• Title/Summary/Keyword: network-based business

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The Impact of Work Experience of Related Domain on the 'Good Quality Startup' : K-Ventures Case Study (관련 기업 근무경험이 '질 좋은 청년창업'에 미치는 영향 : K벤처스 투자기업 사례를 중심으로)

  • Park, Wonmi;Choi, Suyoung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.5
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    • pp.141-155
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    • 2014
  • This study examines the effect of previous work experience on the long-lived venture firm called 'Good Quality startup'. The research explores entrepreneurs of 16 mobile application startups that were invested by the venture capital, 'K-ventures', through the resource-based view. The results show that all of entrepreneurs had previous experiences of their business domain. They accumulated human resources such as technology capabilities, knowledge of domain, know-how, networking through learning-by-doing. Entrepreneur's human resources are the key factors for opportunity recognition and realisation process; and it is also on the ground that venture capital determines investment. Venture capital provides financial resources, management support and strong network for venture firm. Technology resources, financial resources, know-how and networking are the core managerial resources to be a long-lived venture firm called 'Good Quality Startup'. This research is an exploratory case study based on previous experience and 'good quality entrepreneurship'. The empirical study hereafter is needed.

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Joint bibliometric analysis of patents and scholarly publications from cross-disciplinary projects: implications for development of evaluative metrics

  • Gautam, Pitambar;Kodama, Kota;Enomoto, Kengo
    • Journal of Contemporary Eastern Asia
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    • v.13 no.1
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    • pp.19-37
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    • 2014
  • In an attempt to develop comprehensive evidence-based methods for evaluation of the R&D performance of cross-disciplinary projects, a joint bibliometric analysis of patents and publications was performed for two industry-university-government collaborative projects aimed at commercialization: Hokkaido University Research & Business Park Project (2003-2007; 63 inventors; 176 patents; 853 papers), and Matching Program for Innovations in Future Drug Discovery and Medical Care - phase I (2006-2010; 46 inventors; 235 patents; 733 papers). Besides the simple output indicators (for five years period), and citations (from the publication date to the end of 2012), science maps based on the network analysis of words and co-authorship relations were generated to identify the prominent research themes and teams. Our joint analysis of publications and patents yields objective and mutually complementing information, which provides better insights on research and commercialization performance of the large-scale projects. Hence, such analysis has potential for use in the industry-university project's performance evaluation.

Design and Implementation of a Learning Organization for Autonomous Biosafety Management of Infectious Disease Laboratories by Knowledge Translation (지식확산에 의한 감염병 실험실의 자율적 생물안전관리 학습조직 설계 및 실행)

  • Shin, Haeng-Seop;Yu, Minsu
    • Journal of Environmental Health Sciences
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    • v.41 no.2
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    • pp.102-115
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    • 2015
  • Objectives: A learning organization was designed and implemented on the basis of the selection criteria and essential elements of knowledge translation theory. Methods: The learning organization was designed on the basis of biosafety harmonization criteria and risk management strategy and was implemented as the learning organization for biosafety management by the National Institute of Health, Korea Centers for Disease Control & Prevention. The effect of knowledge translation in the research institutions by evidence-based policy was verified. Results: The result of applying the knowledge translation theory involving all stakeholders showed a positive reaction in establishing and implementing biosafety management strategy and embodied risk assessment criteria and evoked sympathy with the necessity of learning and using of expert knowledge about risk assessment and risk management. All stakeholders initiated voluntarily action toward new human-network construction and communication between similar organizations. The learning organization's capability expanded the base of knowledge translation. Conclusion: These results showed that a learning organization could enhance the autonomous safety management system by diffusion of knowledge translation.

A Study on Mountain Eco-Village Revitalization through Social Economic Promotion (사회적 경제 지원을 통한 산촌생태마을 활성화 방안에 관한 연구)

  • Kim, Seong-Hak;Seo, Jeong-Weon
    • Journal of Korean Society of Rural Planning
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    • v.20 no.3
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    • pp.21-31
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    • 2014
  • The purpose of this study is to develop promotion strategies for revitalizing mountain eco-villages through social economic support. In order to fulfill this purpose, this study analyzed operation conditions, income creation structures of 240 mountain eco-villages formed by Korea Forest Service, and reviewed systems for social economic support. As summarized in research outputs, this study confirmed that the activities of organizations for joint projects had not been properly implemented due to the absence of supporting systems following the construction of mountain eco-villages. In addition, 159 villages formed as experience villages could not be qualified for enterprise systems due to aging population and absence of network systems. As for income creation, as indicated by comparing net incomes for joint projects calculated based on the classification of village management evaluation, the average net income of 51 highly-rated villages was 22 million Won and that of 128 moderately-rated villages was 3.5 million Won. Experience-based projects and the sales of processed forestry products made by young adult associations or women's societies were major sources of income, and the absence of inner economic bases or villages' jobs caused young adults and returned farmers to focus on working for outside economic activities. Finally, this study developed strategies for mountain eco-village's social economic promotion and suggested four stages of social economic revitalization provisions.

