• Title/Summary/Keyword: ubiquitous industry

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A Study on the Ubiquitous Industryz's Effects on Korean Economy using Interindustry Analysis (산업연관분석을 이용한 국내 유비쿼터스 산업의 경제적 파급효과에 관한 연구)

  • Baik Kwang-Hyun;Suk Young-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.3
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    • pp.494-505
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    • 2006
  • In this paper, we investigate the national effects of the ubiquitous industry(UI) for a u-Korea(ubiquitous Korea) project. As the UI has now been playing the more and more important role in Korean economy, it will be very appropriate to provide the policy makers with the accurate and reliable implications regarding the role of UI in the national economy. This paper applies the interindustry analysis to examine the impact of UI under the unique situation of Korea. To do this, we use the Input-Output Table published by the Bank of Korea in 2000. Our results shows that the economic effects of UI on the production-inducing, value added-inducing, export & import-inducing and employment-inducing in Korea will approximately be 240 trillion won from 2005 through 2010.

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Proposes on Essential Ubiquitous City Service to Guarantee Minimum Quality of Ubiquitous City (유비쿼터스도시의 최소 품질 보장을 위한 필수적인 유비쿼터스도시서비스 제안에 관한 연구)

  • Hwang, Byung Ju;Kim, Byeong Sun;Lee, Jae Yong
    • Journal of Korean Society for Geospatial Information Science
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    • v.21 no.1
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    • pp.53-64
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    • 2013
  • Since 2000, ubiquitous cities are spread over Korea by government's supporting project for ubiquitous city construction. But recently problems such as low perception of ubiquitous city are issued. There is just a few studies about a creation of citizen centric ubiquitous city service even though there have been several studies and policies to overcome such problems. There is not enough research on applying ubiquitous city service effectively at the stage of ubiquitous city plan. To solve this problems, this study ultimately aims to suggest essential ubiquitous city service applied at that stage to guarantee minimum quality of ubiquitous city. The expert survey method was employed to select essential ubiquitous city service. To achieve this goal, First, a survey performed by 163 local government officers to know current status of the ubiquitous city construction project. Second, another survey was performed for about 30 days by 38 experts worked at local public official and ubiquitous city organization to select essential ubiquitous city service. Finally we suggested 14 essential ubiquitous city service from the several viewpoints, which were universality, industry growth, social welfare, effective city management. And we analyzed the differences between ubiquitous city services written 14 ubiquitous city plan and essential ubiquitous city services.

Designing Processes for Ubiquitous-based Sport Business Model (유비쿼터스 기반 스포츠비즈니스모델 설계과정)

  • In, Sang-Woo
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.47-65
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    • 2011
  • Business organizations are asked to create new business models utilizing current technological innovations such as ubiquitous computing technology for developing new domains of business to obtain a competitive advantage and achieve a sustainable development. This study was focused on the processes for developing new and practical business models. The purpose of this study was to propose ubiquitous sport business modeling processes from the modeling framework. In particular, this study focused on developing new, pragmatic, and effective sport business models, and this new type of business is defined as 'u-sport.' For design the business model, extensive literature reviews and case studies were conducted for benchmarking the cases and expert group review was conducted for developing u-sport business model framework. The suggested business modeling processes in this study were consisted of four phases; 1) organization strategy level setting phase, 2) business strategy level setting phase, 3) business structure level setting phase, and 4) service level setting phase. The modeling processes were verified to adapt ubiquitous sport business. This designing and modeling process is expected to play a significant role on enhancing the technology-based business environments as the process mainly focuses on the service and consumer oriented approach rather than technology and suppliers oriented approach. In conclusion, establishing sport business models by adapting the service modeling process will deliver an exponential growth and development of future ubiquitous based industry.

A Study on Ubiquitous technology Convergence by Public Use of Physical Space and Function Unification of Physical Facilities (물리적 공간의 공용사용과 물리적 시설의 기능 통합에 의한 유비쿼터스 기술의 융합에 관한 연구)

  • Choi, Chang-Sun;Chin, Yong-Ohk
    • Journal of Advanced Navigation Technology
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    • v.13 no.2
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    • pp.231-237
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    • 2009
  • According to the enforcement of various laws for the ubiquitous city, the convergence technologies for the ubiquitous in the industry has been emerging. In this paper, we propose a method for the ubiquitous convergence technology by a functional integration of the public employment of the physical space and physical facilities, as the related laws are enforced and the city development plan is processed in the situation which constructs the ubiquitous and eco-city. We also present a scheme for the establishment to prepare the foundation of systematization, standardization, and information-oriented by providing an application example for the common-use-channel and unification IP pool based on the proposed method.

