• Title/Summary/Keyword: product domains

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Analysis of the Factors Influencing the Efficiency of Natural Recreation Forest Management (자연휴양림 경영효율성에 대한 영향 요인 분석)

  • Seung Yeon Byun;Do-il Yoo;Ja-Choon Koo
    • Journal of Korean Society of Forest Science
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    • v.113 no.2
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    • pp.153-163
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    • 2024
  • Since the onset of the COVID-19 pandemic, there has been a significant shift in the lifestyle patterns of the populace across various domains. Concerns surrounding COVID-19 have emerged as pivotal catalysts of change in recreational habits with people giving a particular preference for environments with low population density and increased openness. This trend has resulted in an uptick in excursions to natural reserves, coastlines, and parks. However, during the peak of infectious outbreaks, widespread adherence to social distancing measures has precipitated a steep decline in tourist footfall across natural recreation forests, exacerbating financial deficits to a considerable extent. Thus, this research sought to compare and analyze the operational efficacy and productivity of national, public, and private natural recreation forests pre- and post-COVID-19 pandemic by utilizing non-parametric methodologies, such as data envelopment analysis and the Malmquist productivity index analysis. The objective was to identify the factors contributing to the decreases in efficiency and productivity and ultimately offer nuanced recommendations tailored to respective administrative bodies. This study's distinctive focus on the analysis of management efficiency and productivity in natural recreation forests nationwide offers significant academic and practical relevance.

Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
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    • v.25 no.4
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    • pp.131-159
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    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.

REDUCING LATENCY IN SMART MANUFACTURING SERVICE SYSTEM USING EDGE COMPUTING

  • Vimal, S.;Jesuva, Arockiadoss S;Bharathiraja, S;Guru, S;Jackins, V.
    • Journal of Platform Technology
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    • v.9 no.1
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    • pp.15-22
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    • 2021
  • In a smart manufacturing environment, more and more devices are connected to the Internet so that a large volume of data can be obtained during all phases of the product life cycle. The large-scale industries, companies and organizations that have more operational units scattered among the various geographical locations face a huge resource consumption because of their unorganized structure of sharing resources among themselves that directly affects the supply chain of the corresponding concerns. Cloud-based smart manufacturing paradigm facilitates a new variety of applications and services to analyze a large volume of data and enable large-scale manufacturing collaboration. The manufacturing units include machinery that may be situated in different geological areas and process instances that are executed from different machinery data should be constantly managed by the super admin to coordinate the manufacturing process in the large-scale industries these environments make the manufacturing process a tedious work to maintain the efficiency of the production unit. The data from all these instances should be monitored to maintain the integrity of the manufacturing service system, all these data are computed in the cloud environment which leads to the latency in the performance of the smart manufacturing service system. Instead, validating data from the external device, we propose to validate the data at the front-end of each device. The validation process can be automated by script validation and then the processed data will be sent to the cloud processing and storing unit. Along with the end-device data validation we will implement the APM(Asset Performance Management) to enhance the productive functionality of the manufacturers. The manufacturing service system will be chunked into modules based on the functionalities of the machines and process instances corresponding to the time schedules of the respective machines. On breaking the whole system into chunks of modules and further divisions as required we can reduce the data loss or data mismatch due to the processing of data from the instances that may be down for maintenance or malfunction ties of the machinery. This will help the admin to trace the individual domains of the smart manufacturing service system that needs attention for error recovery among the various process instances from different machines that operate on the various conditions. This helps in reducing the latency, which in turn increases the efficiency of the whole system

Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification (게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석)

  • Gu, Xue-ping;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.315-325
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    • 2021
  • The value and importance of Gamification has intensified as the way Gamification is applied to social networking applications has added to users' interest and involvement to the product. Gamification entails the adoption of gaming techniques and modes of thinking in non-gaming domains to elicit user engagement. To this end, the paper draws on Gamification's analytical model, Octalysis, with the aim of identifying user loyalty of the three major Chinese social networking applications and extracting their characteristics. In this regard, the first task in the advancement of the study is to establish an understanding of the components and characteristics of Gamification within the context of available examples. Next, a questionnaire survey covering China's three dominant social applications, WeChat, QQ, and Xiaohongshu, is administered and their user loyalty is examined through Octalysis's eight analytical frameworks. By virtue of analysis, the results demonstrate that the three elements of game mechanics, Point, Badge, and Leadboard, which are external to the game, fail to sustain the user loyalty, but are merely a means to an end. Only by including a combination of social application features, contents and user needs can Gamification considerations be maximized to ensure that users are subjectively engaged with the product.