A Study on the Plan for the Masterpiece Tourism Assets of Traditional Cultural Resources Based on the Ubiquitous IT (U - 정보기술에 기반한 전통문화자원의 명품 관광자산화 방안)

  • Kim, Chang Su;Lee, Sung Ho;Park, Joon Ho;Park, Gyeong Won
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.2
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    • pp.145-160
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    • 2012
  • The globe-trotting trend has been converted from tourism for the simple purposes of sightseeing and enjoyment to a form of learning and practicing the more specialized contents by directly participation. Traditional cultural resources have sufficient potential as culture and tourism assets that fit this kind of trend. Therefore, building proper tourist resources for their application has become a very urgent and important matter. To make masterpiece tourism packages through combined services of traditional cultural resources, it is necessary for operators to ponder diverse methods that can be used to develop various experience programs and conserve traditional cultural properties by continuously generating profits. The major results of this research are as follows. Firstly, this study proposes plans for unified tourist information and combined services of traditional cultural resources based on ubiquitous IT. Secondly, it is ascertained that the organization of combined operational consultative groups and the improvement of operator' capability are required to execute combined services of traditional cultural resources. Thirdly, we propose business plans to generate profits in both product aspect and network aspect.

A Study on Extended Technology Acceptance Model for On-Line Games : Japanese Experiences (확장된 기술수용모형을 이용한 온라인 게임 성공요인 분석 - 일본 게이머를 중심으로)

  • Um, Myoung-Yong;Jo, Sung-Han;Kim, Tae-Ung
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.29
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    • pp.173-196
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    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. This study investigates major factors which influence the acceptance of online game services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This paper extended the Davis' TAM model by including the flow concept as another major factor toward the intention to play online game. Based on data collected from online questionnaire survey, we show that the proposed model provides an adequate fit to the data, and that the flow experience is another important factor influencing the intention to play online game, as well as the perceived ease of use.

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A Study on the Control Agent System of P2P Business Model (P2P 비지니스 모델에서의 조정 에이전트 시스템에 관한 연구)

  • Kim, Dong-Hyun;Lee, Sung-Ju
    • Journal of the Korean Institute of Intelligent Systems
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    • v.12 no.1
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    • pp.73-79
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    • 2002
  • At present, most Electronic Commerce System is made mainstream of Server-Client Commerce. For searching goods information, we must entering the EC sites and search that s information. but, P2P(Peer to Peer) System being escape traditional structure, Server-Client, it enable information transact between users, and resolve the problem of network, add-cost of server-ensurance, etc. Also, it is possible to trade information between person to person, client to provide. In this paper, we investigate on-going p2p models and study on the p2p based control based system.

Multi-agent based value net design (멀티에이전트 기반 가치넷 설계)

  • Kim, Taewoon
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.05a
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    • pp.222-229
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    • 2002
  • A value net is a business design that uses digital supply chain concepts to achieve both superior customer satisfaction and company profitability. In order to implement the value net model, information processing and distribution needs to occur in real time. Software agent technology is becoming popular due to the inherent characteristics of autonomy, distributedness and modularity. In this paper, we adopt agent technology to handle all real time decision process, making the value net model a complex multi-agent network of decision makers. For the agents to properly coordinate their respective activities we develop MAVN model, a Web-based multi-agent language grounded in the XML and Java.

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Method of Fare Payment based on Open API using Mobile Phone (이동전화를 이용한 개방형 인터페이스 기반의 요금 지불 서비스 제공 방법)

  • Lim, Sun-Hwan;Lee, Jae-Yong;Kim, Byung-Chul
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.45 no.8
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    • pp.82-90
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    • 2008
  • In this paper, functional architecture for fare payment is designed that enables IT developers to create charge-related applications using telecommunications network elements. To support a business model that enables operators to offer integrated billing, a payment and an account management API is crucial. Using this model, a fare payment service consisting of a payment service and an account management service was created. Each service is based on the architecture of parlay X web services. For the modeling of payment and of account management, the new operation of "split charging" is required in Parlay X payment web services, as is the new operation "notification".

A Classification Study on the Consumer Product Safety Management Target for CSR Consumer Issues (CSR 소비자이슈를 위한 생활용품 안전관리대상 유형 분류형태 연구)

  • Suh, Jungdae
    • Journal of the Korean Society of Safety
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    • v.34 no.5
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    • pp.119-131
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    • 2019
  • Among the themes for CSR(Corporate Social Responsibility), consumer issues include protecting the health and safety of consumers who purchase and use the products. In particular, ensuring product safety is a major theme of consumer issues for corporate social responsibility. Currently, the government implements the Electrical Appliances and Consumer Products Safety Control Act for product safety management and selects products that may harmful to consumers as safety control items, and manages the products by designating them as 4 types of safety certification, safety confirmation, supplier conformity verification, and safety standard compliance. In this paper, we propose management plans for the establishment of a more reasonable classification type of safety management target for 48 items of consumer products to be controlled by the act, and confirm the validity of the plan. First, we perform cluster analysis using data for CISS (Consumer Injury Surveillance System) to derive a new classification type of the safety management target. Next, we compare the results of the cluster analysis with the classification type of the act and the existing scenario classification method RAS (Risk Assessment by Scenario) and the causal network method RAMP (Risk Assessment Method based on Probability). Based on these results, we propose two new plans of safety management target classification and verify its validity.