• 제목/요약/키워드: Platform Competition

검색결과 138건 처리시간 0.028초

전파 빅데이터 활용을 위한 플랫폼 구축방안 연구 (A Study on Construction of Platform Using Spectrum Big Data)

  • 김형주;나종회;전웅렬;김판구
    • 스마트미디어저널
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    • 제9권2호
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    • pp.99-109
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    • 2020
  • 본 논문은 전파 빅데이터 활용을 위한 플랫폼 구축 방안을 제시하는 것으로 전파 분야의 빅데이터를 수집 및 분석하고 연계방안을 수립하고, 전파 및 공공분야 빅데이터를 연계 및 활용하는 지원체계 방안을 제시하여, 전파 공공분야 연계 빅데이터 플랫폼 구축 방안을 제시하였다. 전파 분야 빅데이터의 체계적 분석과 활용을 위한 지원체계가 부족한 상황에서 전파 관련 산업체의 빅데이터 활용을 위한 플랫폼 구축방안을 마련함으로써 4차 산업혁명 구현을 위한 선제적 대응과 국내 전파 분야의 위상과 국가의 혁신성장 동력을 확보하고 전파산업의 공정경쟁과 서비스 품질 증진에 기여하여 전파 및 공공분야 빅데이터 플랫폼 이용자의 편의 증진에 기여하고자 한다. 또한, 전파관리 데이터 활용가치에 대한 사회적 인식 제고 및 플랫폼 공동 활용을 통한 전파 빅데이터 활용 협업 체계 마련에 기여하고자 한다.

독립 SW기업의 플랫폼 생태계 참여 결정요인 연구 (ISV's Patent Protection, Downstream Capability and Product Portfolio to Join Platform Ecosystem)

  • 임근석;지용구
    • 한국전자거래학회지
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    • 제27권1호
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    • pp.43-62
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    • 2022
  • 본 논문은 국내 독립 SW기업(ISV, Independent Software Vendor)이 어떤 조건을 갖추었을때 플랫폼 생태계 참여에 더 적극적인가를 분석한 연구이다. 기업은 기술혁신의 결과를 전유할 수 있을 때와 해당 기술을 가치로 전환할 수 있는 보완자산(마케팅, 제조역량 등)을 보유한 경우 기술혁신에 적극적이다. 본 연구에서는 두 조건이 플랫폼 생태계 참여에 미치는 영향을 분석하였다. 또, SW기업이 보유한 제품 포트폴리오와 플랫폼의 서비스간 경쟁관계가 플랫폼 참여에 영향을 준다고 보고, 해당 요인의 영향도 분석하였다. 디지털 플랫폼 기업들과 파트너 협약을 한 국내 독립 SW기업 그리고 이에 대응하는 비슷한 수의 플랫폼 미참여 기업으로 표본집단을 구성하여 플랫폼 참여, 특허 및 개발 후 사업화 역량, 경쟁관계 등의 데이터를 취합하고 분석하였다. 분석 결과 특허 보유 여부는 플랫폼 참여에 영향을 주지 않았다. 혁신기술과 사업모델의 노출에 따른 위험보다 플랫폼 기업과 협력으로부터 발생하는 효익이 크다고 판단한 결과로 여겨진다. 반면, 사업화 역량 보유와 경쟁 관계는 플랫폼 참여에 영향을 주었다. 협력의 결과를 가치로 전환할 수 있는 사업화 역량을 보유한 경우 플랫폼 참여 가능성이 커진다. 또, 제품 포트폴리오가 플랫폼 서비스와 경쟁보다 보완관계가 될 때 협력에 적극적이다. 본 연구는 국내 독립 SW기업과 디지털 플랫폼 기업간 협력을 다룬 실증연구로서 해외에는 유사 선행 연구가 있지만 국내에는 유사한 연구사례가 없다. 플랫폼 생태계 참여 기업과 미 참여 기업을 표본집단으로 구성하여 플랫폼 생태계 참여 결정요인을 실증분석을 통해 규명하였다는 데 의의가 있다.