Investigation of Domain-specificity of Creativity and the 3-year follow-up (창의성 영역문제의 탐색 및 재접근)

  • Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.15 no.2
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    • pp.1-34
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    • 2005
  • This study is composed of 2 parts. Study 1 empirically examined (1) the relationships among children's creative performances measured by three product-based assessments (story-telling, collage-making, and math word problems) in three domains, and (2) the relationships between children's general creative thinking skills, measured by two divergent thinking tests, and children's creative performances. Study 2 is a three-year follow up study of the study 1. Study 2 followed up some (71) children who participated in study 1. In study 2, long-term stability of the performance based assessment involving story-telling, collage making, and math problem making were examined during the three-year time period. In addition, study 2 tried to look at the methods effect of the domain issue of creativity, comparing self-report scale and performance-based assessment. The findings of this study support the position that creative ability in young children is rather (but not absolutely) domain-specific. The long-term stability of the performance-based assessments compares favorably with stability figures for other creativity tests. Results also indicate that there are some method effect in explaining the domain issue of creativity. Implication of the study in connection with educational practices for gifted children is discussed.

A Customization Method for Mobile App.'s Performance Improvement (모바일 앱의 성능향상을 위한 커스터마이제이션 방안)

  • Cho, Eun-Sook;Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.208-213
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    • 2016
  • In the fourth industrial revolution, customization is becoming a conversation topic in various domains. Industry 4.0 applies cyber-physical systems (CPS), the Internet of Things (IoT), and cloud computing to manufacturing businesses. One of the main phrases in Industry 4.0 is mass customization. Optimized products or services are developed and provided through customization. Therefore, the competitiveness of a product can be enhanced, and satisfaction is improved. In particular, as IoT technology spreads, customization is an essential aspect of smooth service connections between various devices or things. Customized services in mobile applications are assembled and operate in various mobile devices in the mobile environment. Therefore, this paper proposes a method for improving customized cloud server-based mobile architectures, processes, and metrics, and for measuring the performance improvement of the customized architectures operating in various mobile devices based on the Android or IOS platforms. We reduce the total time required for customization in half as a result of applying the proposed customized architectures, processes, and metrics in various devices.

A Deep Learning Based Recommender System Using Visual Information (시각 정보를 활용한 딥러닝 기반 추천 시스템)

  • Moon, Hyunsil;Lim, Jinhyuk;Kim, Doyeon;Cho, Yoonho
    • Knowledge Management Research
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    • v.21 no.3
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    • pp.27-44
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    • 2020
  • In order to solve the user's information overload problem, recommender systems infer users' preferences and suggest items that match them. The collaborative filtering (CF), the most successful recommendation algorithm, has been improving performance until recently and applied to various business domains. Visual information, such as book covers, could influence consumers' purchase decision making. However, CF-based recommender systems have rarely considered for visual information. In this study, we propose VizNCS, a CF-based deep learning model that uses visual information as additional information. VizNCS consists of two phases. In the first phase, we build convolutional neural networks (CNN) to extract visual features from image data. In the second phase, we supply the visual features to the NCF model that is known to easy to extend to other information among the deep learning-based recommendation systems. As the results of the performance comparison experiments, VizNCS showed higher performance than the vanilla NCF. We also conducted an additional experiment to see if the visual information affects differently depending on the product category. The result enables us to identify which categories were affected and which were not. We expect VizNCS to improve the recommender system performance and expand the recommender system's data source to visual information.

