세계 공간정보 인프라 환경은 급격하게 플랫폼 기반으로 변화하고 있으며, 우리나라가 구축 완료한 공간정보 오픈플랫폼은 세계 각국의 공간정보 인프라 구축을 위한 대안이 될 수 있다. 다만 수출 대상 시장을 확장하고 수출 대상 국가에 성공적인 공간정보 인프라를 구축하기 위해서는 각 국의 국가 특성에 적합한 수출 전략의 마련이 선행되어야 한다. 이를 위해 본 연구에서는 국가 특성을 반영하는 다양한 대리변수들에 대한 전문가 AHP 조사 및 통계 분석을 통해 진출 대상 국가의 우선순위를 산정하였으며, 진출 대상 국가를 각각의 특성에 따라 5개의 범주로 분류하였다. 또한 이를 기초로 하여 수출 전략 수립을 위한 이론적 기반을 제시하였으며, 이론적 기반을 토대로 5개 국가 분류 각각에 대한 공간정보 오픈플랫폼 수출 전략을 제시하였다.
The importance of Social Networking Services (SNS) has increased in recent years because consumers are able to communicate with each other to share their information and experiences via SNS. This allows to easily distribute critical information and is beneficial to other potential consumers. Current studies confirm the important role of social media so that firms can get valuable information to respond to the heterogeneous customers’ needs through SNS (e.g., Rishika, Kumar, Janakiraman, & Bezawada, 2013). This paradigm shift allows firms to consider the important role of SNS on the current fashion market. A firm communicates with consumers sharing their opinions, experiences, and feedback existing on SNS, called social platform, which provides valuable information to respond to consumers’ needs. In the last decades, rapid advancements in technology and customer demands pushed firms to collaborate with outside partners to collect information, creating valuable products or services. In such competitive environments, customers’ involvement is increasingly important because integrating external sources of knowledge from them can result in major advantages for the firm (Nooteboon, 1999). Further, Von Hippel (1986) emphasizes the importance of the participation of the lead users whose present strong needs will become general in a marketplace months or years in the future. They have the tendency to adopt new products earlier than normal customers. According to Von Hippel (2006), lead users may provide valuable ideas for the firm which results in novel products. Lead users can diffuse product information to other customer groups and may play a pivotal role between the firm and traditional customer groups. Likewise, the fashion leaders in the fashion industry have an important role because firms are able to know future market trends from them. Further, the role of fashion leaders is much more important because of the characteristics of the fashion industry. It is very difficult to foresee a trend as customer demand changes rapidly and becomes more heterogeneous. Fashion leaders purchase new fashion products quicker than other people, are more interested in clothing, and invest more in fashion than the general consumer (Goldsmith, Freiden, & Kilsheimer, 1993). Thus, fashion leaders hold an important role as a source of information and for the word-of-mouth effect in the fashion market (Kim & Hong, 2011). The fashion information that fashion leaders deliver builds more trust and interest than direct fashion advertisement or PR, and they have an important influence on the spread of new fashion styles (Vernette, 2004). Additionally, the effects of online word-of-mouth are different from the traditional word-of-mouth effects because there are numerous senders and receivers, and conversations last much longer. Moreover, viral content that includes vivid visual images can especially be influential on network participants (Kulmala, Mesiranta, & Tuominen, 2013; Wolny & Mueller, 2013). We argue that fashion leaders may have a strong impact on leading a trend in the current fashion industry and influence the consumers who share information and experiences with them on fashion platforms to purchase products. Thus, the purpose of our study is to examine the role of fashion leaders in influencing purchase intention of the potential customers who are using the fashion platforms to take information from them. Further, we will outline how fashion leaders influence the creation of valuable fashion platforms and valuable information through sharing their knowledge through fashion platforms. Online surveys were administrated to conduct empirical analyses for this study. Taking the gender and age characteristics of interest based SNS users into consideration, the research sample concentrated on female users in their teenage to 30s, who had the experience with fashion social platforms. The main research results are as follows. First, we found that fashion leaders create valuable information for the other users to visit fashion platforms, providing correct, trendy and trustworthy information to other users. Second, the quality of information and value of a fashion platform that are created by fashion leaders positively influence the users when considering their future purchase decision making and recommendations to other potential consumers to visit the fashion platform. We have some implications in our study. First, we contribute by finding a factor to explain how the value of social fashion platforms can be created and how important the value of information provided by fashion leaders is in the fashion industry in Korea. We found that the role of fashion leaders in influencing a trend of current fashion in the Korean industry is important. The advent of social media, such as SNS, allows us to explain how one-way communication with consumers to set up a firm’s marketing strategy is limited. As the results of this study are specific to the fashion industry, they can be used as a fundamental study to understand the role of fashion leaders to create value on social platforms and share valuable information to normal users. Moreover, this study can contribute to the understanding how social platforms affect the fashion industry through two-way communication to the potential customers using the fashion leaders. It is important for fashion corporations that are interested in social services to have a valuable knowledge of social platform users. Therefore, fashion marketers who are attempting to utilize social platforms can use this study as preliminary data to understand fashion social platform users, who are the potential consumers.
