• Title/Summary/Keyword: virtual economy

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The New Paradigm of Circular Economy and Crossing-culture In the Network-manufacture System

  • Yang, Xiao-Yuan;Huang, Chuan-Kun
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2007.02a
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    • pp.181-188
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    • 2007
  • In this paper, the management thoughts of The network-manufacture based on virtual-agile organization is Brief summarized, then an explanation had been made about the virtual circulation economy patterns paradigm, which is integrated the virtual-agile manufacture and circulation economy theory, the critical content of this paradigm, at last we recognized the virtual-agile organization pattern circulation economy is one important trend of the network-manufacture development in the future.

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Virtual Economy Typology-Focus on Online Games (가상경제 유형론-온라인 게임을 중심으로)

  • Yoo, Byung-Joon;Do, Hyun-Myung
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.43-52
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    • 2009
  • Online game is the most popular representative example of the fast growing virtual world. Also, influence of interaction between virtual and real world is getting greater, and much discussion about virtual world and economy. However, it is often overlooked that the types of virtual economy can be very diverse depending on conditions of social and legal environment and policies of companies. Therefore, the influence of interactions between virtual world and real world is not managed by government and companies properly enough. We propose that virtual world is a system which has six types of agents and five types of transactions. Then there are twenty-four combinations, and we illustrated four typical combinations among them to explain practical applications of our model. The purpose of our categorization is not only to help to understand characteristics but also to provide insights for management and improvement for virtual worlds.

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Creative Economy Activation Policy using Virtual Cluster-type Dynamic Collaboration Platform (버추얼 클러스터형 다이내믹 협업 플랫폼을 활용한 창조경제 활성화 정책)

  • Lee, Kark-Bum;Kim, Joon-Ho
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.101-111
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    • 2013
  • Start-up support policy is expanding for the activation of creative economy. Domestic start-up is activated in early 2000, but is shrinked rapidly because there is not enough collaborative system of R&D, start-up, finance, and management support. Many organizations and collaborative environment in Silicon valley of USA is developed for long time. In Korea, creative economy is constructing rapidly led by government like building industrialization and information society. VCDP(Virtual Cluster-type Dynamic Collaboration Platform) is a good tool for the start-up support policy. This study explains the necessity and effectiveness of VCDP and suggests creative activation policy using this tool.

The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

The Effect of Virtual Human Lecturer's Human Likeness on Educational Content Satisfaction: Focused on the Theory of Experiential Economy (가상 휴먼 강사의 인간 유사도가 교육 콘텐츠 만족감에 미치는 영향: 체험경제이론을 중심으로)

  • Gong, Li;Bae, Sujin;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.524-539
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    • 2022
  • With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.

The Singular Economy: End of the Digital/Physical Divide

  • Meceda, Ann M.;Vonortas, Nicholas S.
    • STI Policy Review
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    • v.9 no.1
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    • pp.133-157
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    • 2018
  • The divide between the "digital" economy and the traditional "physical" economy is outdated. In fact, we are in a transition to a singular economy. This paper classifies economic objects (including actors) as either physical or virtual and argues that due to emerging technologies, these objects are interacting with each other in both physical and increasingly digital spheres in tandem. This paper recognizes the elemental difference between atoms and bytes but argues that physical and digital economic activities are becoming inseparably intertwined. Furthermore, arbitrarily dividing the economy into two categories - one "physical" and the other "digital" - distorts the overall view of the actual execution of economic activity. A wide range of innovations emerging concurrently is fueling the transition to a singular economy. Often referred to as the elements of the Fourth Industrial Revolution (4IR), four emerging technological areas are reviewed here: distributed ledger technology, artificial intelligence/machine learning/data sciences, biometrics and remote sensor technologies, and access infrastructure (universal internet access/electricity/cloud computing). The financial services sector is presented as a case study for the potential impact of these 4IR technologies and the blurring physical/digital line. To reach the potential of these innovations and a truly singular economy, it requires the concurrent development of social, organizational, and regulatory innovations, though they lag in terms of technological progress thus far.

