• Title/Summary/Keyword: value of play

Search Result 1,010, Processing Time 0.027 seconds

Ubiquitous Computing-Driven Business Models : An Analytical Structure & Empirical Validations (유비쿼터스 컴퓨팅 기반의 비즈니스 모델에 관한 연구 : 연구 분석 프레임워크 수립 및 실증 분석)

  • Hwang Kyung Tae;Shin Bongsik;Kim Kyoung-jae
    • Journal of Information Technology Applications and Management
    • /
    • v.12 no.4
    • /
    • pp.105-121
    • /
    • 2005
  • Ubiquitous computing(UC) is an emerging paradigm. Its arrival as a mainstream is expected to trigger innovative UC-driven business models (UCBMs). Currently, there is no Parsimonious methodology to analyze and provide diagnostics for UCBMs. With this research, we propose a analytical architecture that enables the assessment of an UCBM in its structural strengths and weaknesses. With value logic as the cornerstone, the architecture is composed of value actors, value assets, value context, business value Propositions, customer value propositions, value creation logics, and value assumptions. Dimensional variables are initially Identified based on the review of business model literature. Then, their significance is empirically examined through 14 UCBM scenarios, and variables that are expected to Play an important role in the UCBM assessment are decided. Finally, by analyzing the scenarios in terms of the dimensional variables, we attempted to summarize general characteristics of emerging UCBMs.

  • PDF

Factors Affecting Firm Performance of Small and Medium Enterprises: Empirical Evidence from Hanoi, Vietnam

  • VO, Thi Van Khanh
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.9 no.6
    • /
    • pp.325-329
    • /
    • 2022
  • Enterprises play an increasingly important role in economic development in each country. Effective businesses will make the economies of countries also become efficient and develop. Enterprises play a role in creating jobs, improving labor productivity, and connecting foreign trade and import-export activities. The study aims to evaluate the factors affecting the profitability of small and medium enterprises in Hanoi by using a study of 210 enterprises in the area as well as advanced econometric regression analysis. The research results show that firm size and human capital have no impact on business performance. However, older firms are likely to have higher firm performance, and conversely, younger firms have lower firm performance. The research also confirms that the growth of businesses often has higher firm performance than low-growth ones. Furthermore, a firm with greater value is also more likely to stimulate business performance than lower its value, and this effect is the largest among the analyzed factors. Finally, the study also has some recommendations for the Vietnamese government to develop small and medium enterprises. Specifically, the government needs to create an open mechanism for the start-up movement and create a favorable financial mechanism for small and medium-sized enterprises to be able to access.

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.3
    • /
    • pp.64-76
    • /
    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

A Study on Used Colors Characteristic of Case Study for Children Play Therapy Center (국내.외 놀이치료 시설의 사례분석을 통한 사용 색채 특성에 관한 연구)

  • Choi, Jin-Hee
    • Korean Institute of Interior Design Journal
    • /
    • v.20 no.4
    • /
    • pp.29-36
    • /
    • 2011
  • This study aims to be the useful resources for selecting play therapy facility in the future by analysis of used colors in the play therapy facility as the subsequent studies of the thesis of KIID in 2010, titled 'Study on the planning factors of case study for children's play therapy center'. As research method of this study, the overall understanding about play therapy facility was improved through theoretical considerations, and it was about the Moon-Spencer's theory of color harmony which will be used for the framework of case study. In Section 3, the field trips at 6 facilities were conducted as the case research and the data research through website was conducted for case study. Moon-Spencer's theory of color harmony used the Munsell's color Order System, so after measuring CMYK value of the picture for the case research through photo shop, the color, brightness and saturation were measured through Munsell Conversion program. The following three kinds of features were drawn by research of the harmony and disharmony of used colors for the cases after substituting the theory of color harmony through the measured color. brightness, and saturation. First. series Y and YR were used mainly for warm image as the concept of play therapy room. Second, the various colors were used for comfortable image like home. But the various patterns were used by mixing for the therapy room F, so it gives confusing impression. Third, series YR and achromatic color as the color of wood were used unavoidably for using materials of manufactured goods.