These days, thanks to lots of smart devices and advanced communication technologies, consumer’s recognition and relations have been changed. They, beyond relying on information and services which are produced by experts, produce information and knowledge by themselves via SNS or web that they want to know. As consumer’s recognition is changing like this, SNS is evolving into social platform. Therefore, this paper is intended to clarify overall relationship between network characteristics in social platform, knowledge sharing, social capital, social innovation and customer’s value. This paper has clarified influences between variables related to consumer’s behaviors in social platform and the results are summarized as following: First, network characteristics in social platform are found to positively affect knowledge sharing efforts of social platform. Second, knowledge sharing has been found to positively affect social capital and innovation in social platform. However, enjoyment in helping others i.e a sub variable is found to positively affect social capital and innovation through anticipated reciprocal relationships. Third, social capital and innovation in social platform have affected customer value in social platform positively. Consequently, this paper is intended to solve various problems found from overall societies and industries through social innovation and also to advance them. For these purposes, social platform is believed to prompt sharing idea and knowledge based on interactions between users and social relationship. These actions become social capitals resulting in social innovation. Moreover, these would create new businesses and marketing opportunities across various areas in the processes that innovative activities form customer values.
Introduction Recent research in management and marketing has focused on the concept of value cocreation, and numerous attempts have been made by scholars to clarify the essence and process of value cocreation according to the service-dominant logic (Vargo & Lusch 2006). The value cocreation perspective is substantially different from the traditional value creation perspective in the following two respects. First, while in the value creation perspective the seller or firm is the initiator of value creation and value proposition, the value cocreation perspective considers both the buyer or consumer and the seller or firm to be value-creating actors (Vargo & Lusch 2006). Second, the value cocreation perspective focuses on the fact that value is cocreated through interaction between the seller and buyer, or company and consumer (Vargo & Lusch 2006). The purpose of this paper is to (1) analyze the case of ‘COOKPAD’, the top recipe site in Japan, as a platform for value cocreation, (2) consider the relationship between firms and consumers in the value cocreation process, and (3) draw some theoretical insights on value cocreation, open innovation, and service innovation. While tremendous progress has been made in these research fields, little is known about the ‘platform’ of value cocreation. This paper will focus specifically on the function of ‘platform’ in value cocreation. Case analysis of COOKPAD COOKPAD has following three theoretical features. First, COOKPAD is a service provider, which is thought to be more likely to cocreate value with consumers than goods manufacturing companies (Grönroos 2011). Second, it is an online service provider that operates in an environment where a higher number of consumers are likely to become involved in the value cocreation process. And thirdly, it is a leading-edge case that could provide new theoretical knowledge to the existing theories on value cocreation, open innovation, and service innovation. Overview COOKPAD Inc. was founded in 1997 by an entrepreneur Akimitsu Sano, and the Internet site called ‘COOKPAD’ became the most popular recipe site in Japan in a very short period. In accordance with the corporate mission of ‘making everyday cooking fun,’ it allows users to upload and search through original, user-created recipes. In July 2013, COOKPAD had more than 1.5 million registered recipes, a total of 20 million users, and over 1 million paid subscription users. Currently, it is being used by almost 80-90% of all Japanese women in their 20-30s (COOKPAD 2014). Combined with its mobile and smartphone services which can be used on the go and in stores, COOKPAD plays an influential role in the shopping decisions that consumers make in their everyday lives. Business Model COOKPAD has two revenue-generating businesses. One is a ‘premium service’ business aimed at consumers, and the second business is advertising aimed at food manufacturers (Uesaka 2009). COOKPAD users can search through a large database of recipes using search options such as ingredients, menu, and keywords. Free users can view the recipes, but for them the functionality of the service is more limited. ‘Premium service’ members (a paid service costing ¥294 per month) have access to value-added services such as ‘MY kitchen’ and ‘MY folder’. ‘MY kitchen’ allows a member to