지각된 아바타 패션 스타일링 게임 어포던스가 메타버스 인게이지먼트 행동 의도에 미치는 영향 (The Effect of Perceived Affordances of Gamified Avatar Fashion Styling on Metaverse Engagement Behavior Intention)

  • 위지원;윤남희;이윤정
    • 한국의류학회지
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    • 제47권3호
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    • pp.560-576
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    • 2023
  • Drawing on gamification affordance theory, this study examines the relationships among key affordances of avatar fashion styling, perceived enjoyment, and engagement behavior intentions-defined as the intention to share content on avatars in the metaverse platform-and the moderating role of metaverse familiarity. Based on survey data collected from 198 Korean ZEPETO users with avatar fashion styling experience, the hereby proposed research model was tested with structural equation modeling. The results demonstrated that self-expression and competition positively influenced perceived enjoyment, which subsequently affected customers' engagement behavior intention. Furthermore, metaverse familiarity as a moderating effect intensified the positive association between affordances and perceived enjoyment as well as between perceived enjoyment and engagement behavior intentions. The individual interaction effect of each affordance dimension on perceived enjoyment was different, with self-expression having a greater influence on enjoyment among the high-familiarity group and competition having a greater influence on enjoyment among the low-familiarity group. Considering that users with low metaverse familiarity might have higher needs for social interaction for adaptation, competition, being more socially triggering, might have affected these users more crucially.

세계 AI 로봇 카레이스 대회를 위한 자율 주행 시스템 구현 (Implementation of an Autonomous Driving System for the Segye AI Robot Car Race Competition)

  • 최정현;임예은;박종훈;정현수;변승재;사공의훈;박정현;김창현;이재찬;김도형;황면중
    • 로봇학회논문지
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    • 제17권2호
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    • pp.198-208
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    • 2022
  • In this paper, an autonomous driving system is implemented for the Segye AI Robot Race Competition that multiple vehicles drive simultaneously. By utilizing the ERP42-racing platform, RTK-GPS, and LiDAR sensors provided in the competition, we propose an autonomous driving system that can drive safely and quickly in a road environment with multiple vehicles. This system consists of a recognition, judgement, and control parts. In the recognition stage, vehicle localization and obstacle detection through waypoint-based LiDAR ROI were performed. In the judgement stage, target velocity setting and obstacle avoidance judgement are determined in consideration of the straight/curved section and the distance between the vehicle and the neighboring vehicle. In the control stage, adaptive cruise longitudinal velocity control based on safe distance and lateral velocity control based on pure-pursuit are performed. To overcome the limited experimental environment, simulation and partial actual experiments were conducted together to develop and verify the proposed algorithms. After that, we participated in the Segye AI Robot Race Competition and performed autonomous driving racing with verified algorithms.

3차원 디지털 기술을 기반으로 한 디지털 패션 플랫폼 프로토타입 설계 연구 (A Study on Digital Fashion Design Platform based on the 3D Virtual Fashion Technology)

  • 박재현;박민희;김선희;송영호
    • 패션비즈니스
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    • 제22권2호
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    • pp.88-106
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    • 2018
  • The domestic fashion industry is not able to exceed the level of fashion that exists in advanced countries due to the relatively weak design competitiveness and the differentiated capability of product development. In order for the domestic fashion industry to become a growth industry that is valued in the world market of infinite competition, a step-by-step support system that can demonstrate and maintain the creative ability of designers is needed. Therefore, this study proposes a template - based 3D virtual fashion technology and a digital fashion platform based on it. The proposed template - based 3D virtual fashion technology is designed to clearly communicate the intention of designers and to be able to instantaneously view the results, thereby reducing the time and cost of producing prototypes. In addition, the digital fashion platform based on the template is designed as a collaborative platform based on idea sharing, which dramatically improves the process of confirming the prototype and initiating the product planning and manufacturing stages. This new technology can contributes to the formation of a business environment and a new area within the existing fashion industry and can be utilized for the development of the fashion industry in the future.

GAMEVIL'S GLOBAL STRATEGY : IMPLICATIONS FOR MOBILE GAME INDUSTRY

  • Yoo, Byung-Joon;Jeon, Seong-Min
    • 벤처창업연구
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    • 제5권4호
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    • pp.113-128
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    • 2010
  • Moblie games are getting popular in that more mobile handsets are available. The mobile phone is expected to be the dominant platform the way the PC turned out to be the dominant platform of desktop computing. Ubiquity enables the mobile phone users interact socially with other users. Mobile game developers are now competing globally on the Apple Appstore, where any developers in the world are able to publish their own games easily. This study reviews the case of Gamevil, one of the leading mobile game service providers, from its foundation to the current global competition in order to draw implications for mobile game industry.