"Adam and Eve" - Soviet Plot and Parody of M.A. Bulgakov (『아담과 이브』: 소비에트 슈제트와 M.불가코프의 패러디)

  • Kang, Su Kyung;Yang, min jong
    • Cross-Cultural Studies
    • /
    • v.22
    • /
    • pp.7-27
    • /
    • 2011
  • This article is devoted to little-studied play of M.A. Bulgakov "Adam and Eve". By the end of 1920's - the beginning of 1930's soviet society is differentiated again, its construction is rebuilded. In the new condition drama is needed as much as possible. Drama on the stage is ideal model for instruction of "Mass". Thereupon soviet society asked "New Hero", "New play", which can rebuild soviet citizen in the new construction of government. Thereby the play of M.A. Bulgakov "Adam and Eve" is created by order of soviet society. In this play typical soviet people are represented: Adam Krasovsky(engineer), Daragan(pilot-terminator), Ponchik-Nepobeda(writer), Zahar Markizov(proletarian-baker). They are different from each other by their occupation and formation, but they have same consciousness and they think identically. Bulgakov makes stand such problems: impersonality and unfreedom of human being in the government of communism. Bulgakov, using Parody, doubt the possibility of realization of utopia of Soviet government. Bulgakov show to us that Adam Krasocsky is not real Adam-first human being. In the play we can see the real Adam is the scientist-intelligent Efrosimov. Bulgakov change the place of Ponchik with the place of Markizov. The idiot and the fool is recognized not Markisov-drinker, tyrant, but Ponchik-writer. After the disaster Markisov, reading a Bible, is changing and by the end of play he started writing his own novel. Indeed if Ponchik wrote hoked-up novel, Markisov writes a real own history. Request of Leningrad Theater for Bulgakov to write about the future war comes from the spirit of the time. But Bulgakov in this play "Adam and Eve" could insist that the "Life" is a supreme value.

The Environmental, Social, and Governance (ESG) Rating, Firm Value and the Corporate Ownership Concentration

  • Heonyong Jung
    • International journal of advanced smart convergence
    • /
    • v.12 no.3
    • /
    • pp.157-162
    • /
    • 2023
  • This study analyzed the relationship between ESG performance and corporate value using panel data from Chinese equipment manufacturing companies spanning from 2012 to 2021, and it also examined whether ownership structure moderates this relationship. We have contributed to filling the gap in existing research. The main conclusions of this study are as follows: Firstly, similar to previous researches, ESG performance was found to have a positive and statistically significant impact on corporate value. Secondly, when the three dimensions of ESG - Environmental (E), Social (S), and Governance (G) - were analyzed separately, it was observed that E and S have a positive and statistically significant impact on corporate value, while G has a negative and statistically significant impact. Thirdly, ownership concentration emerged as a significant moderating factor in explaining the connection between ESG performance and corporate value. Lastly, when the three dimensions of ESG were analyzed separately, ownership concentration was found to serve as a positive moderating factor in the relationship between corporate value and E and S, but it did not play a statistically significant role for G.

Structure and Actual Cognition of Korean 'Sin-Pa' Play - Focusing on and (신파극의 구조와 현실 인식 - <사랑에 속고 돈에 울고>와 <장한몽>을 중심으로 -)

  • Ryu, Kyeong-Ho
    • (The) Research of the performance art and culture
    • /
    • no.18
    • /
    • pp.315-346
    • /
    • 2009
  • Korean 'Sin-Pa' play is a way to examine self-reliance of Korean culture and influence of Japanese culture on the Korean one in the early modern times. Although the 'Sin-Pa' play has been estimated negatively in many aspects, such an estimation can be different depending on the methodology. Therefore, I tried to explain a characteristics of the rise of 'Sin-Pa' play. While making these trials, I made efforts to reappreciate the developing process of Korean 'Sin-Pa' play and its theatrical structure and value. Particularly, I focused on structure of 'Sin-Pa' play in the context of an actual cognition of colonized Korea. Based on the 'Sin-Pa' play's repertoires I found out that one of the representative characteristics of Korean 'Sin-Pa' play is a changing process from orality to literacy. And I made attempts to uncover some ideological functions and their effects of 'Sin-Pa' play, focusing on and whose story line is usually consisted of 'provocation-pangs-defeat' while it interacted with 'provocation-pangs-penalty' of the structure of melodrama under the contemporary cultural conditions. 'Sin-Pa'' play can be considered as a performance mode to accept the Japanese value embedded in the colonized Korea since the 1910s on the one hand and to resist the overwhelming power of western culture imported through Japan on the other hand. In other words, it was closely related with the cultural-field of that period. Based on these results of this research, I tried to outline what the mode of 'Sin-Pa' was, what it reflected, and what it desired for under the influence of the contemporary cultural conditions. I analysed double qualities of 'Sin-Pa' play as a dominant narrative and/or a resistant narrative considering its relationship with the people of colonized Korea. And also I examined the place of the 'Sin-Pa' play in the history of theatre and in the history of culture.