upload a recipe with a self-made photo of the food, check the traffic to the recipe, and browse the feedback to the recipe from other paying members. Paying members can also save their favorite recipes in ‘MY folder’, can register their favorite recipe-posting members, and search for new recipes posted by these members. The company’s advertising business offers corporate clients the option to display clickable ads and also runs recipe contests. Its advertising clients include food and beverage manufacturers, and the service aims at enhancing the awareness of client products and services and at enhancing consumer knowledge on how to use these products. More specifically, COOKPAD provides food companies with a virtual space or ‘platform’ to hold recipe contests and to promote their products by inviting users to create recipes for these products. COOKPAD’s cocreated value The value cocreation process of COOKPAD has two aspects. The first is in the relationship with consumers. Consumers upload their vaunted recipes to COOKPAD, and derive great satisfaction from providing other consumers with value by having these other consumers browse and use these recipes. A series of customer experiences (searching for recipes, cooking, uploading recipe) on COOKPAD results in customer satisfaction. The important point here is that consumers are actors who cocreate value in a multilateral and interactional fashion through browsing and uploading of each other’s recipes, while usual cookbooks produced by professionals create value in a unilateral fashion. Therefore, COOKPAD is an interactive platform that promotes value cocreation among consumers. The second aspect is in the relationship with food manufacturers. Usually, food manufacturers try to take in customers’ needs through group interviews and/or consumer surveys to develop more appealing products or services. However, although customer needs may be incorporated in the product development process, it is arguably the food manufacturer that creates value in the form of food products. Also, it is usually the manufacturers who propose recipes using their ingredients to consumers on their websites, and, in this case, they use the website as a one-way communication channel for their products. In contrast, COOKPAD plays not only the role of a platform where food manufacturers place Internet advertisements, but they can also ask consumers for ideas on how to use the ingredients in the form of ‘recipe contests’. In the case of COOKPAD the value-creating actors are not the food manufacturers that strategically promote the usage of their ingredients, but instead it is the consumers —usually considered value receivers in the goods-dominant logic— who perform this role. The value cocreation on COOKPAD is based on the fact that it is a platform connecting two markets. Platform is defined as the tool and/or system that functions as a communication infrastructure promoting cooperation among multiple types of actors (Kokuryo & Platform Design Lab 2011). Applying this definition to COOKPAD, the multiple types of actors are the many consumers and food manufacturers using the COOKPAD website, the interactive cocreation among these actors embodies the cooperation aspect, and the COOKPAD website is the platform that provides the communication infrastructure that enables the cocreation process. COOKPAD in fact consists of two platforms: a platform of consumers and a platform of food manufacturers. This type of platform has been called a two-sided platform where products and services are brought together by groups of users in two-sided networks (Eisenmann, Parker, & Van Alstyne 2006). In a two-sided platform two unique effects appear, namely same-side network effects and cross-sided network effects. Same-side network effects “are created when drawing users to one side helps attract even more users to that side” (Eisenmann, Parker, & Van Alstyne 2006, p.96). On COOKPAD’s platform, a large number of consumers upload various recipes, and more consumers who are attracted to the variety of recipes start to use them. The cross-side network effects are generated “if the platform provider can attract enough subsidy-side users, money-side users will pay handsomely to reach them” (Eisenmann, Parker, & Van Alstyne 2006, p.96). Indeed, in the case of COOKPAD, the large number of subsidy-side consumers attracts money-side food manufacturers to the platform who are willing to pay the advertisement rates to reach those consumers. Theoretical insights from the case Based on the COOKPAD business model, we would like to propose some theoretical insights to existing research in value cocreation, open innovation, and service innovation. First, the situation in which consumers actively engage in value cocreation and generate product innovation has been understood as ‘user innovation’. The users engaging in innovation are called ‘lead users’. Lead users are defined as those who have advanced knowledge related to a specific field, participate in product development and the service provision process, and cocreate value with firms (von Hippel 