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        검색결과 308

        161.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 소셜 비디오 플랫폼 환경에서 동영상 기반 커뮤니케이션을 통해 동영상을 시청하는 사용자와 타인 들 간의 관계가 사용자의 긍정적 감정과 사회적 소속감에 어떠한 영향을 미치는지 살펴보았다. 해당 연구에서는 사 회 충격 이론(Social Impact Theory)과 자기 점검 이론(Self-Monitoring Theory)이라는 심리학 이론을 토대로 동영상 기반의 새로운 상호작용 수단을 활용한 대안을 검증하기 위해 실제 동영상 기반의 소셜 비디오 플랫폼 환경을 구축 하여 실험 연구를 진행하였다. ANOVA 분석 결과, 동영상을 보는 환경에서 타인의 모습이 실시간으로 보일 때, 또는 나 자신의 얼굴이 화면에 함께 제시될 때, 그렇지 않을 때 보다 사용자는 긍정적인 감정과 사회적 소속감을 더 크게 느끼는 것을 확인할 수 있었다. 또한 위의 두 조건이 동시에 제공될 때가 그렇지 않을 때보다 사용자들이 느끼는 긍정적 감정의 증가 폭이 더 컸다. 본 연구 결과를 통해 궁극적으로 새로운 소셜 비디오 플랫폼의 형태에 대한 통찰을 얻을 수 있을 것이라 기대한다.
        4,900원
        162.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the interaction of TV Console game platform, I have analyzed the differentiation & characteristic of interaction for each platform. “Odyssey” developed by Ralph Henry Baer in Magnavox was the first console which has the propaedeutic user interaction. Development of graphical technology and the release of the Nintendo Famicom which equipped with Yokoi Gunpei cross key & horizontal Pad had provided an opportunity for the development of user interaction methods like as sound & 2D. Also, multimedia function of Sony PlayStation and Nintendo 64 had brought the era of 3D games and multiplay. Finally, Motion technology triggered by Wii had progressed to the gesture recognition interface throughout the Playstation MOVE of SONY & Xbox 360 Kinect of Microsoft.
        4,000원
        164.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the interaction of mobile game platform, I have analyzed the differentiation & characteristic of interaction for each platform. ‘Game & Watch’ was the first handheld game console released by Nintendo in 1980, the initial model was merely a combination of clock and game consoles to emphasize mobility. However, ‘Game&Watch:DonkeyKong’ which equipped with Yokoi Gunpei’s cross key provided an opportunity for the development of a full-fledged multi-screen gaming. ‘GameBoy’ was the beginning of a portable game machine in the modern sense. It has brought a lot of changes for the gameplay pattern using the contrast of color, smooth animation, as well as interchangeable cartridge system. Also, ‘NDS(Nintendo DS)’, which had several interaction system such as dual screen, voice input and touch input, had contributed to expanding the emergence of innovative game content and women game users. ‘PSP(Playstation Portable)’ by SONY in 2004 materialized 3D games using high performance and progressed to multimedia platform.
        4,000원
        165.
        2015.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        There are many researches about UGV mechanism regarding uneven terrains such as mud, sand, gravel, and vertical obstacle. This paper introduces a mobile mechanism to overcome the vertical obstacle for the UGV. Moreover, this paper proposes an asymmetric mechanism of wheels to overcome obstacle. Major system geometry parameters such as will be determined under certain constraints. Several mobile mechanisms will be compared with the proposed system.
        4,000원
        166.
        2015.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper aimed to identify architectural historical meaning of the brick-constructed platform of the west hall in Hwangnyoungsa buddhist temple site based on studying published the excavation survey report and comparing with other platforms of Silla remains. Mass and height of the building has a hierarchical structure within a buddhist temple site, this is applicable in Hwangnyongsa. So in case of a rank equal to or lower buildings than the west hall, those of platforms were built of brick-constructed. As stone relics, jidaeseoks are very narrow, I think that wooden pagoda and main hall's platform were built of brick in first construction period. West hall's platform was built at the late 6th~the mid of 7th century, these brick-remains were considered as a quite earlier construction period relics. Because in west hall there is no jidaeseok under bricks, and all bricks relics have a rectangular shape.
