• Title/Summary/Keyword: Interaction Innovation

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A Study on the Business Process Reengineering and Effect in Information Environment: The Case of First Banks (정보환경에서의 업무프로세스 재설계 및 효과에 관한 연구 -국내 금융업을 중심으로-)

  • Park, No-Hyun;Jung, Jung-Hwan
    • The Journal of Information Technology
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    • v.5 no.3
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    • pp.81-96
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    • 2002
  • Recently business reengineering is the most attractive management reforming skill. Many of the Korean firms are paying attention to business reengineering and many of them have initiated it. The major purposes of this study are; (1) to investigate the relationship between each variable and success or failure of business reengineering, and (2) to examine interaction effects of measurement and performation variables. Two hundred eighteen questionaires were used for analysis. In order to throughout studies that I executed earlier. To look for dependence of critical success factors on analysis was performed to examine patterns between measurement and performance variables. In conclusion, the hypothesized relationships in the research model are supported by the empirical findings of this study. Additionally it is possible to establish theoretical reference system on the basis of critical success factors.

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A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

Development of K-MOOC Course and it's efficient management method exploration (K-MOOC 강좌 개발과 효율적인 운영 방법 탐색)

  • Kwon, Yeongae;Lee, Aeri
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.4
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    • pp.117-129
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    • 2019
  • This study aims to explore a plan for the educational application of K-MOOC brought into relief as a new education system and to draw a direction of improvement for increasing learners' satisfaction through the development and operation of the K-MOOC Course. The colleges produce and provide the MOOC Course as a counterplan through college innovation to respond to social changes due to the reduction of school-age population. Thus, this study selected the target courses for the operation of K-MOOC and proceeded with the development of a course, referring to the guidelines for the development and operation of the K-MOOC Course at the National Institute for Lifelong Education with the quantity for 14 weeks (About 50 minutes per week) for the period of the development of the course of about 5 months. The development of the course was made in the stages of design, development, inspection, and operation. The implications of the operation of K-MOOC obtained through this study are as follows: First, in order to increase the utilization of the MOOC Course, it is necessary to operate it in connection with the regular curriculum; second, it is necessary to have desirable communication to induce the interaction and academic motivation between the instructor and the learners; and third, it is necessary to analyze the relationship of the impact by each background factor through analyzing satisfaction with the lecture and continue to assure the quality of the course through understanding the learners' demands. For this purpose, it is important to experience new attempts directly and analyze the performance of education and the satisfaction of consumers and the instructor in detail, and it is necessary to construct a curriculum suitable for K-MOOC and seek an effective teaching method.

A Study on Digital Space Design Method and System using Virtual Reality (가상현실을 활용한 디지털 공간 디자인 기법과 체계 연구)

  • 김연정
    • Archives of design research
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    • v.17 no.3
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    • pp.255-262
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    • 2004
  • The history of design has been closely related with the development of technology. The digital revolution requires design to be as innovative and inventive as the Industrial Revolution had been. In the current society demanding innovation and a new role for design, a successful result can be obtained in the interrelationship between digital and physical environments. In this point of view, exhibition design as a part of space design has had the method of analogue virtual reality, which induces spectators' experiences by creating a virtual environment, as its main expression means before digital technology was introduced. This method was developed from plane images or models to picture techniques according to the development of media technology. Nowadays, the exhibition method introducing multimedia, which enables interactions, is being developed. The main purpose of this study is to identify the meaning and role of virtual space in the view of space design and to analyze its functional interaction. Through this, it attempts to actively promote organic integration and development of widely used cyber space and traditional space design.