1988). This means that in this case the value cocreation is limited to lead users who are able to generate user innovation. The important point here is that users who cocreate value on COOKPAD are not lead users with advanced cooking knowledge, but amateurs in cooking, which is different from the premise of user innovation theory. COOKPAD functions as a platform that accumulates numerous knowledge resources on cooking by connecting these ordinary consumers and food manufacturers. Therefore, COOKPAD can be positioned as a value cocreation platform integrating consumers’ resources. Secondly, this feature of COOKPAD provides an important implication for research on open innovation. Open innovation is defined as the use of purposive inflows and outflows of knowledge to accelerate internal innovation, and to expand the markets for external use of innovation, respectively (Chesbrough 2006). The value cocreation platform of COOKPAD is the very infrastructure that invokes open innovation. And this aspect represents a strategy that is completely opposite to the strategy of developing a solid customer base by enclosing good customers and gaining higher profit, as typified by CRM (costumer relationship management). COOKPAD develops a relationship for cocreating values with a large indefinite number of consumers and reaps profit from paying members who are highly loyal to it. And thirdly, in association with the value creation network, the network has been considered in the concepts of value constellation (Norman & Ramírez 1993) and value network (Lusch, Vargo, & Tanniru 2010), and both of these concepts focus on the network of value-creating actors and the relationship in which the actors create one value. However, the COOKPAD platform goes beyond these concepts in the sense that recipes as cocreated values are generated emergently through consumers’ positive commitment to value cocreation. COOKPAD invoking open innovation includes a possibility of emergent value cocreation. Emergence is defined as a phenomenon in which unpredictable value added can be generated through interaction among multiple actors (Kokukyo & Platform Design Lab 2011, p.260). Both COOKPAD and consumers are not able to predict in advance what kind of value-added recipes will be uploaded, and food manufacturers cannot foresee what kind of recipes will be submitted in recipe contests. Recipes as cocreated value cannot be determined in advance, and thereby, COOKPAD is also a platform with a post-emergent process, which means a process in which the value that customers experience is not determined in advance by both firms and consumers, and the real value only becomes apparent for the first time during the use process (Ono et al. 2014). Conclusion As we analyzed above, COOKPAD has unique features in three ways. Firstly, it is a platform in which all values are generated by a cocreation process between consumers and firms. Secondly, the innovation on COOKPAD has a character of open innovation by numerous amateur consumers. Thirdly, the innovation cannot be fully determined in advance by COOKPAD, food manufacturers, and consumers. We believe we will be able to contribute to research on value cocreation, open innovation, and service innovation by further exploring the case of COOKPAD.
The author introduces a test platform system that has been developed for variable-speed control moment gyroscopes(VCMGs). VCMGs are important actuators for spacecraft attitude control. The test platform consists of two VCMGs driven by servo motors and sensor modules. The control program has been coded by the NI LabVIEW. Accelerometers and gyros have been used to measure the attitude angle and angular speed of the platform. The 2nd order low pass filters have effectively filtered out noises from measurements. Wheel speeds and gimbal angles have been controlled satisfactory by PI control. Through some tests, moment generation has been verified. The moment has been generated as commanded. However, friction effect by a ball bearing, that supports the platform’s rotation, has been not negligible. As further studies, friction reduction will be studied. In conclusion, this test platform will be used for engineering education and research.
In this study, a smart isolation platform has been developed for control of microvibration of high-technology facilities, such as semi-conductor plants and TFT-LCD plants. Previously, microvibration control performance of a smart base isolation system has been investigated. This study compared microvibration control performance of a smart isolation platform with that of conventional base isolation and fixed base. For this purpose, train-induced ground acceleration is used for time history analysis. An MR damper was used to compose a smart isolation platform. A fuzzy logic controller was used as a control algorithm and it was optimized by a multi-objective genetic algorithm. Numerical analysis shows that a smart isolation platform can effectively control microvibration of a high-technology facility subjected to train-induced excitation compared with other models.
