• Title/Summary/Keyword: management innovation policy

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A study on the Effect of the Venture Identification System on Productivity and Technical Inefficiency (벤처 인증의 생산 및 기술적 비효율성에 대한 영향 분석)

  • You, Yen-Yoo;Roh, Jae-Whak
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.295-311
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    • 2011
  • The government is working out the development of a venture enterprise through a venture certification system. The broad effects of its policies are anticipated by the government and revealed in the 'The Survey on Actual Condition of Venture Enterprises 2010'. These benefits include the revitalization of start-up, promotion of technological innovation, progress in marketing ability, improvement in corporate image, financing and investment, and benefit from tax reduction & exemption. However, with the estimation of production function and sales function, which both uses capital and labor as a basic elements, it was found that only 'financing and ease of investment' produces a statistically significant effect on production and sales. An addition, this study looks into whether venture-supporting system are helpful to the eradication of technical inefficiency. The policies brought about positive changes in reduction of technical inefficiencies except with regard to the ease of start-up where it was found that an increase in inefficiencies was the result.

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

Comparison the Difference of User Experience for Mobile Facebook and Instagram Using Nonparametric Statistics Methods -Focused on Emotional Interface Model- (비모수적 통계방법을 이용한 모바일 페이스북과 인스타그램의 사용자 경험 차이 비교 -감성인터페이스 모형을 중심으로-)

  • Ahn, Ji-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.481-488
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    • 2016
  • This study is about comparing the mobile user experience of Facebook and Instagram which are most often used among the recent SNSs by the people in their 30s and under. This study analyzed the user experience level after dividing the user experience factors through the Creating Pleasurable Interfaces model, and suggested the mean analysis as well as the result of Wilcoxon rank test which is a nonparametric statistics method. As a result of study, the Display information visually factor in functional factor and the configuration of the main page in convenient factor were a statistically significant difference in the mobile user experience of Facebook and Instagram. It is expected that this study may help seeking the user experience factors to be promoted preferentially in a competitive situation through the statistical comparative evaluation of the experience of two SNS users.

A Study on the Factors Affecting Diffusion of Open Source Software (공개소프트웨어 도입 및 확산의 영향요인 연구)

  • Kwon, Moon Ju;Park, Seong-Taek;Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.225-234
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    • 2012
  • OSS(Open source software) pursues the freedom to have access to open source and offers several advantages, over the proprietary software, to enterprises. Based upon Rogers(1995)' innovation-diffusion process, we assume that attributes of innovations includes five characteristics of innovations: relative advantage, compatibility, complexity, trialability, and observability, and that firms' perceptions of these characteristics predict the rate of adoption of OSS. To test this hypothesis, we presents a survey result from 201 companies and institutions concerning the use of OSS. Statistical analysis shows that adoption is highly correlated with each of those characteristics of innovations, but the regression analysis indicates that only compatibility and observability have effects on the adoption of OSS. This implies that intrinsic value of OSS is important, but unless the appropriate service package for improving IT environment is provided, it is not easy to change the perspective of corporate customers more favorable toward OSS use. As a conclusion, the academic and practical implications are also discussed.

A Study on the Extended Fair Use of Copyrighted Digital Contents (디지털 콘텐츠 저작물의 공정이용 확대에 대한 연구)

  • Kim, Seong-Mook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.217-222
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    • 2020
  • The concept and discussion of copyright should reflect changes in using environments of digital properties and developments of technology. Further discussions are required about protection, transfer and usage of copyright for user created contents or digital activities. Digital archives should clarify the ranges of permitted usage or guides to quotation. One should not be biased toward regulating digital copying, but consider the value of diverse transformation of digital properties. This will trigger tension between private and public usage, or sharing of digital fabrications, which leads to the necessity of discussions on policy level. The interpretation of copyright is limited to protecting the copyright owner's right, but it should be suggested to widen the range to permitting fair use. The extended fair use of digital contents and by clarifying specific rules will activate creation and distribution of digital contents and contribute to more productive usage of innovation.

Study on the Environment of Collaboration on Private Enterprises: Focusing on the Implications for Public Organization (민간기업사례분석을 통한 협업환경에 대한 연구: 공공부문에의 시사점을 중심으로)

  • Lee, Hyang-Soo;Lee, Seong-Hoon
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.1-7
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    • 2016
  • In recent years, the importance of collaboration has been emphasized in the public sector as well as private companies. In a study for private enterprises, individual enterprises stressed the innovation through collaboration with other organization such as enterprise, university, and other agencies. Other companies and agencies have the technology they need, so that they share skill or knowledge, and they do to create more new developments. This implies a collaborative system can be a win-win collaboration with all partners. It also requires collaboration in the public sector. Because they have many problems that can not be solved at the level of individual institutions. However, public institutions lie ecologically unfavorable in a collaborative environment than the private sector. The organizational structure is hierarchical. In addition, relationships between collaboration partners not recognize horizontally. Of course, communication is not smooth. This study examines successful collaboration case in private sector and we want to draw implications for public organizations. Finally, we discussed ways to promote collaboration in the public sector.

