• Title/Summary/Keyword: IT industries

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Innovation Milieu and Cluster Formation of Cultural Industries in Gyeongbuk (경북 문화산업의 혁신환경과 클러스터 구축방향)

  • Choi, Jeong-Su
    • Journal of the Korean association of regional geographers
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    • v.12 no.3
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    • pp.364-381
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    • 2006
  • Strategies for regional development has been implemented by facilitating the cultural industry since the mid 1990s. The government of Gyeongbuk attempted to establish the cluster of cultural industries and to enhance the capability of cultural industries. However, infrastructure of the industries is still weak. The most cultural industries are small-sized enterprises and are in low value-added production link in the value chain. This research examines the situation of cultural industries and then to recommend the direction of cluster of cultural industries in Gyeongbuk. The cluster of cultural industries in Gyeongbuk needs to be decentralized integration. Cultural industries in Gyeongbuk are found in dispersed regions with own cultural and industrial characteristics. The hub of cluster of cultural industries should be formulated to promote network among cultural industrial complexes in dispersed regions; thus, the hub is able to provide knowledge and information for the cultural industrial firms in Gyeongbuk. The supporting center as the hub of cluster has to input more energy to establish the on-line and off-line network among firms, and between firms and innovation agencies such as universities, cultural industrial organizations, and local governments. The cultural industrial cluster should be linked with IT cluster in Gumi and cluster of Daegu cultural industries to upgrade the value chain of cultural industries.

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Structural Changes of Exporting Industries and their Changes of Total Factor Productivity in Korean Manufacturing (한국 제조업 내 수출산업의 변화와 산업별 총요소생산성 변화 분석)

  • Kim, Tae-Gi
    • Korea Trade Review
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    • v.41 no.5
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    • pp.353-371
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    • 2016
  • The purpose of this paper is to examine the structural change of Korean manufacturing industries and the differences of total factor productivity(TFP) between exporting industries and import substituting industries in Korean manufacturing industry from 1980 to 2013. The empirical results show that over half of total 13 industries have experienced changes of direction from import to export or export to import, which implies that there was a considerable structural change in Korean manufacturing industry. The output growth rates are higher in exporting industries than in import substituting industries. All industries employ more capital than labor during the period, which means that production methodology in Korean industries changes to a more capital intensive one. Finally, the growth rate of total factor productivity is higher in exporting industries than in import substituting industries, and it is also proved in panel regression analysis.

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Creative Cultural Localization Ways and IT Market of the EU to Converge the Creative Industries (창조융합시장을 위한 유럽 연합 (EU)의 시장과문화적 지역특화방안)

  • Seo, Dae-Sung
    • Journal of Distribution Science
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    • v.13 no.1
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    • pp.27-33
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    • 2015
  • Purpose - The ICT market in the EU is lagging behind that of the US; however, algorithm and software development within the EU have grown steadily, and they involve focusing on the creative cultural convergence conceptualized as part of Horizon 2020 and connecting neighboring markets in the EE and the Mediterranean region. It is essential to study the requirements to market the EU's creative ICT development in emerging industrial countries after examining its applicability in these countries. Research design, data, and methodology - This study deals with data pertaining to the EU's creative industry and competitive edge. The global cultural expansion of the EU facilitates a new concept involving not only low-cost IT products to enhance local cultural artifacts through R&D and the construction of efficient infrastructure services, but also information exchange with a realistic commercialization of the technology that can be applied for creative cultural localization. In the European industry, research on algorithms has been applied for the benefit of consumers. We investigated how the process is conducted in the EU. Results - Europe needs to adjust its economic structure to the local culture as part of IT distribution convergence. The convergence has been converted into a production algorithm with IT in the form of low-cost production. This is because there is an attempt to improve the quality of transport infrastructure, workforce availability, and the distribution of the distance to the local industries and consumers, using IT algorithms. Integrated into the manufacturing industry, based on the ICT infrastructure and solutions, smart localized regional clusters are formed with the help of grafting. Europe has own strategy to increase the number of hub-and-spoke cities. Europe is now becoming integrated, with an EPC system for regional cooperation rather than national competition in ICT technology. Europe has also been recognized in this study as changing the step-by-step paradigm for global competitiveness through new creative culture industries. Conclusions - As a result, there are several ways of converging with others through EU R&D intensity; therefore, the EU can be seen as successfully increasing marginal value, which is useful in developing a special industrial cluster or local cultural cities that create converged development by connecting people and objects with IT. In fact, when compared to the US, Europe has a strong culture and the car industries have a tendency to overshadow the IT industries with integration of services in IT distribution. Considering the rapid environmental changes, the convergence of IT services is likely to take place in Europe, similar to the pharmaceutical industry and the automotive industry. This requires a focus on human resources and automated systems management. The trend is to move away from low-wage industries, switched to key personnel centers of the local university-industry. EU emphasizes the creation of IT market demand in Europe involving local cultural convergence for marketing as the second step to strengthen the economic hub-and-spoke areas.

Empirical Study on the Factors affecting Technology Innovation-driven SMEs' Performance: Comparison between IT and BT Industries (산업간 비교를 통한 기술혁신주도형 중소기업의 성과분석)

  • Choi Myung-Shin;Yun Jin-Hyo;Park Kyung-Su
    • Journal of Technology Innovation
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    • v.14 no.1
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    • pp.119-146
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    • 2006
  • This paper attempts to identify variables which affect Korean technology innovation-driven SMEs' performance in comparison with IT and BT industries. Technology development strategy, marketing capability, intellectual capital managerial ability are included to generate variables for the empirical research. The results of this study show that technology development strategy, marketing capability, intellectual capital managerial ability influence on the sales growth of technology-based SME in IT and BT industries. It also discusses some implications of Korean technology innovation-driven SMEs' strategy and management.

