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권혁인(HyeogIn Kwon),류귀진(GuiJin Ryu),김만진(ManJin Kim),박종석(Jongseok Park) 한국IT서비스학회 2012 한국IT서비스학회지 Vol.11 No.1
Externally, there is urgent need Strengthening the competitiveness of agriculture in terms of production, processing and consumption. And development of high-quality services is particularly essential for provide safe food to consumers, internally. We studied the concept of service science, service models and service development methodology, then researched strengthening agricultural competitiveness through analysis of service viewpoint. After then, in the service level and service science, we elicit the service components for the defined new business, which is composed of private service and supporting service for Mungyeong omija industry. In this research, we evaluate the possibilities that agriculture is not primary industries but service industries for competitiveness. We suggest four key service composition for win-win strategy in Mungyeong omija industry. That is authenticity service, decision price service, decision rating service, establish infrastructure for year-round sale.
권혁인(HyeogIn Kwon),주희엽(HiYeob Joo),류귀진(GuiJin Ryu),김만진(ManJin Kim) 한국IT서비스학회 2010 한국IT서비스학회지 Vol.9 No.4
The emergence of convergence has been the cause of development of the industry more complex and difficult by continually changing business environment and the destruction of the business area. The government-initiatives approach shows the limits to foster the new industries in needs of service-oriented ecosystem. In this study, we propose the service model as service-based approach for the development of new industries derived through the convergence inter-industry. While business model is defined based on the company's temporary and piecemeal activities, service model is the concept of dynamic and continuous that includes national, industrial, corporate level. In order to derive the service model, to identify current problems and issues with the public and the private sector is first. Then design the roadmap for the implementation of the desired shape through strategy from optimal rationality and long-term strategy. In this study, we define a service model, and consider when establishing a service model for three dimensional(national, industrial, corporate level) through analyzed by 3Level Service Model. And we also consider characteristics of the service model and approach, present the case of ‘New Transit Card Services in Seoul'.
서비스 산업 혁신을 위한 서비스 디자인 경쟁력 강화 전략
권혁인(HyeogIn Kwon),주희엽(HiYeob Joo),배수정(SooJeong Bae) 한국IT서비스학회 2011 한국IT서비스학회지 Vol.10 No.3
Recently world industry trends is moved from manufacturing to service. As a result product-market ideology is central to the service enabler of the service. And value creation and delivery of consumer-oriented services as the core design industry is gaining popularity abroad. But the Service design to dispose of the whole process from planning to be done systematically is not yet established a clear concept. This study suggested problems of the current service design industry, service plans and strategies for the development of service design through open Questionnaire and FGI(Focus Group Interview) for using service model methodology which is presented by Hyeogln Kwon et al.(2010). And we also consider 27 kinds of developing challenges for service design industry innovation by 6 sectors. such as workforce. R&D, legal framework, lay the foundation, knowledge service and collaborative service.
다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여
정윤호(Joung-YoonHo),권혁인(Kwon-HyeogIn) 한국IT서비스학회 2006 한국IT서비스학회지 Vol.5 No.3
The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.
박정은(Jeongeun Park),권혁인(Hyeogin Kwon) 한국IT서비스학회 2007 한국IT서비스학회지 Vol.6 No.3
This research is the concept of a game addiction absorbed in the game based on the review and analysis of factors that affect the characteristics of game addiction, it is appropriate to extract the purpose of factors. Game addiction factor is composed of a total of 32 questions, and a total of 356 people, to collect data through surveys. Factor analysis of the collected data to the target as a result of physical and mental problems, loss of control, tolerance, and avoidance of real world consists of three sub-factors. Factors that affect flow of tolerance and loss of control, and avoid the real world, including two sub-factors that could determine. Diagnostic game addiction factor in the reliability coefficients (Cronbach alpha) is a robust .966 aspects in the event. The game addiction scale score of 90-game addiction by category ‘regular user", 90 points and 114 between the terms ‘potentially dangerous user’ and 13 percent of the overall. Finally, more than 115 points in the ‘high-risk user" has been classified as 5% of the overall distribution of the notice that. Such factors extract game is a game addict, addicted users of the game and tend to properly evaluate and navigate game addiction-related problems early in the game addiction and found it could be used properly.