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DC23, a Triazolothione Resorcinol Analogue, Is Extensively Metabolized to Glucuronide Conjugates in Human Liver Microsomes

  • Shon, Jong Cheol;Joo, Jeongmin;Lee, Taeho;Kim, Nam Doo;Liu, Kwang-Hyeon
    • Mass Spectrometry Letters
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    • v.9 no.1
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    • pp.24-29
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    • 2018
  • DC23, a triazolothione resorcinol analogue, is known to inhibit heat shock protein 90 and pyruvate dehydrogenase kinase which are up-regulated in cancer and diabetes, respectively. This study was performed to elucidate the metabolism of DC23 in human liver microsomes (HLMs). HLMs incubated with DC23 in the presence of uridine 5'-diphosphoglucuronic acid (UDPGA) and/or ${\beta}$-nicotinamide adenine dinucleotide phosphate (NADPH) resulted in the formation of four metabolites, M1-M4. M1 was identified as DC23-N-Oxide, on the basis of LC-MS/MS analysis. DC23 was further metabolized to its glucuronide conjugates (M2, M3, and M4). In vitro metabolic stability studies conducted with DC23 in HLMs revealed significant glucuronide conjugation with a $t_{1/2}$ value of 1.3 min. The inhibitory potency of DC23 on five human cytochrome P450s was also investigated in HLMs. In these experiments, DC23 inhibited CYP2C9-mediated tolbutamide hydroxylase activity with an $IC_{50}$ value of $8.7{\mu}M$, which could have implications for drug interactions.

A Conceptual Study for Utilizing IPTV as an Aid for Co-Creation of Value in Future Education

  • Kim, Nam-Ju;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.61-76
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    • 2021
  • Nowadays, a lot of educational TV programs have focused on the program providers' perspective, namely through goods-dominant (G-D) logic. However, the growing development of current technologies such as IPTV with AR and VR has opened opportunities to go beyond a provider-centered perspective and to add the co-creation of value, since value can be created through the interaction between learners and the TV programs themselves. With this in mind, learner-centered TV programs, which are based on service-dominant (S-D) logic, should be offered through educational TV channels. This conceptual paper summarizes, analyzes, and synthesizes the present status of IPTV in education and suggests a new instructional approach for utilizing TV in future education based on value co-creation through learner participation. Three principles (service-dominant logic as an educational service design principle, goal-based scenario for instructional design, IPTV as state-of-the-art technology innovation) are suggested for designing educational IPTV programs.

Effects of dietary supplementation with different levels and molecular weights of fungal β-glucan on performances, health and meat quality in broilers

  • Kovitvadhi, Attawit;Chundang, Pipatpong;Tirawattanawanich, Chanin;Prathumpai, Wai;Methacanon, Pawadee;Chokpipatpol, Krith
    • Asian-Australasian Journal of Animal Sciences
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    • v.32 no.10
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    • pp.1548-1557
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    • 2019
  • Objective: To investigate the effects of dietary supplementation with different levels and molecular weights of fungal ${\beta}$-glucan on productive performances, health, carcass traits and meat quality in broilers. Methods: Two hundred and ten of one-day-old chicks with equal sex were assigned to seven experimental groups in $2{\times}4$ factorial arrangement. These groups were supplemented with (0, 10, 30, and 60 ppm) of molecular weight 1-3, 1-6 ${\beta}$-glucan (low or high). High molecular weight ${\beta}$-glucan (H: 943 kDa) was obtained from Ophiocordyceps dipterigena BCC 2073, whereas H with ${\gamma}$-Irradiation treatment was performed to achieve low molecular weight ${\beta}$-glucan (L: 8 kDa). Results: There was no statistical significance in productive performances, apparent digestibility and interaction between fixed factors along 42 days of experiment (p>0.05). A higher caecal amylase activity was present in the group that received L, while there was a dramatic decrease in H and the control groups, respectively (p<0.05). The increase of supplemental dose increased caecal amylase activity (p<0.05). Immunomodulatory effects from L was revealed by the marked increase of phagocytic activity, relative weight of thymus and bursa of fabricius (p<0.05). Similarly, the additive dose at 30 ppm provided the same results, whereas the only significant difference with supplementation at 60 ppm was an increase in phagocytic activity (p<0.05). Interestingly, villi height of broilers fed L was higher than other groups (p<0.05). The treatments did not influence haematology, blood chemistry, antibody production level against vaccination, carcass traits and meat quality (p>0.05). Conclusion: The supplementation of L at 30 ppm was suggested to achieve benefits of immune modulation without adverse effects on other parameters.