        4,000원
        167.
        2015.06 구독 인증기관·개인회원 무료
        The marketing practice in several industries, including fashion and luxury goods, increasingly relies on the utilization of shared product platforms across different brands (Halman, Hofer, & Van Vuuren, 2003; Krishnan & Gupta, 2003; Luo, 2011; Sawnhey, 1998). For instance, manufacturers of products ranging from automobiles (di Benedetto 2012) to wines (Beverland, 2004) offer consumers several products under different brand names, but partly based on the same product components or architecture. However, while such platform branding practices have been increasingly adopted by companies and studied by marketing research, less is known about the consumer behavior implications of such branding. In particular, the few extant studies on the consumer behavior implications (e.g., Sullivan, 1998; Strach and Everett, 2006; Olson, 2008) do not take into account consumer heterogeneity, i.e., the potentially different behavior towards platform brands by different consumers. This issue is, in essence, the focus of the present study. Specifically, as the focal consumer trait, we concentrate on the role that consumers’ general cognitive ability, i.e. intelligence, may play in their choices of platform vs. independent brands. While intelligence has been shown to affect consumers’ financial decisions in the stock market (Grinblatt, Keloharju, & Linnainmaa, 2011, 2012), we are unaware of studies that would have directly examined the link between intelligence and brand choices in the product market. Our contribution is to report such an investigation with over 200,000 consumers’ purchase choices of cars in Finland. As the car brands studied differ in price points, higher-income individuals can, on the baseline, better afford the higher-premium platform brands (and, possibly, independent brands). Intelligence, in turn, correlates with income, possibly giving rise to a spurious, overall correlation between intelligence and higher-premium platform brands through income. Therefore, to study the ceteris paribus association between intelligence and brand choice, independent of income, we estimated an ANCOVA of the mean intelligence of individuals possessing cars of different brands, controlling for income and the other control variables. As to results, the least squares mean intelligence of individuals possessing higher-premium platform brands was lower (M = 5.55, s.e. = 0.01) than individuals possessing lower-premium platform brands (M = 5.64, s.e. = 0.01; pairwise comparison significant at p < .0001 level). Furthermore, the mean intelligence of independent, non-platform brand owners resulted even higher (M = 5.76, s.e. = 0.02) than that of the low-premium platform brand owners (M = 5.64, s.e. = 0.01; comparison significant at p < .0001 level). Ordered probit regression analysis of purchased brands, provided consistent results. In summary, the results support our hypotheses that controlling for income, greater intelligence is associated with the preference for lower-premium platform brands over higher-premium platform brands and, further, with the preference for independent platform brands over platform brands. Managerially, the results demonstrate that smarter consumers may have suspicions towards higher-priced platform brands. Correspondingly, such consumers may be more predisposed either to seek lower-priced brands of equal quality, or to pursue brands of independent posture. To attract these consumers to higher-premium platform brands, marketers may need to provide convincing information on which tangible quality aspects are distinctive in the products of the higher-premium platform brand, as opposed to the lower-premium brand that is based on the same platform. At the same time, the independent brands may face a harder marketing task among less smart consumers, who seem to have more trust in the larger platform constellations of brands.
        169.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The basic concept of the network is communication among multiple computers. Typical methods of this communication is to use a client and a server. The server may be a host device that everyone can access, the player playing the game may be to act as a server to other players directly. Once the server is running, and the client is connected, the two computers are to exchange data required for the multi-player network games. When developing the network game should pay a lot of attention and effort on some details. Most easily design and even in the game engine that can produce a functional networking remains a very complex thing. The network element of the game can develop in several different ways, which means that some of the key to determine a game developer. These decisions would be better to decide quickly on the single-player game, but the things that did not need anyhow multiplayer game development would give a very large impact early development possible. There is a common and proven three approaches deneun to configure the network game, reserved (authoritative) server, no access (non-authoritative) server, a peer-to-peer manner. The two approaches are leading the way to send and receive information to the client connects to the server. This approach, because there is no direct connection between the IP of the client are hidden from each other to provide more privacy (Privacy) to the end user (End user). In Peer-to-peer way all connected computers can send information directly to each other. In addition, communication concepts covered in the gaming network is two. The right remote procedure call (Remote procedure call, or RPC) and state synchronization (State synchronization). In general, two methods are used in the game, but in some cases, not according to the genre. In this paper, we approach networking in a general game network architecture, looked at the network communication method, we proposed a game networking components and design plans through them. Through this and to implement actual design of future multi-platform network game engine.