Digital Face Design with Reference to Contemporary Fashion (현대패션의 관점에서 본 디지털 페이스디자인)

  • Lee, Se-Lee
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.363-371
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    • 2020
  • This study based on the digital innovation of the fashion industry has researched digital-based face design that already has many users all over the world through social media and has influenced the fashion industry. The purpose of this study is to present the future vision of the direction of the fashion industry by classifying representative cases of augmented reality-based digital face design and deriving the oriented value that penetrates them. It was needed to analyzing 3D designer's works that provide digital filter-based face design to the public through Instagram and Facebook. As a result of observing the oriented value of digital face design from the point of view of modern fashion through case exploration, three trends were drawn: experimental formativeness orientation, playful experience orientation, and future technology orientation. This study limited the scope to digital-based face design, but the conclusions presented through these are applicable to all areas of fashion. Therefore, it is supposed to expect to study new phenomena related to fashion design and fashion communication based on digital augmented reality beyond the scope of face design in the future.

A Case Study on the 「Influencer」 Art Exhibition (「Influencer」 예술 전시회 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.373-378
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    • 2020
  • With the continuous development of economic activities of influencer(people with social influence). Because of 'Influencers' bring huge economic benefits, all walks of life are creating their own 'influencers'. In the art exhibition industry, the 'influencer' art exhibition pays more attention to experiencing the audience. Although it reduces the professionalism of art exhibitions, it also lets more non-professional visitors to see and experience art exhibitions. In this paper, the write takes the 'influencer' art exhibition as the research object and divides into 'emotional immersion' and 'technological immersion', and analyzes the development status of 'influencer' art exhibition. It is a commercial marketing method to call art exhibition 'influencer'. But with the increasing demand of the public for art and culture consumption. the 'influencer' art exhibition, which can bring immersive cultural experience to the audience. It just meets the cultural consumption demand of the public. So that it has become one of the main forms of art exhibition. In the future, immersive 'influencer' art exhibition will become the main form of art exhibition. With continuous innovation and creativity, art professionalism and commercial marketing, the 'influencer' art exhibition will continue to develop.

A Study on the Effect of Contribution to Customer Satisfaction and Behavioral Intentions by the Education and Trainning for Small and Mindium Sized Firms (중소기업을 위한 교육훈련이 고객만족과 행동의도에 미치는 영향에 관한 연구)

  • Koo, J.H.;Kim, Y.H.;Oh, H.S.;Lee, S.J.;Youn, K.S.;Cho, J.H.
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.1
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    • pp.121-131
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    • 2010
  • Technological innovation depends on the quality of workers, whose ability is the key component to raise business competitiveness. Our study evaluates how satisfactory is the training of workers at small and medium sized firms, and suggest how to improve upon it. We show the theoretical framework for the relation between customer satisfaction and their behavioral intent on the one side, and factors of training service quality. Our result show: (1) Factors affecting customer satisfaction are, in descending order of importance, expertise, policy, follow-up service, attitude and behavior, and convenience. (2) Contrary to established views on the service quality, satisfaction for training would not be the prerequisite variable for intent to act, in case of training service quality. (3) Satisfaction level for training depends on the type of organization in charge of training (government, university, or private sector.) It also varied among different types of business (L-type, A-type, and J-type.) Small and medium sized firms find it difficult to commit to training education due to lack of money and manpower. The recent expansion of free training service would address part of this problem. On the other hand, the outfit in charge of training could boost service quality by customizing their training program to the type of business they cater to.

Weight Differences of Patent Valuation Factors by Industries (산업별 특허가치평가 요인의 차이에 대한 연구)

  • Park, Seong-Taek;Leet, Seung-Jun;Kim, Young-Ki
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.105-116
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    • 2011
  • The innovation is an important element controlling national economic growth and the competitive power reinforcement of the company. The developed nations concentrate interest on upbringing and investment in knowledge intensive industry and advanced technology base industry for national competitive power reinforcement. I support in particular it as Korean representative industry in the case of the advanced technology base industry positively in the government. Though a patent can become the important competition predominance element of the company by such an advanced technology base industry, this and the proof study in the country to be concerned with are the facts that are not enough now. As for the article of the book, what kind of difference there is in importance by IT and BT industry distinction comment on current events value factors of the patent valuation; of the study is aimed. I derived an importance factor among factors shown in the valuation model of the patent valuation organization and an existing precedent study for comparison analysis in the study and used it. In addition, it was analysis hello it utilized AHP technique, and what kind of difference patent value evaluation important factors showed by IT and BT industry distinction. Analysis, Because patent value evaluation important factors showed a difference by industrial distinction, I appeared.