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Fashion Designs for Wearable Computer in Ubiquitous Environment (유비쿼터스 환경에서 웨어러블 컴퓨터를 위한 패션디자인)

  • Kim, Jee-Hee
    • Fashion & Textile Research Journal
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    • v.10 no.4
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    • pp.464-472
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    • 2008
  • Wearable computer focuses on functional aspects of fashion to respond to and satisfy needs for daily availability of ubiquitous environment owing to ever-developing digital technologies. The purpose of this study is to examine in possible developmental direction of wearable computer and thereby explore more promising directions of wearable computer to enhance its adaptability to future advanced ubiquitous environment and also satisfy both esthetical and functional needs. Now the wearable computer can be classified broadly into 3 types in the aspect of functionality, i.e. computer containing 'integratability', 'convertibility' and 'interactability'. Beyond simple portability concepts based on digital devices attached on body, it will be necessary that follow-up studies on wearable computer satisfy needs for enhanced digital functionality to comply with ubiquitous environment as well as emotional needs inherent in clothing. It is expected that possibility of future wearable computer will be extended via collaborative relationships between design and functionality, and should be implemented through possible points of contact among computer, telecommunication, design and fashion. Based on the findings of this study, it is expected that follow-up researches and developments for wearable computer to meet both functionality and esthetical values in the aspect of 'fashion design combined with electronic products' will help assure the variety of fashion designs for wearable computer contributing to better life quality of human in future ubiquitous environment.

A Design of RFID based on Customer Relationship Management and Merchandise Control System using Ubiquitous Agent (유비쿼터스형 에이전트를 이용한 RFID 기반 고객 관리 및 상품 관리 시스템 설계)

  • Ahn, Jae-Myung;Oh, Hae-Seok
    • Journal of the Korea Computer Industry Society
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    • v.5 no.8
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    • pp.819-828
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    • 2004
  • Recently, while research for the ubiquitous networking and ubiqutous computing is gone with activity, RFID(Radio Frequency IDentification) that recognize movement of things and take position advantage of RFID echnology in ubiquitous environment are required. In this paper, we propose and design a system that can taking customer's position in large size mart and analyzing customer's shopping movement to manage customer and merchandise of most suitable.

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A study on ubiquitous technology in information science (정보과학의 유비쿼터스 연구정책과 기술에 관한 연구)

  • 정창덕
    • Journal of the Korea Computer Industry Society
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    • v.4 no.4
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    • pp.661-670
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    • 2003
  • The most recent paradigm shift is ubiquitous technology, or ubicomp for short. The ubicomp vision pushes computational services out of conventional desktop interfaces and into the environment in increasingly transparent forms. Research in ubiquitous computing raises many challenging issues for computer science in general, but successful research in ubiquitous computing requires the deployment of applications that can survive everyday use, and this in itself presents a great software engineering challenge. We will clarify these problems and discuss our approaches towards their solution. In this paper, we discuss the information technologyproblems that arise in conducting research toward this vision of future computer-enhanced environments.

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Convention Service Model Based on Ubiquitous Technology (유비쿼터스 기반의 컨벤션 서비스 모델)

  • Yu, Sung-Yeol;Lee, Kang-Bae
    • Management & Information Systems Review
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    • v.32 no.5
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    • pp.89-100
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    • 2013
  • Recently, interesting of ubiquitous computing technologies has increased. In this paper, we propose a service model for convention industry based on ubiquitous computing technologies. First, we propose service function, service process, and relationships between participants to give shape to the service model. And, we present some service functions; exhibition service, advertisement service and customer support service. Finally, we propose overall service process and relationship between participants.

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A Study on the Direction of Smart Furniture by Changes in Ubiquitous Technology-Based Residential Environment

  • Han, Jung-Yeob
    • Journal of the Korea Furniture Society
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    • v.19 no.4
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    • pp.283-293
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    • 2008
  • This study is intended to forecast changes in Ubiquitous technology-based residential environment since the digital revolution so as to suggest the direction of furniture design in the near future. Among Ubiquitous technologies, the intelligent digital technology applied to a residential environment is defined as "Smart Digital Technology." Ministry of Commerce, Industry and Energy named the residential environment where such technology is applied "Smart Home." Smart Home is strategically creating intelligent residential environment where interactivity is made between human, furniture and residential environment, based on home automation, home network and intelligent sensor technology. Smart furniture is based on strategic characteristics of smart home. Its convergence with IT equipments is being made. Largely, smart furniture has three characteristics as below: First, smart furniture provides users with information on home management, health management, education and fashion. not just functioning as storage space. Second, smart furniture that is a new lifestyle pattern will suggest a new aesthetic standard based on unsettled shapes and innovative structure. Finally, it gives convenience to users intelligently. Namely, smart furniture, "intelligent informative furniture", will be suggested as a new paradigm.

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