• 제목/요약/키워드: technology-based business

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Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • 제32권4호
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

A New Approach to Estimating Product Lifetimes: A Case Study of an LED Based LCD TV

  • Kim, Keun-Hwan;Kim, Chi-Hwan;Park, Hyun-Woo
    • Asian Journal of Innovation and Policy
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    • 제1권2호
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    • pp.200-218
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    • 2012
  • Estimating the economic life of a technology is the first important prerequisite step in the feasibility analysis of technology-based business. Many empirical studies have concentrated on patents data to estimate the time period for a technology. However, it is recommended to estimate it along with qualitative considerations of future technological and market conditions. In this regard, little is known about how approaches are applied. This paper aims to establish a structural framework of estimating the lifetime of a technology by integrating the outputs of an analysis of the determinants in each transition of a product life cycle. We describe an illustrative case about a light emitting diode (LED) backlight unit (BLU) technology for the liquid crystal display (LCD) TV. The framework allows valuators and experts to estimate a technology lifetime by using multidimensional factors.

The Investment Always Will Get Gains? Advertising Expenditure and Enterprise Performance Based on Corporate Life Cycle

  • Li, Liang;Amine, Bouirig;Pang, Yuxin;Jiang, Minxing
    • Asia Pacific Journal of Business Review
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    • 제6권2호
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    • pp.61-76
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    • 2022
  • Based on the concept of advertising expenditure, manufacturing firm performance, and enterprise life cycle, this research conducts the listed Chinese manufacturing listed in 2016-2018 as the research sampling and divides these listed companies into three periods: growth, maturity, and decline. Next, this paper conducts empirical research from three aspects: advertising expenditure or investment and manufacturing firm performance, lag effect of advertising expenditure, and outcome effect and lag effect of advertising investment. It is found that in different stages of manufacturing enterprises, different advertising expenditures will have different impacts on the performance of manufacturing enterprises. In the growth stage, the advertising investment of manufacturing enterprises will significantly affect the performance results of the current period, and there will be the long-term lag effect. In contrast, the mature stage of enterprises' advertising investment has a shorter period of lag effect, while in the recession stage, the mature stage of manufacturing enterprises' advertising investment will have a shorter period of lag effect. The empirical results are not significant. This study provides a reference for manufacturing enterprises in different stages in the decision-making of advertising investment.

Technology-based Procurement Innovation in SME F&B Service : An Evolutionary Case Study

  • Cho, Nam-Jae;Gu, Yeon-Kyoung
    • Journal of Information Technology Applications and Management
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    • 제17권3호
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    • pp.25-41
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    • 2010
  • F&B(food and beverage) in accommodation industry is a key service that determine the satisfaction of customers in tourism industry. As the importance of the management of quality gets increasingly highlighted in service industry, the innovation in the management of service quality and satisfaction in tourism industry is gaining high attention. In this research, we focused on the improvement and innovation of the management of procurement process for F&B service based on the smart use of information technology. A case and scenario analysis of the improvements in the management of procurement process is performed focusing on a medium-size accommodation business. Future opportunities and potential of further IT-based innovation is discussed.

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Building a Business Knowledge Base by a Supervised Learning and Rule-Based Method

  • Shin, Sungho;Jung, Hanmin;Yi, Mun Yong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권1호
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    • pp.407-420
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    • 2015
  • Natural Language Question Answering (NLQA) and Prescriptive Analytics (PA) have been identified as innovative, emerging technologies in 2015 by the Gartner group. These technologies require knowledge bases that consist of data that has been extracted from unstructured texts. Every business requires a knowledge base for business analytics as it can enhance companies' competitiveness in their industry. Most intelligent or analytic services depend a lot upon on knowledge bases. However, building a qualified knowledge base is very time consuming and requires a considerable amount of effort, especially if it is to be manually created. Another problem that occurs when creating a knowledge base is that it will be outdated by the time it is completed and will require constant updating even when it is ready in use. For these reason, it is more advisable to create a computerized knowledge base. This research focuses on building a computerized knowledge base for business using a supervised learning and rule-based method. The method proposed in this paper is based on information extraction, but it has been specialized and modified to extract information related only to a business. The business knowledge base created by our system can also be used for advanced functions such as presenting the hierarchy of technologies and products, and the relations between technologies and products. Using our method, these relations can be expanded and customized according to business requirements.

경영 교육을 위한 경영 모의 게임의 활용 방안: 개발 과정 및 교육 방법을 중심으로 (How to use Business Simulation Game for Business Education: Based on the Development Process and Business Education Method)

  • 김상수
    • 경영정보학연구
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    • 제7권1호
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    • pp.41-63
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    • 2005
  • 디지털 기술이 발전함에 따라서 다양한 에듀테인먼트 유형의 컨텐츠가 경영 교육 분야에 활용되고 있다. 그 중에서 현실 세계를 가상 게임화 해서 기업 경영을 체험해 보는 경영 모의 게임(business simulation game)이 경영 교육 분야에서 널리 활용되고 있다. 외국의 많은 대학과 기업에서는 경영 모의 게임을 경영 교육 도구로서 널리 활용하고 있으나 국내에서는 상대적으로 널리 활용되고 있지 못하는 상황이다. 본 연구에서는 지난 2년 반 동안 산학 협동으로 개발한 경영 모의 게임을 소개하고, 이를 이용한 경영 교육 활용 방안을 제시하고 있다. 먼저 경영 모의 게임의 개발 방법, 구조, 진행 방법을 중심으로 경영 모의 게임의 개발 과정을 설명하고 있다. 다음에 경영 모의 게임을 경영 교육에 활용하기 위한 방안으로서 교육 효과, 장점/단점, 교육 대상, 교육 효과 강화 방안, 경영 미션, 교육 계획안, 평가 방법을 중심으로 논의하였다.

