• Title/Summary/Keyword: Sharing Strategy

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NFC-based Smartwork Service Model Design (NFC 기반의 스마트워크 서비스 모델 설계)

  • Park, Arum;Kang, Min Su;Jun, Jungho;Lee, Kyoung Jun
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.157-175
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    • 2013
  • Since Korean government announced 'Smartwork promotion strategy' in 2010, Korean firms and government organizations have started to adopt smartwork. However, the smartwork has been implemented only in a few of large enterprises and government organizations rather than SMEs (small and medium enterprises). In USA, both Yahoo! and Best Buy have stopped their flexible work because of its reported low productivity and job loafing problems. In addition, according to the literature on smartwork, we could draw obstacles of smartwork adoption and categorize them into the three types: institutional, organizational, and technological. The first category of smartwork adoption obstacles, institutional, include the difficulties of smartwork performance evaluation metrics, the lack of readiness of organizational processes, limitation of smartwork types and models, lack of employee participation in smartwork adoption procedure, high cost of building smartwork system, and insufficiency of government support. The second category, organizational, includes limitation of the organization hierarchy, wrong perception of employees and employers, a difficulty in close collaboration, low productivity with remote coworkers, insufficient understanding on remote working, and lack of training about smartwork. The third category, technological, obstacles include security concern of mobile work, lack of specialized solution, and lack of adoption and operation know-how. To overcome the current problems of smartwork in reality and the reported obstacles in literature, we suggest a novel smartwork service model based on NFC(Near Field Communication). This paper suggests NFC-based Smartwork Service Model composed of NFC-based Smartworker networking service and NFC-based Smartwork space management service. NFC-based smartworker networking service is comprised of NFC-based communication/SNS service and NFC-based recruiting/job seeking service. NFC-based communication/SNS Service Model supplements the key shortcomings that existing smartwork service model has. By connecting to existing legacy system of a company through NFC tags and systems, the low productivity and the difficulty of collaboration and attendance management can be overcome since managers can get work processing information, work time information and work space information of employees and employees can do real-time communication with coworkers and get location information of coworkers. Shortly, this service model has features such as affordable system cost, provision of location-based information, and possibility of knowledge accumulation. NFC-based recruiting/job-seeking service provides new value by linking NFC tag service and sharing economy sites. This service model has features such as easiness of service attachment and removal, efficient space-based work provision, easy search of location-based recruiting/job-seeking information, and system flexibility. This service model combines advantages of sharing economy sites with the advantages of NFC. By cooperation with sharing economy sites, the model can provide recruiters with human resource who finds not only long-term works but also short-term works. Additionally, SMEs (Small Medium-sized Enterprises) can easily find job seeker by attaching NFC tags to any spaces at which human resource with qualification may be located. In short, this service model helps efficient human resource distribution by providing location of job hunters and job applicants. NFC-based smartwork space management service can promote smartwork by linking NFC tags attached to the work space and existing smartwork system. This service has features such as low cost, provision of indoor and outdoor location information, and customized service. In particular, this model can help small company adopt smartwork system because it is light-weight system and cost-effective compared to existing smartwork system. This paper proposes the scenarios of the service models, the roles and incentives of the participants, and the comparative analysis. The superiority of NFC-based smartwork service model is shown by comparing and analyzing the new service models and the existing service models. The service model can expand scope of enterprises and organizations that adopt smartwork and expand the scope of employees that take advantages of smartwork.

Correlation Analysis Between Casual and Outcome Factors for Developing Land Information System (토지정보시스템 구축의 영향요인과 성과요인의 상관관계 분석)

  • Choe, Byong Nam;Jin, Heui Chae
    • Spatial Information Research
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    • v.23 no.6
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    • pp.1-8
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    • 2015
  • This study aims to suggest key strategy for successful establishment of LIS (Land Information System). Survey questionnaires on casual and outcome factors for LIS establishment are distributed to the LIS users and developers. Analysis results show that user participation has statistically significant, positive effect on business efficiency, user satisfaction, data sharing and services. Government support and developer technical skill are appeared to be the two important factors for improving the business efficiency and user satisfaction of LIS. Based on such results, this study suggests different strategies for successful development and implementation of LIS, including the definition of users' role and their proactive participation, visionary guide and support by government, cooperative relationship based government support and user participation, sufficient technology for land informatization. This study contributes to systematic organization of situational factors of South Korea's LIS towards its achievements. The results of this study could also be utilized for strengthening global competitiveness of the domestic geospatial information firms, in particular in supporting the development of land information projects in developing countries.

