through observation while performing design thinking. The purpose of this study is to integrate qualitative data analysis and quantitative data analysis methods in order to make the data analysis collected at the observation stage of the design thinking project for social innovation more scientific to complement the limit of the design thinking process. The integrated methodology presented in this study is expected to contribute to innovation performance through design thinking by providing practical guidelines and implications for design thinking implementers as a valuable tool for social innovation.

Korean Broadcasting Laws under the WTO Service Negotiation (WTO 서비스 협상과 국내 방송규제: 정책적 대응 및 규제정비의 필요성)

  • Song, Kyoung-Hee
    • Korean journal of communication and information
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    • v.22
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    • pp.77-106
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    • 2003
  • As globalization of communication is going on and as the media have become increasingly central to the world economy, media policy matters have become the province of world economic organizations like the IMF and the WTO. The WTO service negotiation is focused primarily on the discriminatory and quantitative barriers associated with the trade of audiovisual services. Domestic measures such as subsidization, content regulation including quotas, and licensing requirements and restrictions on foreign ownership and control are at issues here. These measures have been successfully implemented by countries wishing to withstand competition from the American audiovisual industry. The debate about trade in audiovisual services is permeated by the unstated assumption that these programs are pure commodities whose production, distribution, exhibition and in turn, values are solely determined by the market forces. It is therefore presumed that liberalization of trade in audiovisual services will benefit all, serving cultural pluralism and diversity as well as economic efficiency. However, this assumption is not shared by developing countries, the recipients of U.S. television material. They argue audiovisual sector requires a social and cultural approach, since it plays a key role in the preservation of people's identity and social bonds. They claim that it is the each state's right to define its media policy and to implement it through the means it considers fit. These clashing views over the nature of the audiovisual material and the ways in which protect cultural pluralism and diversity do not confine to be the realm of theoretical debate. Each state's interest and motivation to protect its local industry and to have a competitive advantage in the international market is working in this battle. Consolidation with the countries like Australia, Canada, and EU nations, in favour of cultural exemption, seems to be the best policy for us. However, we are not entirely free from the WTO pressures, considering relation to the U. S. This study analyzes Korean Broadcasting Law compared with those of other OECD countries and tries to propose some strategical guidelines facing WTO service negotiation in the area of broadcasting.

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A Study on UX Design for Mobile Application of Combined Services - Focused on TVing (모바일 애플리케이션 내 복합 서비스의 사용자 경험 디자인에 관한 연구 - 티빙 사례를 중심으로)

  • An, Da-Eun;Jung, Soo-Ah;Youn, Mi-Ryoung;Ku, Yeon-Kyung;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.497-508
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    • 2021
  • After the spread of COVID-19, the OTT market has grown rapidly. Accordingly, competition of OTT platforms has intensified. Among them, TVing provides users distinct characteristics of service, such as media and commerce, to differentiate it from other platforms. It is important to offer appropriate usability when proving combined service in one mobile application. Otherwise, it can adversely affect the user experience. In this regard, this research conducted usability testing of TVing and found out what user experience should be considered when integrating different characteristics of service in one mobile application. Through the usability testing, we measured and analyzed effectiveness, efficiency, and satisfaction based on the ISO usability testing guidelines. As a result, three important considerations of UX design for mobile application of combined services were found; 1) connectivity between services, 2) easy navigation, 3) consistent UI design, and 4) relations between subjects and provided information. This design consideration is expected to be applicable not only to TVing mobile application, but also to the situation where composed services are provided in one application.

An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. 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 online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.