• Title/Summary/Keyword: Prosumers

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A Study on the application of Architectural Business Model Canvas of Urban Single Houses on the Viewpoints of Prosumers (프로슈머관점에서의 단독주택 건축비즈니스모델 캔버스 적용에 관한 연구)

  • Hwang, Jun-Ho;Han, Hee;Hwang, Chan-Gyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.10
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    • pp.1505-1514
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    • 2013
  • This paper aims to applying the architectural business model canvas to urban single houses business based on the prosumer concept of knowledge-based economy. For that purpose, current status of housing market are reviewed to compare the characteristics of urban single houses with general apatments, Second, from the viewpoints of prosumers which means the client as both producer and consumer, single house business problems were investigated. Third, for the purpose of improving current business problems, new architectural business model with the help of business model canvas is developed to give the improvement measures.

A Study on the Retail Electricity Market Based on the Local Pool for Small Energy Prosumers (소규모 에너지 프로슈머를 위한 Pool 거래 기반 전력소매시장에 관한 연구)

  • Son, Eun-Tae;Kwag, Hyung-Geun;Kim, Sung-Yul;Kim, Dong-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.67 no.2
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    • pp.165-172
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    • 2018
  • This paper presents a structure of the retail electricity market based on the local pool with LDERP(Local Distributed Energy Resource Provider) for small energy prosumers. LDERP is an operator for the proposed market, which conducts performance measurement and settlement by the distribution plan determined through contract with participants. The trading process is designed similarly to the negawatt market. In the case study, the many-sided conditions of the proposed market are comparatively analyzed with the existing prosumer programs. The results demonstrate the effectiveness of the proposed framework in determining the purpose of market operating for the benefit of participants according to the various situations.

Estimation of Electric Power Trading Price between Prosumer and Consumer Under Time-of-Use (TOU) (계시별 전기요금에서의 프로슈머와 소비자간 전력거래 가격추정)

  • Lee, Yungjoon;Park, Soojin;Yoon, Yongbeum
    • New & Renewable Energy
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    • v.17 no.2
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    • pp.1-8
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    • 2021
  • We estimated the price range of electricity transactions under the prosumer system, considering the spread of renewable energy and the prospect of introducing a surplus power trading system between power consumers in Korea. The range (min/max) of power transaction prices was estimated by prosumers and consumers who could purchase electricity from utilities if needed. It is assumed that utilities purchased electricity from prosumers and consumers under a Time-of-Use (TOU) rate, trading at a monthly price. The range of available transaction prices according to the amount of power purchased from utilities and the amount of transaction power was also estimated. The price range that can be traded is expected to vary depending on variables such as the TOU rate, purchased and surplus power, levelized cost of electricity, etc.

A Review of Transaction-Based Energy Management Technology for Energy Prosumers (에너지 프로슈머를 위한 거래기반 에너지 관리기술 동향분석)

  • Koh, Seak Bai;Son, Sung-Yong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.1
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    • pp.45-53
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    • 2018
  • The proliferation of distributed power sources such as renewable energy sources drives the changes of consumers to prosumers who actively want to deal with energy. The prosumer is a new type of consumer that can sell surplus energy or additionally generated energy to electric power companies, other energy service providers, or other consumers. To implement such a concept, a new technology and platform that can support the transaction of the prosumers are required. However, the study in the area is limited since it is in the early stage. This work examines the state-of-the-art transaction-based energy management technology through comparative analysis of representative technologies to show the future trends. Although, technologies and standards for transaction based energy are not much matured yet. related new research will be continued via competitions.

Cooperative Peer-to-Peer Energy Trading using a Hive Strategy for Small Microgrid Communities (소규모 마이크로그리드 커뮤니티를 위한 하이브 전략 기반의 협력적 Peer-to-Peer 에너지 거래기법)

  • Dayot, Ralph Voltaire J.;Ra, In-Ho
    • Smart Media Journal
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    • v.9 no.3
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    • pp.52-58
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    • 2020
  • The growing global energy demand has been the motivation for innovations for improved approaches on energy trade. The involvement of new energy market players known as prosumers have also enabled Peer-to-Peer (P2P) energy trade in microgrid communities. In this paper, a novel approach to energy trading based on Hive Strategy is proposed. The strategy aims to encourage prosumers to become workers that will meet the energy demands of consumers referred to as hives. The workers are selected based on their Prosumer Ratings (PR) and are ranked from the ones with the highest PR to the lowest. Using the PR, prosumers with the best energy consumption and generation behaviors are prioritized for energy trade. To test the proposed strategy, a simulation has conducted and the results show how the energy demand of the hive is met by the workers. Furthermore, an improvement in the pay-offs and PR of the workers are observed.