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스마트폰 기반의 신뢰성 있는 Push Notification 미들웨어 및 모듈 개발 (Development of Reliable Push Notification Middleware and Module based on Smart Phone)

  • 정준석;김태용
    • 한국정보통신학회논문지
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    • 제18권3호
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    • pp.754-760
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    • 2014
  • Push Notification Service 기술은 단위 서비스가 아닌 플랫폼 경쟁을 위한 기반 기술이다. 국내에서는 이러한 메인 플랫폼에서 제공하는 기술을 기반으로 한 서비스 형태만이 연구되고 개발되고 있는 실정이며 기반 기술에 대한 연구는 지속적으로 이루어지지 못하고 있다. 본 연구에서는 국산 기술 확보 차원에서 새로운 형태의 Push Notification System을 제안하고 설계하였다.

데이터 사이언티스트의 역량과 빅데이터 분석성과의 PLS 경로모형분석 : Kaggle 플랫폼을 중심으로 (PLS Path Modeling to Investigate the Relations between Competencies of Data Scientist and Big Data Analysis Performance : Focused on Kaggle Platform)

  • 한경진;조근태
    • 대한산업공학회지
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    • 제42권2호
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    • pp.112-121
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    • 2016
  • This paper focuses on competencies of data scientists and behavioral intention that affect big data analysis performance. This experiment examined nine core factors required by data scientists. In order to investigate this, we conducted a survey to gather data from 103 data scientists who participated in big data competition at Kaggle platform and used factor analysis and PLS-SEM for the analysis methods. The results show that some key competency factors have influential effect on the big data analysis performance. This study is to provide a new theoretical basis needed for relevant research by analyzing the structural relationship between the individual competencies and performance, and practically to identify the priorities of the core competencies that data scientists must have.

디지털 컨버전스 환경에서 양면시장 플랫폼으로서의 인터넷망 중립성에 관한 동태적 분석 (Network Neutrality in the Digital Convergence Era : a System Dynamics Model with Two-Sided Market Framework)

  • 김도훈
    • 한국IT서비스학회지
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    • 제10권2호
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    • pp.75-94
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    • 2011
  • The industrial ecosystem around the Internet services has been evolving since the Internet was first introduced. The Net Neutrality issue best represents the process of the evolution and presents an inevitable challenge that the industry should overcome. This paper deals with this structural change with the Two-Sided Market framework and provides a System Dynamics(SD) model to evaluate the economic implications of the net neutrality policy. In particular, our approach analyzes the policy impacts when two competing platforms (network providers) play a role of the platform in a typical two-sided market, which connects Content Providers(CPs) with users. Previous studies show that the indirect network externality between these two markets makes the entire system tip to one platform. When the multi-homing in the CP market is allowed as in our model, however, their argument may lose its validity. To examine the system behavior, conducted here is SD simulations of our model. The simulation results show that co-existence of the competing platforms persists with the network effects over a certain threshold. The net neutrality policy seems to lower the threshold based on our experimental outcomes.

Research on systematization and advancement of shipbuilding production management for flexible and agile response for high value offshore platform

  • Song, Young-Joo;Woo, Jong-Hun;Shin, Jong-Gye
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제3권3호
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    • pp.181-192
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    • 2011
  • Recently, the speed of change related with enterprise management is getting faster than ever owing to the competition among companies, technique diffusion, shortening of product lifecycle, excessive supply of market. For the example, the compliance condition (such as delivery date, product quality, etc.) from the ship owner is getting complicated and the needs for the new product such as FPSO, FSRU are coming to fore. This paradigm shift emphasize the rapid response rather than the competitive price, flexibility and agility rather than effective and optimal perspective for the domestic shipbuilding company. So, domestic shipbuilding companies have to secure agile and flexible ship production environment that could respond change of market and requirements of customers in order to continue a competitive edge in the world market. In this paper, I'm going to define a standard shipbuilding production management system by investigating the environment of domestic major shipbuilding companies. Also, I'm going to propose a unified ship production management and system for the operation of unified management through detail analysis of the activities and the data flow of ship production management. And, the system functions for the strategic approach of ship production management are investigated through the business administration tools such as performance pyramid, VDT and BSC. Lastly, the research of applying strategic KPI to the digital shipyard as virtual execution platform is conducted.