Strategic Characteristics of Technologization for Circular Fashion System (순환 패션 시스템을 위한 테크놀로지제이션의 전략적 특성)

  • Mikyung Kim;Eunhyuk Yim
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.1039-1057
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    • 2022
  • The fashion system has been criticized for relying on a linear economy to reduce short-term costs and increase profits. Meanwhile, the circular economy strives to expand the value chain through a closed loop for companies, society, and the environment by separating consumption from resources. This study aims to elucidate the strategic characteristics of the technological measures that fashion companies and brands are trying to innovate into a sustainable fashion system on the basis of the circular economy concept. Thus, we conducted case studies by dividing the value chain of the fashion system into design, production, and consumption to identify the technological development of the circular fashion system from a technologization perspective that incorporates technological values. First, design appeared to strengthen emotional durability, design and process with circulation in mind, and fashion product digitalization. Second, production manifested itself as material development for the new fiber economy, improvement of non-environmental processes, and customization of demand-driven, responsive production. Third, consumption was the spread of the environmental consumption culture through the sharing economy platform, the realization of a virtual wearing experience to prevent rapid disposal, and the provision of information on sustainable consumption.

Development of FCHEV Virtual Platform using Motor Model Based on Mathematical Formulation (수학적 모터 모델 기반 연료전지 자동차 가상 플랫폼 개발)

  • Kim, Sung-Soo;Park, Sangcheol;Choi, Jangyoung
    • Transactions of the Korean Society of Automotive Engineers
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    • v.21 no.6
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    • pp.31-39
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    • 2013
  • A virtual chassis platform for Fuel Cell Hybrid Electric Vehicles(FCHEV) has been developed, and a virtual platform similar to the actual system has been composed. In addition, major components such as a motor, fuel cell and battery for the virtual platform have been constructed by using a mathematical formulation. The FCHEV virtual platform using a detailed model based on the mathematical formula is capable of simulating various conditions according to changes of the control logic and component modules to evaluate performance, considering the vehicle dynamic characteristics. Usability of the mathematical model has been verified by comparative simulations according to the motor current control variation. In addition, reliability of the developed virtual chassis platform has been verified by simulating its fuel consumption with the UDDS(Urban Dynamometer Driving Schedule) FTP-72 velocity profile.

The effect of electronic commerce on the economy - logistics industry perspective - (전자상거래가 경제에 미치는 효과 - 물류 정보화를 중심으로 -)

  • 김범환
    • Proceedings of the Technology Innovation Conference
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    • 1999.12a
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    • pp.281-295
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    • 1999
  • This paper analyses the effects of the increase of logistics outsourcing on the economy which are largely classified into three parts. The firm level and industry level are two among them which will be summarized below. The another is consumers level. On the fm level, the logistics outsourcing of a manufacturing firm not only helps to increase the efficiency of itself and but also confront the competitive environments by weakening the entry barriers, i.e., the emergence of contestable market. The reasons why the efficiency of the firm enhances are also largely divided into two parts. One is due to the reduction of inventory cost by replacing it by the information cost resulting from internet use. The other is owing to reducing the life cycle of production process by the emergence of virtual enterprises which are located in one point in De process of supply chain management. The weakening of entry barriers is directly affected by the drastic increase of internet users in twofold reasons: one is based on the restricted competitive characteristics due to the long-term transaction relationship between logistics providers and the companies who offer logistics services and the other, due to the weakening of the restriction of space and time. The effect of industry level is due to the transition of traditional to virtual vertical integration system The firms corresponding to a connection point in the process of supply chain management would try to realize both the scale of economy and the scope of economy for strengthening the competitiveness. We indicated above the emergence of contestable market however, it is a short-term phenomenon and result in the oligopoly market due to the entry barriers in the long-run sense.

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The Creator Economy on the Metaverse Platform (메타버스 플랫폼의 크리에이터 이코노미: 광고수입 모델과 수익배분 구조를 중심으로)

  • Kim, Eunjin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.275-286
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    • 2022
  • The metaverse platform has been gaining popularity since the pandemic. It facilitates non-face-to-face interaction among creators, users, advertisers, various forms of organizations, and itself. Such interaction has brought light to the new forms of economy, which is called the "creator economy." By providing the virtual space, easy tools, and methods, the platform allows the creators to produce value for the users in the forms of virtual items, content, and experiences. At the same time, it provides audiences to the organizations that need attention. In the course, the platform and the creators generate revenue. Among the diverse revenue sources, this study focuses on revenue generated from advertising and studies how the revenue sharing between the platform and the creator is affected by the abilities of the metaverse platform. With an analysis of the analytical model, we show that if the platform has the ability to reduce advertising avoidance, it can reduce the revenue share of the creator without discouraging the creator from making the proper effort in content creation. Also, as the platform provides effective tools and methods for quality content creation, it can reduce the revenue share of the creator without damaging the creator's required motivation. The ability of the platform in increasing advertising effectiveness helps it to reduce the revenue share of the creator as well.