An Exploratory Study of Consumer's Participation and Diffusion of Internet UCC-based on Digital Contents Services (인터넷 UCC 기반 디지털콘텐츠 서비스의 소비자 참여와 확산에 관한 연구)

  • Kim, Yeon-Jeong
    • Journal of Families and Better Life
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    • v.27 no.3
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    • pp.201-212
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    • 2009
  • The purpose of research is to investigate patterns and diffusion of consumer participation on Internet UCC based on digital contents services. A sample survey of internet users was conducted, responses were collected from 629 respondents and consumer streaming data were analyzed. Some of the practical implications of the results are follows. Research can find out that patterns of user participation in UCC. The major genres of UCC are like daily lives of individuals, humors, parodies of star entertainers and types of contents like still pictures or images, texts are relatively highly generated comparing with multimedia UCC. Although participants have been being increased in UCC recently, the consumers as prosumers who are classified in contents generating group are ten percents at the most. In generating community-based UCC such as posting answers of questions and activities in Blog, prosumers who are in contents making group(recreational group) show more positive attitudes than simple participants(consuming only). The results of multiple regression analysis indicated that fun & entertainment, arousal, self-expression, user friendly web interface variable commonly posited a significant effect in multimedia UCC Services between two groups. Information sharing and perceived usefulness posited a significant effect in recreational group.

Study on the developmental directions of Mobile contents for Mobile e-learning prosumers in Web 2.0 decade (웹 2.0시대 모바일 이-러닝 컨텐츠 소비자의 컨텐츠 활용 확장성 연구)

  • Ahn, Kyung-Whan
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.41-51
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    • 2008
  • In a circumstance that the development of mobile media through the on-line consumer desire in the era of Web 2.0 has promoted extension of personal mobile media on the part of consumers, this study examined consumer trends depending on use of e-learning contents through mobile media. In connection with tendencies through mobile prosumers' consumption patterns and use of mobile educational contents, I analyzed user demands based on characteristics of personal media centering around a communities of e-learning portals. Direction of e-learning technological development calls on mobile communication companies to open their networks and share platform following digital convergence. E-learning contents should be produced in a custom-made way for the personal media. This study is aimed at contributing for advancement of e-learning contents consumers' user convenience implicating examination into consumer demands which are necessary to invigorate e-learning contents.

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A Study on a Design Process Model for Mass-Customized Fashion Product (Part I) -On the Basis of Internet Shopping- (대량 맞춤형 의류상품을 위한 디자인 프로세스 모형 연구 (제1보) -인터넷 쇼핑 환경을 중심으로-)

  • Eun, Myung-Jin;Lee, Joo-Hyeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.2 s.150
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    • pp.187-197
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    • 2006
  • The purpose of this study was to search for the effective mass customized fashion design process based on internet shopping, so that a total of fifteen models of mass customized fashion design processes which are different in the customized degree and in the composition of design elements was proposed in this study, and to compare their efficiencies and appropriateness with those of the existing fashion design process. The data was obtained from a survey of 180 Korean females in their twenties and thirties from Nov 17th to 29th, 2002. The results of this study were summarized as follows: First, more than half of the whole respondents appeared to prefer mass customized products. Therefore, the mass customized design process was considered to be applicable to some sectors in the present domestic clothing market. Second, Respondents generally preferred the designs by mass customized design process model to those by existing fashion design process. However, satisfaction on the designs done by the mass customized design process suggesting only one choice to prosumers was lower than that of existing fashion design process. This result suggested that mass customized fashion design process enabling at least two choices should be presented to prosumers in order to increase their design satisfaction. In addition, the design process models suggesting more that three choices presented higher satisfaction than existing fashion design process.

A Framework for Open, Flexible and Distributed Learning Environment for Higher Education (개방·공유·참여의 대학 교육환경 구축 사례)

  • Kang, Myunghee;You, Jiwon
    • Knowledge Management Research
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    • v.9 no.4
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    • pp.17-33
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    • 2008
  • This study proposes University 2.0 as a model case of open, flexible, and distributed learning environment for higher education based on theoretical foundations and perspectives. As web 2.0 technologies emerge into the field of education, ways of generating and disseminating information and knowledge have been drastically changed. Professors are no longer the only source of knowledge. Students using internet often become prosumers of knowledge who search and access information through the web as well as publish their own knowledge using the web. A concept and framework of University 2.0 is introduced for implementing the new interactive learning paradigm with an open, flexible and distributed learning environment for higher education. University 2.0 incorporates online and offline learning environments with various educational media. Furthermore, it employs various learning strategies and integrates formal and informal learning through learning communities. Both instructors and students in University 2.0 environment are expected to be active knowledge generators as well as creative designers of their own learning and teaching.

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Values of Vintage in Korean Fashion Prosumer's Activities (한국 패션 프로슈머 활동에 나타난 빈티지 가치)

  • Lee, Hae-dong;Lee, Min-sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.6
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    • pp.808-824
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    • 2019
  • This study analyzes the values of vintage in Korean fashion prosumer's activities and elevates the values as one characteristic of Korean modern fashion. The methodology included literary and empirical studies as well as prosumer and modern Korean vintage fashion literary studies. In-depth interviews were done to analyze the values of vintage in fashion prosumer's activities. The values of vintage fashion for Millennials are creative activities based on public interest, expanded reproducing through sharing daily looks and self-expression through the scarcity of vintage clothing. Prosumer characteristics are self-satisfaction and sharing. Fashion prosumer's vintage trends are new-tro, communication, cultural complex, and sharing of daily life. The formativeness in fashion prosumer's activities are heritage, text, activity and image. The meanings are creation, communication, experience and sharing. Fashion prosumers are developing the new genre of 'vintage fashion activity'; in addition, values towards vintage fashion activity are also drawing international interest.