u-Korea를 통한 한국 IT벤처의 활성화 방안 (Turnaround of Korean IT Venture firms by u-Korea)

  • 황두희;이종민;정선양
    • 한국기술혁신학회:학술대회논문집
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    • 한국기술혁신학회 2005년도 춘계학술대회
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    • pp.46-59
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    • 2005
  • After the IMF jurisdiction period, the Korean economy experienced a venture boom. Korean venture enterprises had been recognized that high profitable and high technology capacity based. These ventures also have contributed to national added value tolerably. In particular, Korean information technology (IT) venture companies got away the order of economy concentrated big companies, which were taken the opportunity of new economy to make suggestion of the future courses and to open an e-Korea era. However, IT ventures firms or dotcom enterprises have had difficulties through sinking down their bubbles and slumping technology sector from the first half of the 2000. In consideration of Korea IT venture companies' conditions, Korean government introduce new national vision in order to go ahead of intelligence based society form knowledge based. Korea is planning new investment to meet with the challenge of globalization proactively by national band named u-Korea. As following a step in IT infrastructure, it will give Korean IT ventures new demand creative technologies and services by new technological windows of opportunity. This situation is expected that will become an economic take-off. This paper will look for the way to stimulate Korean IT ventures' competence and present new frontier of IT ventures turnaround.

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정보기술을 이용한 ISO 9001:2000 품질경영시스템 구축 (A study on establishing a ISO 9001:2000 Quality Management System using information technology)

  • 김상국;신성호;이영세;정택영
    • 품질경영학회지
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    • 제33권2호
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    • pp.13-21
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    • 2005
  • Most organizations adopt a process-based approach to manage their operations and now business process management(BPM) is a well-established concept. Because ISO 9001:2000 has been influenced by BPR and it also emphasizes process based, BPM can get together with ISO 9001:2000. Korea Institute of Science and Technology Information has taken ISO 9001:2000 certificate in November 11, 2003 and now implements quality management systems based on BPMS. We call it KQMS(KISTI Quality Management System). KQMS based on BPMS is a new example in field of ISO quality management and is expected to support process management well.

Virtual World-Based Information Security Learning: Design and Evaluation

  • Ryoo, Jungwoo;Lee, Dongwon;Techatassanasoontorn, Angsana A.
    • Journal of Information Science Theory and Practice
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    • 제4권3호
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    • pp.6-27
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    • 2016
  • There has been a growing interest and enthusiasm for the application of virtual worlds in learning and training. This research proposes a design framework of a virtual world-based learning environment that integrates two unique features of the virtual world technology, immersion and interactivity, with an instructional strategy that promotes self-regulatory learning. We demonstrate the usefulness and assess the effectiveness of our design in the context of information security learning. In particular, the information security learning module implemented in Second Life was incorporated into an Introduction to Information Security course. Data from pre- and post- learning surveys were used to evaluate the effectiveness of the learning module. Overall, the results strongly suggest that the virtual world-based learning environment enhances information security learning, thus supporting the effectiveness of the proposed design framework. Additional results suggest that learner traits have an important influence on learning outcomes through perceived enjoyment. The study offers useful design and implementation guidelines for organizations and universities to develop a virtual world-based learning environment. It also represents an initial step towards the design and explanation theories of virtual world-based learning environments.

모바일 솔루션 기업의 성공적 비즈니스 모형 (Successful Business Model of Mobile Solution Company)

  • 장덕성
    • 한국컴퓨터정보학회논문지
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    • 제10권3호
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    • pp.275-286
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    • 2005
  • IT(Information Technology)가 비즈니스 업무에 도입 구축된 이래, 기업의 비즈니스 모델에 대한 관심사는 지속적으로 커지고 있다. 기업은 수익을 창출할 것으로 예상되는 비즈니스 모델을 만들기 위한 노력을 경주하고 있으나 그 비즈니스 모델이 성공을 한다고 보장할 수는 없다. 신 기술의 라이프사이클이 짧아지는 상황에서, 당시에 출현한 기술의 우수성 판단만으로는 그 기술을 기반으로 한 비즈니스 모델이 수익을 창출할 것이라고 보장할 수는 없다. 이에, Timmers 모델, Julta 등의 비즈니스 모델, Rappa 모델, 전자상거래 수익모델, B2E 모델과 제휴, 제휴(Affiliated) B2E 비즈니스 프레임에 대한 모델을 분석한 후, 이들 모델의 장단점을 제시하고자 한다. 또한 기술평가와 비즈니스 모델간 관련성에 대한 분석을 한 후, 모바일 솔루션 기업들이 시장에서 성공하기 위한 Comraded B2E 비즈니스 모델을 도출하고자 한다.

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