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A Study on according Convergence to an Infrastructure and Environment Variation of Digital Contents Service (디지털콘텐츠서비스의 산업구조와 환경변화에 따른 융합에 관한 연구)

  • Joo, Heon-Sik
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.588-592
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    • 2009
  • The latest advances in great revolution for digital media and contents industries with Ubiquitous era. Because of spread and supply of various multimedia devices with combination digital with network, we need various type of digital contents. The Digital contents consists of Middleware industries, network business, contents service presenters and users. For supporting digital media. contents and media devices have been converging Digital contents convergence has been proceeding rapidly in media, broadcast and communication field. And also, whole Environment for these industries has been changing, too. Wee need another digital contents convergence for new type of products and services because of convergence of IT and broadcast. In addition, new business trends is very important about these new industrial change and developments with digital contents convergence.

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Design of a Cascaded H-Bridge Multilevel Inverter Based on Power Electronics Building Blocks and Control for High Performance

  • Park, Young-Min;Ryu, Han-Seong;Lee, Hyun-Won;Jung, Myung-Gil;Lee, Se-Hyun
    • Journal of Power Electronics
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    • v.10 no.3
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    • pp.262-269
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    • 2010
  • This paper proposes a practical design for a Cascaded H-Bridge Multilevel (CHBM) inverter based on Power Electronics Building Blocks (PEBB) and high performance control to improve current control and increase fault tolerance. It is shown that the expansion and modularization characteristics of the CHBM inverter are improved since the individual inverter modules operate more independently, when using the PEBB concept. It is also shown that the performance of current control can be improved with voltage delay compensation and the fault tolerance can be increased by using unbalance three-phase control. The proposed design and control methods are described in detail and the validity of the proposed system is verified experimentally in various industrial fields.

A Report of the Periodic Physical Examination for the Industrial Workers in Korea (産業場勤勞者에 대한 健康診斷 實態調査 -定期 健康診斷 結果를 中心으로-)

  • Choi, Ae-Ra
    • Journal of Environmental Health Sciences
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    • v.9 no.2
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    • pp.19-30
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    • 1983
  • This report is intended to find out the health status of the korean industrial workers based on the periodic physical examination in 1982. It has resulted in the followings: 1. As of April, 1982, total No. of industries was 81,136 of which workers was totally 3,383,700 persons classifying into 2,163,600 in male and 1,220,100 in female, and manufacturing field was occupied 44.6% of total industries and 61.0% of total workers. 2. In view of size, industries having less than 9 ordinary workers was 47.5%, those having less than 29 ordinary workers was 77.0%. 3. Applicable target industries to industrial safety & health law was 31,059 which was covered 38.3% of total establishments and No. of workers was 2,192,511, 64.8% of all industrial workers. 4. No. of establishment & workers conducting the physical examination was 26,463 which is 85.2% of all examining industries and was 2,007,091, 91.5% of all examining required workers. 5. Case having general disease by general physical examination was 3.5% of examining workers and especially it was appeared 9.7% in mining. 6. Case having general disease by special physical examination was 3.8% of examining workers and incidence rate for occupational disease was 2.4% of examining workers. 7. No. of the occupational diseased was 5,341 persons which is 2.6% of all the examining workers, 205,497 and its rate was appeared highly as 7.5% of silicosis in mining workers and 1.4% of hearing difficulty to noise in construction.

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Development and Application of Wave Measurement System Using Radar (레이더를 이용한 파랑 계측 시스템의 개발 및 적용)

  • Choi, Jae-Woong;Kang, Yun-Tae;Ha, Mun-Keun;Jang, Hyun-Sook;Park, Jun-Soo;Park, Seung-Geun;Kwon, Sun-Hong;Park, Gun-Il
    • Special Issue of the Society of Naval Architects of Korea
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    • 2006.09a
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    • pp.23-33
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    • 2006
  • Generally wave buoy and visual observation are used to measure sea waves. But the wave buoy cannot be applicable for the ship moving in deep sea. So the visual observation has been used for it. But it has several defects and limitation related to environmental condition and observer. To overcome this problem, various wave measurement systems have been suggested. Recently, the wave measurement systems using nautical X-band radar have been developed and extended its application area. In this report, we introduce the wave measurement system, WaveFinder, developed by authors. The system was calibrated and verified with the measurement results of wave buoy. The system was adopted to measure wave condition during sea trials. The system will be a device to support safe navigation in ship's voyage.

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A Study on the Decision Making Method for Prospective Industry/Occupation and Qualification (미래 유망 산업/직업 그리고 자격 예측을 위한 의사결정 방법에 관한 연구)

  • Lee, Won-Park;Jung, Byung-Han
    • Journal of the Korea Safety Management & Science
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    • v.13 no.3
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    • pp.183-190
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    • 2011
  • Nowadays, many countries have strived to promote prospective industries and occupations at the national level under the global circumstances such as green growth, job creation and so on. For this reason, the decision making method for qualifications foresight which will be available for the mentioned category-prospective industry and occupation- is required for it's feasibility. Pilot surveys on future workforce demand and promotion policies on service industries which are selected as a prospective industry or occupation by government parties were conducted through this research. Based on them, available qualifications-including not only national(skill) qualification but also private qualification- which can be created for prospective industries and occupations related to green growth and job creation were predicted. On the other hand, observing the change of service industry, occupation and qualification abroad, this research attempts to present the decision making method for verifying the decision' validity on qualification in Korean service industry and related occupation. Applying multicriteria decision making, a preference was examined for checking the validity of the created qualifications by prospective service industries and occupations in both sides-experts and laypeople. Based on it's result, the research was conducted regarding a validity of new qualifications in prospective industries and occupations.

Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.10
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    • pp.39-44
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    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.