Design and Implementation of the ChamCham and WordChain Play Robot for Reduction of Symptoms of Depressive Disorder Patient (우울증 진단 환자의 증상 완화를 위한 참참참, 끝말잇기 놀이 로봇 설계 및 구현)

  • Eom, Hyun-Young;Seo, Dong-Yoon;Lee, Gyeong-Min;Lee, Seong-Ung;Choi, Ji-Hwan;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.2
    • /
    • pp.561-566
    • /
    • 2020
  • We propose to design and to implement a recreational and end - of - play robot for symptom relief in patients with depression. The main symptom of depression is the loss of interest and interest in life. The depression diagnosis patient confirms the emotional analysis revealed by his / her robot through the robot, and performs the greeting or ending play. After analyzing the emotions in the expressions after the play, the function of the embodying robot is confirmed by receiving the report. A simple play can not completely cure a patient with a diagnosis of depression, but it can contribute to symptom relief through gradual use. The design of the play-by-play robot is using Q.bo One, an open-source robot that can interact with Thecorpora. Q.bo One's system captures a user's face, takes a picture, passes the value to the Azure server, and checks the emotional analysis before and after the play with the accumulated data.Play is implemented in Rasubian, the OS of Q.bo One, using the programming language Python and interacting with external sensors. The purpose of this paper is to help the symptom relief of depressive patients in a relatively short time with a play robot.

A Study on Intentions of Tongyeng Ogwangdae Costume : Focused on dialogs (통영오광대 복식의 의도성에 관한 연구 : 대사를 중심으로)

  • Kim, Cho-Young;Kim, Eun-Jung
    • Fashion & Textile Research Journal
    • /
    • v.17 no.4
    • /
    • pp.541-549
    • /
    • 2015
  • Korean traditional mask play was done at outdoor to let spectators join the play and take mask at performance and to have disadvantage of poor transfer of dialog to the spectators. Performers transferred dialog directly and/or indirectly by using visual costume, and Tongyeong Ogwangdae with many dialogue expressions concerning the costume made use of proper intention to help spectators understand. In this study, the author watched performance of Tongyeong Ogwangdae to collect and investigate not only image material but also photograph material and to classify intention of the costume into three: First, contents of the dialog were intended to make shape. The costumes of Hongbaek Yangban, Meoktal Yangban and Jorijung of the 2nd section gave spectators contents of the play, and the costume of Halmi Yangban of Nochangtal of the 4th section described dialog of Halmi. Second, dialog had connotative metaphor. The costume of Yeongno of Yeongnotal of the 3rd section symbolized an unfinished dragon, while that of Halmi of Nongchangtal of the 4th section did sacred of Halmi. And, Nongchagtal Ai's costume of the 4th section prayed for value of Ai, richness of the life and fecundity. Third, conflict between characters was intended by indirect media. The costume of Maltukee of metaphor mask of the 2nd section became base of the assertion supporting that Maltukee had better birth history than Yangban had, and the costume of Yeongnoyangban of Yeongnotal of the 3rd section produced conflict at disclosure of identity.

The Analysis on Teacher's Experience in the Operation of Outdoor Play of Early Childhood Educational Institute (유아교육기관 실외놀이 운영에 대한 교사의 경험 분석)

  • Lim, Jin-Hyung;Kim, Kyung-mi;Jin, Mi-sun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.1
    • /
    • pp.467-474
    • /
    • 2017
  • The objective of this study is to analyze teachers' experience in the operation of outdoor play in an early childhood educational institute. For this purpose, the experience obtained in planning/operating the outdoor play in early childhood educational institutes, as well as the difficulties experienced in their operational process, were examined. The data was collected through interviews with eight early childhood teachers. In the results of the study, first, the teachers' perception of outdoor play was analyzed. The teachers considered outdoor play as meaningful in that the children could develop gross/fine-motor skills, have the chance to develop their sociality, relieve their stress, and also commune with nature through outdoor play. Second, regarding the plan/operation of the outdoor play activities, even though they aimed to provide the children with meaningful outdoor play activities through various materials and methods, most of the teachers could not put their original plans into practice, because of the numerous variables in the actual site. The teachers' difficulties included insufficient time, spatial limitations, and insufficient qualifications for play instruction.