박상식(Sangsic Park),김만진(ManJin Kim),권혁인(HyeoGin Kwon),주희엽(HiYeob Joo),류귀진(GuiJin Ryu) 한국IT서비스학회 2010 한국IT서비스학회지 Vol.9 No.1
service industry has become the integral part of economy。 And the activation of industry requires a scientific and systematic approach. As one of these kinds of efforts, IBM presented a service model which consisted of strategies, processes, technology, manpower and so on through Service Science. And IBM raised the needs of considering the main issue and methodology of service model’s scientific approach. On that account. this study worked out factorial definitions and measurable items by the four components of service model presented by Service Science in order for it to be measured through studies on related literature and interviews of specialists. In order to prepare an opportunity of categorizing the conception of the service model of which character was strongly intangible and of systematically approaching to it. the investigator examined related literature and applied it QFD methodology Through this kind of redefinition, the investigator concretely conceptualized the service model which was standstill at the level of theoretical approach so far and presented guidelines with which researchers could classify it more concretely In addition, the investigator tried to present a systematic frame which could be applied to business by working-level officials or decision-makers. Therefore, the investigator expects that study findings will be used as references for the design or implementation of service-oriented business model.
산업연관모형을 이용한 문화콘텐츠산업의 생산 및 부가가치파급효과 분석
오현석다라(Hyunseok Dara Oh),진현정(Hyun Joung Jin),권혁인(HyeogIn Kwon) 한국산업경제학회 2015 산업경제연구 Vol.28 No.4
본 연구는 다양한 기술의 활용과 미디어의 발전으로 외연이 확장되고, 미래성장동력으로서의 중요성이 부각되고 있는 문화콘텐츠산업의 경제적 파급효과를 추정하였다. 가장 최근인 2014년에 발표된 산업연관표의 통합대분류를 기준으로 하여 문화콘텐츠산업의 특성에 맞게 출판, 방송, 광고, 문화서비스, 영화, 스포츠 및 오락서비스산업 6부문으로 재분류하였다. 생산 및 부가가치유발효과와 전·후방연쇄효과를 분석하였으며, 이러한 파급효과가 어떻게 변해왔는가를 지난 기간의 산업연관표를 이용한 분석을 하였으며, 더 나아가 타산업의 효과를 분석한 기존연구들의 결과와도 비교하였다. 분석결과를 보면, 문화콘텐츠산업부문은 국가경제에서 차지하는 비중은 크지 않지만 시간의 흐름에 따라 비중이 지속적으로 증가하고 있는 것으로 나타났다. 또한 대체로 문화콘텐츠산업은 다른 산업에 비해 비교적 생산유발효과는 크지 않으나, 부가가치유발효과는 높은 편으로 나타났다. 감응도계수와 영향력계수 분석결과, 모든 문화콘텐츠산업 부문의 영향력계수가 감응도계수에 비해 크게 나타났는데, 이는 문화콘텐츠산업이 타산업의 생산을 견인하는 영향력이 있음을 제시한다. 특히, 출판, 방송, 광고, 영화산업의 영향력계수가 크게 나타난 것은 이 산업들의 투자에 따른 경제적 파급효과가 크다는 것을 의미한다. The importance of cultural contents industry in Korean economy has increased. Considering this fact, this study tries to estimate the economic ripple effect of cultural contents industry. By using input-output table of year 2014, this study categorizes cultural contents industry into six different industries: publishing, broadcasting, advertising, film, cultural service, sports and entertainment industry. We analyzed the production-inducing effects, the value-added-inducing effects and the backward-forward linkage effects. In addition, the analysis for the dynamic features of the ripple effect and the comparison with results from other studies were completed. Results show that, although the proportion of cultural contents industry in Korea economy is not large, the proportion has consistently increased as time passed. The production-inducing effect of cultural contents industry was found to be relatively lower, while the value-added-inducing effect was relatively higher. In all parts of cultural contents industry, the index of the power of dispersion is larger than the index of the sensitivity of dispersion. The results imply that the cultural contents industry pull the supply of other industries. Especially, the index of the power of dispersion of the publishing, broadcasting, advertising and film industry are relatively high, meaning that the economic ripple effect is relatively large.