A Pre-school Teacher's Educational Meaning of an Activity : 'Discourse between Children through Books' in 3-year-old Children's Classroom (유아교사가 생각하는 만 3세 교실에서 '책을 통한 유아들 간의 의견나누기' 활동에 대한 교육적 의미)

  • Suh, Hye Jeong;Yoon, Koung Ok
    • Korean Journal of Childcare and Education
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    • v.9 no.6
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    • pp.339-368
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    • 2013
  • This study aims to discover how three-year-old children to search for existence and its meaning, while they participate a programme, 'discourse among children through books' as a way of resolving curiosities. Data were collected between April 2, September 10, 2010 and the collected data included teacher's class records, pictures, discussion notes and interview materials. The results showed that 'discourse among children through books' follows steps in a process. The steps include: Deciding a topic that children should search for, choosing an appropriate book to resolve children's curiosities, spending some time for discoursing among children by using pictures in the book, and sharing what they had understood. Through this process, a pre-school teacher met with children who were full of abilities, ideas and motivation to explore with a little assistance. The pre-school teacher was able to overcome preconceived ideas that informational books could be difficult for children, and experienced various lessons, while the children led their own learning. It represents that the activity, 'discourse among children through books' can be a children centered inquiry learning teaching strategy, because the informational books ensure that the children gain knowledge and are actively in cogitation.

Students' Perception on the Effects of the SSI Instruction Using Digital Storytelling Approaches (디지털스토리텔링 활동 기반 과학관련 사회쟁점 수업의 교육적 효과에 대한 인식 탐색)

  • Park, Sehee;Ko, Yeonjoo;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.181-192
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    • 2017
  • This study aims to examine the educational effects of the SSI program using Digital Storytelling (DST) approaches. Since DST provides students opportunities to express their own opinions in the form of stories and to share learning outcomes through the web, we developed and implemented SSI program by adopting the concept of DST in order to produce synergistic effects on student learning. Twenty-four 9th graders who enthusiastically engaged in the DST-based SSI program participated in this study. The students responded to focus group interviews after the instruction, and all interviews were transcribed for analysis. The results indicated that the students became aware of socio-ethical perspectives of each SSI topic while searching and collecting data by themselves. They also felt the necessity to consider multiple perspectives around the issues by having discussions with group members. Second, pre-producing DST allowed students to negotiate to settle on a group discussion, and to use emotional contents that can lead viewers to have sympathy. In addition, while producing DST, students considered various factors such as design, soundtrack, visual effects, and screen composition in order to express their opinions and convey their messages more effectively. In the stage of sharing DST outcomes and receiving feedback, they realized new perspectives that they did not perceive in the previous production process, and to move them into an action for resolving the problems caused by SSI. This study showed the potentials of DST-based SSI instruction as a good strategy to support students' SSI engagement.

A Study on Public Policy through Semantic Network Analysis of Public Data related News in Korea (국내 공공데이터 관련 뉴스 의미망 분석을 통한 공공정책 연구)

  • Moon, HyeJung;Lee, Kyungseo
    • Journal of Broadcast Engineering
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    • v.23 no.4
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    • pp.536-548
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    • 2018
  • Public data has been transformed from provider-oriented information disclosure to a form of personalized information sharing centered on individual citizens since government 3.0. As a result, the government is implementing policies and projects to maximize the value of public data and increase reuse. This study analyzes the issues related to public data in the news and seeks the status of government agencies and government projects by issue. We conducted semantic analysis on domestic online news and public agency bidding information including public data and conducted the work of linking major key words derived with social and economic values inherent in public data. As a result, major issues related to public data were divided into broader access to public data, growth of new technology, cooperation and conflict among stakeholders, and utilization of the private sector, which were closely related to transparency, efficiency, participation, and innovation mechanisms. Also major agencies of four issues include the Ministry of Strategy and Finance and Seoul, Ministry of Culture, Sports and Tourism and Gyeonggi-do, Ministry of Trade, Industry and Energy and Incheon, and Ministry of Land, Infrastructure and Transport and Gyeongsangbuk-do. Most of the issues are being led by the government.

An Analysis on Success Factors and Importance of Six Sigma Innovation in Small and Medium Venture Companies (중소·벤처기업의 6시그마 혁신 성공요인 및 중요도 분석)

  • Lee, Seolbin;Park, Jugyeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.5
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    • pp.527-536
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    • 2018
  • This study examined the success factors of six sigma innovation in small- and medium-sized venture companies. The findings are summarized as follows. The importance of 20 items in a total of 4 factors showed that corporate vision was number one in the manager's support, followed by program composition, passionate support, high performance guarantee, and quality activity continuity. This suggests that all members can operate the program by the structured system with a sense of united goal under the company-offered vision as a community when the goal, idea or vision of six sigma activities are shared to members of the entire organization. In addition, high success can be achieved when supported by company-wide enthusiasm and high compensation for sharers' innovative efforts of six sigma at the same time. Small- and medium-sized venture companies should develop brisk six sigma activities of advanced precision parts in such an environment that the technology competition is becoming increasingly fierce. The six sigma movement should be developed as a niche strategy for small organizations with united vision sharing by company-wide operational commitment and high self-esteem for the organizational characteristics of small- and medium-sized venture companies run by key minority organizations and members.