정보통신 기술이 급속도로 발전함에 따라 전자 적 정보1)의 개념에 대한 인식이 변화되고 있다. 최 근 가상공간2)에서 스마트폰이나 각종 IT기기를 이 용하여 언제, 어디서든지 전자적 정보를 수집할 수 있고, 또한 이를 디지털화하여 새로운 정보서비스 제공을 통해 사회적 간접비용을 감소시킬 수 있게 되었다. 다만, 전자적 정보를 법률적으로 어떻게 활 용할지에 대하여 우리 일상생활이 가상공간으로 전 이됨에 따라 법률행위 및 분쟁을 해결하는 데 있어 전자적 정보를 기초로 하여 판단하자는 의견과,3) 전자적 정보는 쉽게 변색되고, 누구나 복제 및 수정이 가능하고 지속적으로 재생산이 가능하기 때문 에 전자적 정보가 법원에서 증거로서 채택되었을 때 다양한 문제가 제기될 것으로 보인다는 의견이 대립되고 있다. 4) 최근 전통적 증거범위를 넘는 개인 컴퓨터나 기업의 컴퓨터 서버 그리고 각종 저장 장치 안에 저장되어있는 전자적 정보는 사람의 시각으로 식별할 수 없고, 종이 문서보다 훨씬 양이 많다. 이러한 전자적 정보는 전문가나 특별한 기술 의 도움 없이 법원에서 판단하는 것은 현실적으로 불가능하다. 미국의 경우 전자적 정보를 분석을 위해 기업으로 하여금 분석하여 법원에 제출토록 하고 있다. 그러나 전자적 정보에 대한 신뢰성, 무결성 등의 문제는 지속적으로 제기고 되고 있어, 이를 법원에서 어떠한 편견 없이 판단에 이를 수 있는 방법 중 하나는 고성능 컴퓨터를 이용하여 대용량 전자적 정보를 분석하여 법원에 제출토록 하는 것이다. 이에 본고는 고성능 컴퓨터를 활용한 전자 증거 분석 방법을 논하고, 관련 법리적 쟁점을 도출함과 동시에 민사소송상에서 개선방안을 제시하고자 한다.
The purpose of this study is to observe how balance exercise on an unstable platform and on a stable platform affects balance ability. The subjects were 35 adults in their 20s and were randomly assigned to a stable platform group and an unstable platform group. They performed balance exercise three times per week for six weeks. Balance exercise introduced by previous research was modified and complemented for use in this study. Balance ability of the subjects was measured through center of pressure(COP) area, medial-lateral displacement, and anterior-posterior displacement using a portable balance platform BT4. There was significant difference in the COP area between the unstable platform exercise group and the stable platform exercise group. In comparison in differences between the unstable platform exercise group and the stable platform exercise group after the exercise, there was significant difference in anteriorposterior movement. Therefore, exercise on an unstable platform is more effective than exercise on a stable platform in strengthening balance ability.
Recently, some conservative members of the National Assembly pushed a new proposal for regulating online games, because negative aspects of the game are being emphasized. It is needed to try to make good games that exert a good influence on game users. This paper proposes the new game design of a Bible Smart Phone Game for Sunday school. To support this idea, the play system of popular running games is used for fun, and players are quizzed about sunday school lesson for education. Also, we made a game prototype of this Bible Game in android platform.
On July 30, 2012, Kakao Talk of Kakao Co., Ltd has pioneered a mobile platform SNG market for the first time in the country along with the launch of ‘Kakao Game Center’. While Kakao Talk has released a puzzle game called ‘Anipang’ at the time of launching the Kakao Game Center, it has recorded a DAU value exceeding 8 million at the most by dominating the domestic mobile game market for smart phones right after being released. However, a sudden decrease of DAU was shown starting September 4th which is not even two month after being released and the defection of DAU continues to occur. This is a condition which is different from the Facebook SNG which is a computer platform based SNG where the DAU is steadily maintained until now. This study attempts to analyze the cause of such conditions through the comparison between Facebook SNG and Kakao Talk SNG representing each of computer platform based SNG and mobile platform based SNG to present an important reference point for the game creators who are preparing for the participation of mobile platform based SNG industry in the future through this analysis.
