Journal of the Korean association of regional geographers
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v.15
no.6
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pp.720-735
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2009
This paper studies the characteristics of the restructuring of chemical industrial complex in JiLin city since 1978 focusing on enterprise organization, the process of production, labor, and consumer market. The number of chemical industrial enterprises and their partnership with subcontractors have increased since 2001. As for the type of cooperation group, research institutes and local government are accounted for the greatest portion. The chemical industrial enterprise in JiLin which has adopted Fordism production method still has the highest percentage in 2007. And in the shift process of production system after China's entry into WTO(in 2001), chemical industrial enterprise in JiLin city takes allowing more investment in production technologies as core strategy, while taking improvement in equipment and development of new products as core strategy in the shift process of production technology. The degree of labor re-education was highest in 2007, and as for the relationship between labor and management, enterprises which evaluate the ability of performance of duty are increasing. The characteristics of restructuring of chemical industrial complex on consumer market, domestic market accounted for the greatest portion, on the other side the export is feeble. As for strategy of market restructuring, industrial enterprise in JiLin city should use Quality improvement and high-value added as core strategies to cope with alteration of market.
Gauthier, Jean-Claude;Ballot, Bernard;Lebrun, Jean-Philippe;Lecomte, Michel;Hittner, Dominique;Carre, Frank
Nuclear Engineering and Technology
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v.39
no.1
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pp.31-42
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2007
Energy supply is increasingly showing up as a major issue for electricity supply, transportation, settlement, and process heat industrial supply including hydrogen production. Nuclear power is part of the solution. For electricity supply, as exemplified in Finland and France, the EPR brings an immediate answer; HTR could bring another solution in some specific cases. For other supply, mostly heat, the HTR brings a solution inaccessible to conventional nuclear power plants for very high or even high temperature. As fossil fuels costs increase and efforts to avoid generation of Greenhouse gases are implemented, a market for nuclear generated process heat will be developed. Following active developments in the 80's, HTR have been put on the back burner up to 5 years ago. Light water reactors are widely dominating the nuclear production field today. However, interest in the HTR technology was renewed in the past few years. Several commercial projects are actively promoted, most of them aiming at electricity production. ANTARES is today AREVA's response to the cogeneration market. It distinguishes itself from other concepts with its indirect cycle design powering a combined cycle power plant. Several reasons support this design choice, one of the most important of which is the design flexibility to adapt readily to combined heat and power applications. From the start, AREVA made the choice of such flexibility with the belief that the HTR market is not so much in competition with LWR in the sole electricity market but in the specific added value market of cogeneration and process heat. In view of the volatility of the costs of fossil fuels, AREVA's choice brings to the large industrial heat applications the fuel cost predictability of nuclear fuel with the efficiency of a high temperature heat source tree of Greenhouse gases emissions. The ANTARES module produces 600 MWth which can be split into the required process heat, the remaining power drives an adapted prorated electric plant. Depending on the process heat temperature and power needs, up to 80% of the nuclear heat is converted into useful power. An important feature of the design is the standardization of the heat source, as independent as possible of the process heat application. This should expedite licensing. The essential conditions for success include: ${\bullet}$ Timely adapted licensing process and regulations, codes and standards for such application and design ${\bullet}$ An industry oriented R&D program to meet the technological challenges making the best use of the international collaboration. Gen IV could be the vector ${\bullet}$ Identification of an end user(or a consortium of) willing to fund a FOAK
In this paper, scheduling problem is dealt for the minimization of due date penalty for the customer order. Multiproduct batch processes have been dealt with for their suitability for high value added low volume products. Their scheduling problems take minimization of process operation for objective function, which is not enough to meet the customer satisfaction and the process efficiency simultaneously because of increasing requirement of fast adaptation for rapid changing market condition. So new target function has been suggested by other researches to meet two goals. Penalty function minimization is one of them. To present more precisely production scheduling, we develop new scheduling model with penalty function of earliness and tardiness We can find many real cases that penalty parameters are divergent by the difference between the completion time of operation and due date. That is to say, the penalty parameter values for the product change by the customer demand condition. If the order charges different value for due date, we can solve it with the due date period. The period means the time scope where penalty parameter value is 0. If we make use of the due date period, the optimal sequence of our model is not always same with that of fixed due date point. And if every product have due date period, due date of them are overlapped which needs optimization for the maximum profit and minimum penalty. Due date period extension can be enlarged to makespan minimization if every product has the same abundant due date period and same penalty parameter. We solve this new scheduling model by simulated annealing method. We also develop the program, which can calculate the optimal sequence and display the Gantt chart showing the unit progress and time allocation only with processing data.
Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.