Molecular cloning and characterization of β-mannanase B from Cellulosimicrobium sp. YB-43 (Cellulosimicrobium sp. YB-43의 mannanase B 유전자 클로닝과 특성 분석)

  • Yoon, Ki-Hong
    • Korean Journal of Microbiology
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    • v.52 no.3
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    • pp.336-343
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    • 2016
  • A mannanase gene was cloned into Escherichia coli from Cellulosimicrobium sp. YB-43, which had been found to produce two kinds of mannanase, and sequenced completely. This mannanase gene, designated manB, consisted of 1,284 nucleotides encoding a polypeptide of 427 amino acid residues. Based on the deduced amino acid sequence, the ManB was identified to be a modular enzyme including two carbohydrate binding domains besides the catalytic domain, which was highly homologous to mannanases belonging to the glycosyl hydrolase family 5. The N-terminal amino acid sequence of ManB, purified from a cell-free extract of the recombinant E. coli carrying a Cellulosimicrobium sp. YB-43 manB gene, has been determined as QGASAASDG, which was correctly corresponding to signal peptide predicted by SignalP4.1 server for Gram-negative bacteria. The purified ManB had a pH optimum for its activity at pH 6.5~7.0 and a temperature optimum at $55^{\circ}C$. The enzyme was active on locust bean gum (LBG), konjac and guar gum, while it did not exhibit activity towards carboxymethylcellulose, xylan, starch, and para-nitrophenyl-${\beta}$-mannopyranoside. The activity of enzyme was inhibited very slightly by $Mg^{2+}$, $K^+$, and $Na^+$, and significantly inhibited by $Cu^{2+}$, $Zn^{2+}$, $Mn^{2+}$, and SDS. The enzyme could hydrolyze mannooligosaccharides larger than mannobiose, which was the most predominant product resulting from the ManB hydrolysis for mannooligosaccharides and LBG.

Local Festival and Culture Contents (지역축제와 문화콘텐츠)

  • Kim, Kyung Sook
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.183-189
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    • 2017
  • This research aims to inquire about local festival culture contents of France which are considered a successful case of cultural contents industry and will make a diagnosis regarding the applicability and concomitant problems in our country. It reviews French local festival and culture contents, represented by Bordeaux wine Festival. This research analyses the structure of storytelling and the emotional factors as communication and experience tool of historical and cultural resources in terms of cultural semiotics. The findings are as follows: First, it is about a strategy linked with historical and cultural resources as a package touristic product made of the tradition, history, cultural heritage, arts and winery experience. Second, it is about a storytelling strategy. The status of Bordeaux wine holds a splendid story originated in long historical background and benefits of nature. Third, it is about a strategy oriented to communication and experience. Fourth, it is about a strategy inducing fun and fantasy. A festival is a form of a play, and the play is the culture itself. The revitalization of local festivals which allow the increment of one's most personal happiness index is estimated to have the most crucial values and significance. Finally, the cases of European local festivals are considered to be worth benchmarking in many different domains in the sense that they create new contents by making interesting stories adapted from the past history.

A Study on the Multi-function in Package Design According to Changes in Consumer Trends - Focusing on the Used in Food Packing Material - (소비자 트랜드 변화에 따른 패키지디자인의 다기능 현상에 관한 연구 - 식품패키지 재료를 중심으로 -)

  • 김응화
    • Archives of design research
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    • v.17 no.3
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    • pp.343-352
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    • 2004
  • Under the production system of a free market economy, the modern consumers'goods that feature current trends reveal diverse aspects of the whole society and culture. This phenomenon is progressing at such a rapid speed that theories can barely keep up to explain it dearly. It is believed that the reason for the lag in academic theories is the formation of pluralistic values in human lifestyles due to the development of science and information communication. The pluralism of values in contemporary society is being studied in many academic fields, and the design among these fields often sees such a phenomenon as one of the post-modernism concepts, where post-modernism suggests a diversification and dismantling of modernism. In other words, the current design is closely watching products that are totally different from existing products, from complex and conceptual outcomes in the field of design to products that reflect various trends. Thus, it is true that package design, which proactively reflects current trends, freely traverses among specific domains of various fields that have been determined tacitly. It is also believed that other fields are also reflecting the same developments. Such a phenomenon is strikingly revealed with so-called 'fancy products', while other products 'parody' package design. This study sees the phenomenon as dismantling the border between product design and package design. The examined package design reflects the broader characteristics of the times, based on current concepts and meanings, after reviewing design examples.

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