        4,000원
        171.
        2015.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 파라매트릭 모델링 기법을 통해 다양한 대안을 고려할 수 있도록 개발된 StrAuto(이하 전산플랫폼)을 이용하여 감쇠장치에 따른 감쇠비 증가 효과와 풍하중 저감효과를 평가하였다. 비정형 초고층구조물의 수많은 구조시스템 대안선정을 지원하는 전산플랫폼은 설계자 또는 엔지니어에게 초기 대안을 결정하는데 있어 유용한 도구가 된다. 감쇠장치의 용량 및 추가 요구감쇠비의 크기를 산정하는 과정에서 중요한 원 구조물의 감쇠비에 대한 추정은 풍하중에 대한 실계측 자료를 기반으로 수행된 국내외 관련 연구의 결과를 사용하였다. 감쇠장치는 층간 설치형 수동형 감쇠장치와 질량형 능동형 감쇠장치 두 가지 유형을 고려하였다. 감쇠장치에 의해 추가되는 감쇠비는 FEMA에서 제안한 식을 이용하여 등가 정적 해석을 수행하여 산정하였다. 전산 플랫폼 내부에 감쇠장치의 용량을 최적화하는 알고리즘을 내장함으로써 최적의 감쇠장치 설계안을 자동적으로 도출할 수 있다. 감쇠장치 설치에 따른 물량저감 효과는 풍하중 저감계수로 평가될 수 있으며, 455m 높이의 초고층구조물을 대상으로 제안한 방법의 유효성을 검증하였다. 제안한 방법을 사용하여 비선형 시간이력 해석을 통해 얻어진 지붕층 변위와 층별 전단력을 근사적으로 추정할 수 있음을 확인하였다.
        4,000원
        172.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, education game contents with advanced mobile and Web technology have been widely researched. However, considering of interaction involved for children, it is necessary user friendly interfaces and interesting interactions. In addition, it is important to design to encourage the user’s learning motivation as a way to the effect of educational game contents. Therefore, in this study, we designed and implemented the educational game contents system using inter-working between KINECT camera, PC, and android platform based humanoid robot. The designed system consisted of KINECT system for capturing hand gestures, game contents system for playing games, and android humanoid robot system for interacting with users. This system can lead to interests and willingness of users through handy interaction such as hand gestures and interesting quiz game contents. To improve effectiveness and userability, we plant to advance designed educational game contents system that can be operated on a smart TV system including a built-in camera as a further study.
        4,000원
        173.
        2014.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The mobile SNS is a promising e-service platform of the future. However, measuring its service quality is a challenge. An appropriate model for measuring service quality is required. This paper proposes e-service quality models for analyzing mobile SNS platform quality, based on previous service quality researches. An empirical study is performed on the proposed models. The results show that constructs of existing e-service models such as responsiveness and assurance do not fit the mobile SNS platform, and that loyalty and value are better measures for mobile service quality.
        4,000원
        174.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Platform-based product family design is recognized as an effective method to satisfy the mass customization which is a current market trend. In order to design platform-based product family successfully, it is the key work to define a good product platform, which is to identify the common modules that will be shared among the product family. In this paper the clustering analysis using dendrogram is proposed to capture the common modules of the platform. The clustering variables regarding both marketing and engineering sides are derived from the view point of top-down product development. A case study of a cordless drill/drive product family is presented to illustrate the feasibility and validity of the overall procedure developed in this research.
        4,000원
        175.
        2014.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,800원
        176.
        2014.07 구독 인증기관 무료, 개인회원 유료
        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.
        3,000원
        177.
        2014.07 구독 인증기관·개인회원 무료
        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.
        178.
        2014.07 구독 인증기관 무료, 개인회원 유료
        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.
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        179.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
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        180.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
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