Recently, there has been an increasing interest in the keyword, emotion, in many areas including information technology. Previous research mostly used emotion as the input of the contents or to present the changing contents based on the user's emotional states. In this research, a new platform that allows sharing each other's emotional state and a couple of prototype contents utilizing the platforms are developed. There are two different ways to build such emotion sharing platforms either sharing the emotional states in real-time or not. We used stateless server for the asynchronous emotion sharing, while stateful server is utilized for the real-time emotion sharing. This paper explains the systems architecture of both stateful and stateless servers and describes the prototype applications. Content developers should be able to utilize the platforms developed in this paper.
This study investigates the difference between popular genre of mobile games and that of online games, and also the impact of affiliation with social network platform on the market performance. The results show that three genres such as action, puzzle, and RPG occupy a higher market share than the other genres. The structure of the mobile game market is more competitive than that of the online game market but game applications developed by top four developers - CJ E&M, NHN, com2us, WeMade - have been holding high ranks for months. It implies that the structure of the mobile game market is gradually becoming more concentrated. As the market competition increases, the marketing cost for acquiring recognition and the commission fee paying for platform have been increasing accordingly. Consequently, mobile game developers are encouraged to enhance the quality of their games as well as to devise diverse platform-marketing strategies in order to accomplish stable market performance.
본 연구에서는 전장이 26.75 m인 해양플랜트지원선의 선형개발을 위한 수치해석을 수행하였고 수치해석 검증을 위한 1/10의 모형선 시험을 예인수조에서 수행하였다. 또한 운항해역의 해상조건으로 뷰포트 스케일 2, 3 및 4에서 향파, 선수사파 및 횡파에서 선속별 상하동요 및 종동요에 대해서 운동응답특성을 수치 해석하였다. 모형시험과 수치해석의 저항 예측 결과는 상호 일치하였다. 운동응답특성은 선수파에서 상하동요는 조우주파수 1.8 ~ 2.0 영역에서 크게 나타났으며, 종동요는 거친 해상에서 선미사파 및 고속영역에서 높은 운동특성을 보였다.
The research platform of digitized ancient Chinese stele inscriptions has four functions: ⑴ the digitized collection and management of stele rubbings, ⑵ the textualization of stele inscriptions and the full‐text retrieval, ⑶ the detailed description of stele attributes and the stele retrieval based on the attributes, ⑷ the collection of Chinese glyph pictures from stele inscriptions and the single glyph retrieval. There are four kinds of digitized resources stored in the platform: ⑴ the scanned pictures of stele rubbings, ⑵ the text of stele inscriptions, ⑶ the attributes of steles, like their times, sites, sizes, owners, calligraphers and so on, ⑷ the single Chinese glyph pictures of stele inscriptions. All those works can be performed on the research platform. Workers should log in the platform with given name and password at first. Then they can set storing directories of digitized resources, upload scanning pictures of stele rubbings, type‐in texts of stele inscriptions, mark stele attributes, pick up single Chinese glyphs from steles and classified them with abstract characters into three layers (Ziyang, Ziwei, Zizhong, which are terms in Chinese Ideography. 淚 and 泪 belong to the same Zizhong because they were used to record the same word “tear” in Chinese. 群 and 羣 belong to the same Ziwei because they have the same structure meaning but different writings. Two glyphs, only used to record the same word and have the same writing, belong to the same Ziyang). After all the digitized works, a guest can access those stored resources through three kinds of retrievals: ⑴ Find steles of certain dynasty which contain specified content in their names, ⑵ Find steles of certain dynasty which contain specified text in their inscriptions, ⑶ Find Chinese glyphs of a specified character appeared in stele inscriptions of a certain dynasty stored in the platform.
The paper introduces Multi-Platform Analysis (MPA) for the seismic performance of a structure controlled by Magneto-Rheological (MR) dampers and presents analytical assessment of the effect of MR damper when taking into account nonlinear behavior of the structure. This paper introduces the MR Damper Plugin that can facilitate communication between MATLAB/Simulink and a finite element analysis tool in order to account for more complex inelastic behavior of the structure with MR dampers. The MPA method using the developed MR Damper Plugin is validated with experimental results from the real-time hybrid simulation. By utilizing the proposed MPA method, the three-story RC structure controlled by MR dampers is more realistically modeled and its performance under seismic loads is investigated. It is concluded that MR damper designed for a linear structure is not effective in a nonlinear structure and can overestimate the effect of MR damper. This work is expected to overcome difficulties in the analytical assessment of structural control strategies for complex and nonlinear structures by obtaining more reliable results.