International Journal of Computer Science & Network Security
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v.21
no.4
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pp.186-198
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2021
The introduction of digital technologies affects most socio-economic processes and activities in the economy, from agriculture to public services. Even though the world is currently only in the early stages of digital transformation, the digital economy is growing rapidly, especially in developing countries. Shortly, digital platforms will be able to replace the "invisible hand" of the market and turn it into digital. Some digital platforms have already reached global reach in some sectors of the economy. The growing value of data and artificial intelligence is reflected in the high capitalization of these enterprises. Their growing role has far-reaching consequences for the organization of economic activity and integration into the field of e-business. However, their importance and level of development in different countries differ significantly. The main purpose of this article is an assessment of the level and trends of the digital economy in the world and the identification of homogeneous groups of states following the main trends in the development of its components from among the EU countries. The methodology of the conducted research is based on the use of general scientific research methods in the analysis of secondary sources and the application of statistical methods of correlation-regression and cluster analysis. Macroeconomic indicators and components of DESI (Digital Economy and Society Index) were used for the analysis. Results. Based on the analysis established that most developed countries have a medium level of digitalization of the business environment and a high level of digitalization of socially oriented public services, while countries with lower GDP focus their policies on building digital infrastructure and training qualified personnel. The study summarizes and analyzes current trends in digital technology, analyzes the level and dynamics of integration of digital technologies of the studied EU countries, the level of development of e-business and e-commerce. The conceptualization of mechanisms of creation of added value in the digital economy is offered and the possible consequences of digitalization of the economy of developing countries are generalized.
Journal of the Korean Society of Clothing and Textiles
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v.35
no.10
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pp.1199-1214
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2011
This study suggests the direction of fashion design education suitable for Korea by comparing the fashion design educational systems and the curricula of the main fashion institutions in Europe and those of some universities in Korea. For this, 6 fashion schools in UK, France and Italy and 12 four-year-course universities in Korea were sellected. At first, the educational systems of the nations above and the information about the selected institutions were examined through literature reviews. Then, case studies were performed about the curricula and the other characteristics of the selected fashion design courses by each website or leaflet as well as additional interviews with their course directors or graduates. The results of this study are as follow: First, Korean fashion design education system needs to be specialized and subdivided with a curriculum centered on fashion design. Second, a foundation course needs to be developed to raise a broad and creative approach for design as well as to discover each student's aptitude. Third, the curricula about design process and research methodology need to raise a problem-solving individual of ability. Fourth, a project-based fashion design education is required by a specialized education as well as multi-disciplinary programs. Fifth, an industry- related and market-based fashion design education is asked through internships, professional teaching staff, industry-sponsored projects, seminars and professional design critics. Sixth, English and technology needs to be added to the curricula to develop global professionals. Finally, a cultural fashion design education based on Korean identity is required to develop the Korean fashion industry into a higher value-added business.
Journal of the Korean Society of Food Science and Nutrition
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v.32
no.1
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pp.62-66
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2003
Mass consumption of the surplus onion in the period of harvesting season by processing to various value-added functional food products would be one of the counterplot for stable market. This study was to develop functional sponge cakes with addition of onion powder, using physiochemical properties and sensory evaluation. The specific gravity and viscosity tended to increase according to the addition of onion powder. The water content was highest mark on the 4% onion powder added-cake. The color of lightness, yellowness, and redness of cake crust tended to decrease with the addition of onion powder. The addition of onion powder showed decrease in lightness and yellowness and increase in redness of cake crumb. The specific loaf volume was superior with the addition of 4% onion powder. The resilience, fracturability and adhesiveness showed a difference from the control. Sensory evaluation of cake indicated that addition of onion powder especially at the level of 2, 4%, enhanced appearance flavor, mouth feeling, and overall acceptability.
Digital contents market has been drastically increasing under Clouding Computing and Smart Phone environment. The Contents industry is going to be more essential portion than manufacture or service industry in the near future. One good example of high value-added contents is the Harry Potter series which exceeds 10 years' net profit of Hundai automobile company. This one example shows us very well that digital contents market as a core-engine for culture industry development is economically influential and attractive as well. This study focuses on activation of Digital Copyright Exchange in knowledge service convergence era. First, it examines other services like stock exchange, electronic documents and authentication certificate etc. which are similar to DCE service. Then it analyzes what factors make copyright industry have interested in the DCE the through technology acceptance model. Based on the results of the analysis, finally, this study evaluates how the DCE contributes to copyright industry overall including fair utilization of works.
In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.
Transactions of the KSME C: Technology and Education
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v.1
no.1
/
pp.39-47
/
2013
Top Drive Machine is drilling equipment which transfers motor torque to the drill bit. Kelly Rotary Table of the Derrick Drilling Machine (DDM) is firstly developed at 1983, and the first commercial model DDM 650DC was released at 1984. Offshore drilling business is high value-added industries. "N" Company of U.S.A and "A" company of Norway hold more than 90 percent of the global offshore drill system market, so it is hard to take away market share and develop offshore drilling equipment. Consequently, this paper introduce method for concept design of new reliability machine by limited information. To achieve this, design & analysis tools as CATIA, DELMIA, Pro Engineering, ANSYS were used to evaluate design error and strength/flow analysis at new concept design in Top Drive Machine.
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