Cycle Extendability of Torus Sub-Graphs in the Enhanced Pyramid Network (개선된 피라미드 네트워크에서 토러스 부그래프의 사이클 확장성)

  • Chang, Jung-Hwan
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1183-1193
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    • 2010
  • The pyramid graph is well known in parallel processing as a interconnection network topology based on regular square mesh and tree architectures. The enhanced pyramid graph is an alternative architecture by exchanging mesh into the corresponding torus on the base for upgrading performance than the pyramid. In this paper, we adopt a strategy of classification into two disjoint groups of edges in regular square torus as a basic sub-graph constituting of each layer in the enhanced pyramid graph. Edge set in the torus graph is considered as two disjoint sub-sets called NPC(represents candidate edge for neighbor-parent) and SPC(represents candidate edge for shared-parent) whether the parents vertices adjacent to two end vertices of the corresponding edge have a relation of neighbor or sharing in the upper layer of the enhanced pyramid graph. In addition, we also introduce a notion of shrink graph to focus only on the NPC-edges by hiding SPC-edges within the shrunk super-vertex on the resulting shrink graph. In this paper, we analyze that the lower and upper bounds on the number of NPC-edges in a Hamiltonian cycle constructed on $2^n{\times}2^n$ torus is $2^{2n-2}$ and $3{\cdot}2^{2n-2}$ respectively. By expanding this result into the enhanced pyramid graph, we also prove that the maximum number of NPC-edges containable in a Hamiltonian cycle is $4^{n-1}$-2n+1 in the n-dimensional enhanced pyramid.

Study on Guidelines for Selecting Traditional Games in Relation to Multiple Intelligence Development (다중지능발달을 위한 민속놀이 선정기준 연구)

  • Kim, Eun Kyung;Kwon, Dae Won
    • Korean Journal of Childcare and Education
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    • v.10 no.5
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    • pp.229-248
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    • 2014
  • The purpose of this study is to draw guidelines on how to select traditional games that would efficiently help and develop multiple intelligences in children. Guidelines standard of section inquiries were prepared through a Delphi survey targeting twenty experts in early childhood education and traditional games. As a result, linguistic intelligence questions regarding writing, listening, speaking and vocabulary acquisition were selected. logical-mathematical intelligence questions regarding strategy, counting, patterns, hypothesis, verification, and comparing, contrasting, calculating ability were selected. Spatial intelligence questions regarding drawing, coloring, representation activities, operating and creating were selected, physical performance intelligence questions regarding global muscles, eye-hand coordination, flexibility, accommodation force, balance, agility and muscular strength were selected. Musical intelligence included questions about singing, and playing musical instruments. Interpersonal intelligence included perspective-taking, role-sharing, cooperation and discussion. For intrapersonal intelligence questions regarding personal significance-ties, planning-decision making, emotional expression and problem solving were selected. Finally, in relation to naturalist intelligence, questions regarding living organisms, inanimate objects and seasons were selected. In addition, traditional games were analyzed based on the finalized guidelines, and the results showed that each of the traditional games would not only work with one intelligence at a time but with other different intelligence as well. In the light of that, the study confirmed the validity of the guidelines on how to select traditional games that would develop multiple intelligences in children.

A Case Study of Multidisciplinary Integrated Science Lesson by Beginning Teacher and Experienced Teacher in Elementary Schools (초등학교 초임 교사와 경력 교사의 다학문적 통합과학 수업 사례 분석)

  • Lee, Yu-Mi;Son, Yeon-A
    • Journal of Korean Elementary Science Education
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    • v.29 no.4
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    • pp.552-566
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    • 2010
  • This paper is an in-depth case study to analyze integrated elementary science lesson planning and practical teaching by two teachers at an urban elementary schools. One is an experienced teacher and the other is a beginning teacher. For this study, researchers asked teachers to design 5 stages of lesson planning after sharing basic theories about the integrated science education. The first of the 5 lesson planning stages is curriculum analysis and choice of integrated science topic. The second stage is constructing the frame of integrated science lesson contents, and the third is drawing a diagram of the integrated science lesson development. The fourth stage is making a table of lesson plans, and the last stage is writing integrated science lesson plans. Then, the teachers implemented the lessons they created. They taught students one unit of science which is composed of 8 lessons. Difficulties that teachers meet during designing plans and integrated science class were analyzed. 5 staged lesson planning, video transcriptions, teacher interview about lesson planning and teaching, researchers' checklists, reports of inspection classes, teachers' self evaluation, and students interviews were used for this study. One of the significant results of this study is that both experienced and beginning teachers had many difficulties in deciding on time to teach and contents of science and other subjects, as well as selection and organization of whole topics of integrated science teaching. The beginning teacher especially had greater issues with developing definite teaching-learning strategy to conduct thoughts and views for integrated science at the whole unit and each lesson. However, the experienced teacher was using various teaching-learning strategies by utilizing integrated science teaching professionalism to develop students' integrated thinking ability during the instruction of other subjects. The outcomes of this study are that both teachers could deeply understand the need and value of integrated science education at the elementary school through planning and teaching 8 lessons, and that they could have self-confidence with development of teaching professionalism for integrated science teaching. It may be possible that this study could help the development of pre- and in-service program for improvement of integrated science teaching professionalism for elementary school teacher.

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Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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