The Internet of Things(IoT) applications and value creation in the retail industry: focusing on consumer decision-making stages (리테일 산업에서의 구매단계별 사물인터넷 활용과 가치 창출)

  • Park, In-hyoung;Jeong, So Won
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.187-198
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    • 2021
  • This study aims to understand the current status of the use of IoT-based products and services from the perspective of consumers and analyze the role and consumption value of each service-generated from the products and services. Their features and generated consumption value have been identified The decision-making process was divided into based on three stages (pre-purchase, purchase, and post-purchase) stages, and IoT services were classified in stages. In the pre-purchase stage, the IoT service provides information and alternatives, and is used for interaction and automatic payment systems in the purchasing stage. In the post-purchase stage, repetitive purchases are encouraged and after-sale services are provided. Throughout the decision-making process, smart retai application and servicel provides epistemic and functional value. In addition, it provides conditional and social value in the pre-purchase stage, and conditional value in the post-purchase stage. This study aims to provideprovides marketers and retailers an insight advice for the enhanced satisfaction of consumersimproving the satisfaction of consumers and the development of smart retail by examining the consumer-centered consumption value.

Implications and Roles of Blockchain for Smart City (스마트도시에서 블록체인이 갖는 함의와 그 역할)

  • Cho, Jaewoo
    • Journal of the Korean Regional Science Association
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    • v.37 no.2
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    • pp.35-48
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    • 2021
  • Modern cities are changing to 'smart cities' dramatically with the introduction and development of the fourth industrial revolution technologies. Among these technologies blockchain is unique because it not only embraces technological innovation but also societal revolution. Therefore, blockchain is expected to play a pivotal role for contributing comprehensive development of smart city. The current research and policy atmosphere in Korea, however, is that blockchain is just a new technology and its broader impacts are overlooked. This study argues that blockchain has significant effects on smart cities not only from technological perspectives but also from social, economic, institutional, governmental perspectives. Further, this study suggests three categories that blockchain can help the development of smart city: technology, socio-economic, and governance, with examples of existing blockchin projects. However, these projects have been builting separately without any interaction under the common hood of 'smart city'. To emhance influences of blockchain on smart cities in positive ways, private companies, policy maker, and citizend are supposed to consider and discuss about publi sector's blockchain that is commonly used in at the smart city level.

Organizational-Economic Mechanism of the Development of the Agro-Industrial Complex in Modern Conditions

  • Ivanko, Anatolii;Vasylenko, Nataliia;Bushovska, Lesia;Makedon, Halyna;Dvornyk, Inna
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.107-114
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    • 2022
  • The main purpose of this study is to substantiate the theoretical and methodological foundations of the organizational and economic mechanism of development of the agro-industrial complex in modern conditions. Organizational and economic mechanism is presented as a complex organizational structure of the system type, which is aimed at performing specific functions, the characteristic feature of which is the constant support of process changes without which the organizational and economic mechanism can not exist. There are four components of the agro-industrial complex, represented by agriculture and the national economy, which ensure its operation, including industry, processing of agricultural products, its storage and transportation, sale and repair and maintenance of agricultural machinery and more. It is proved that the organizational and economic mechanism of development of agro-industrial complex in modern conditions it is expedient to consider: from the point of view of system and process approaches; as a set of economic levers and organizational measures to influence the agro-industrial complex; constituent components of organizational influence on the development of the complex; a set of components, elements that are integrated into the system of economic relations of the subjects of the agro-industrial complex; a set of purposeful stimulators of agro-industrial complex development. The functions of the organizational component of the mechanism of agro-industrial complex include: redistributive, planning, interaction, control, integration and regulatory functions, the functions of the economic component include consumer, investment and innovation, social, incentive, monitoring functions of the mechanism. The symbiosis of the functions of organizational and economic components ensure the effectiveness of the organizational and economic mechanism of the organizational and economic mechanism through its functionalities as a whole.