게임물 이용환경의 융합 및 글러벌 서비스에 따라 게임물의 자율등급분류제도 도입에 대한 본격적 논의가 예상된다. 자율등급분류는 시장의 필요에 따른 것이지만, 지금까지는 규제 우위의 정책에 따라 그 논의를 쉽게 진행하지 못한 면이 있다. 더욱이 게임은 IT기술의 발전에 따른 규제정책으로 인하여 합리성을 담보하지 못하였다. 본고는 플랫폼 환경의 변화에 따른 게임물 등급분류제도의 개선이라는 접점을 찾고자 하였다. 그 접점은 오픈마켓 자율등급분류제도이며, 최종적으로는 전면적인 자율등급분류제도라고 판단된다. 자율등급분류제도가 가장 합리적인 게임규제이며, 이를 위해서는 사후관리를 통한 등급분류에 대한 가치가 훼손되지 않도록 노력해야 할 것이다. 사후관리는 공적기구에서는 물론 자율등급분류기구에서도 엄격하게 진행될 필요가 있다. 다만, 엄격한 사후관리가 자율등급분류의 취지를 훼손하거나, 등급분류의 자율성을 침해하는 것은 바람직하지 않다고 본다. 이와 같이, 자율등급분류의 제도적 취지가 달성된다면 사업자는 게임물의 창작활성화를 도모하고, 이용자는 게임의 내용정보를 자세하게 확인할 수 있게 된다. 이로써 게임물이 갖는 표현의 자유를 확대를 통해 새로운 문화를 향유하게 될 것으로 기대된다.
This study investigates if the user's motivation for different game platform affects their tendency for game addiction. Game platforms profoundly relate to characteristics of game contents and the way games are played. While much game market expansion is driven by technological advancement of game platforms such as video and audio, the effect game platforms have on the way game is played is largely overlooked. A survey was conducted to compare PCs, consols, smart phones and smart pads as major game platforms and how users have different motivations for playing those platforms which is expected to associate with the degree of their game addiction. Six motivations were extracted - mobility, contents characteristics, media characteristics, sociality, game interface, and economic profitability. Across the four game platforms, all motivations except for economic profitability were proven to be meaningful predictors of game addiction.
비정형 초고층 구조물은 골조 직교성이 해제되고, 형상이 복잡해 기존 설계방식보다 많은 문제점이 발생된다. 비정형성으로 인한 문제점은 설계안을 지속적으로 변경시켜 프로젝트의 효율성을 저하시킨다. 또한 해외프로젝트의 경우 해당업체 간혹은 해당국가 간 의견차로 국내보다 더욱 많은 변경상황이 발생되고 있다. 따라서 지속적인 변경상황에 전산플랫폼을 사용할 경우 효율적으로 설계변경업무에 대처할 수 있다. 파라메트릭 기반의 전산플랫폼인 StrAuto를 이용할 경우 최적의 구조 설계대안을 신속히 선정할 수 있다. 특히 StrAuto는 비선형 내진성능평가를 위한 해석 툴 간의 신속한 모델링 연동도 효율적으로 가능하다. 그래서 본 연구에서는 지진하중 변경에 따른 전산플랫폼을 이용한 내진성능평가 프로세스를 현재 구조설계가 진행 중인 몽골지역 최고층 빌딩 프로젝트에 적용하고 검증하려 한다.
본 연구는 다양한 기상변화에 따른 안전을 확보하기 위한 해상에서의 플로팅 플랫폼의 연결에 대하여 연구하였다. 본 연구의 목적은 다양한 해상변화가 일어나는 연안역에 설치되는 플로팅 구조물에 관한 문헌 조사를 실시한 후, 콘크리트 구조물 연결하는 모델을 제시하는 것이다. 본 연구에서는 플로팅 구조의 개념, 기존의 모델, 설계적 평가를 포함한 콘크리트 구조물 기반 플로팅 플랫폼을 기술하였고, Rigid Pontoon Connector를 국내 연안역에 적합한 모델로 제안하였다. 연구의 결과로서, 리기드 폰툰 커넥터 디자인은 (Rigid Pontoon Connector) 안정적으로 플로팅 플랫폼의 연결을 구축할 수 있는 매우 효율적이고 실용적인 솔루션으로 분석되었다.