OFFICE AUTOMATION
Online ISSN : 2432-6356
Print ISSN : 0389-570X
Volume 17, Issue 5
Displaying 1-15 of 15 articles from this issue
  • Y. KOMATSU
    Article type: Article
    1997 Volume 17 Issue 5 Pages 4-5
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
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  • Yoshiya TERAMOTO, Multi-Media and New Business Creation Project
    Article type: Article
    1997 Volume 17 Issue 5 Pages 6-8
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    The recent development of multi-media technology has been wide and very rapid so that new business creation by multi-media is nowadays becoming critical to economic growth and social condition. Such trend is viewed and called as "cyberspace revolution"since it comprises real time and space and virtual world. Nevertheless, today, multi-media requires a new economic principle, "economy of speed or increasing return economy,"which is congruent with the world's move into the civic-entrepreneurship era.Accumulation of competencies and self-discipline are then needed because their combination could be expected to generate a flexible for the changing environment. Business speed is beginning to be more considerable and,at the same time,smaller and individual companies' potential power to create new business is increasing.Moreover,with multi-media network,core competence is rather an individual-related concept than organizational-related notion because individual core competence is more important and valuable in all respects.Individual therefore has more power and consideration than big organization so that,in fact,the world is actually going through an era of individual power with multi-media network.
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  • Noboru MIYAWAKI
    Article type: Article
    1997 Volume 17 Issue 5 Pages 9-17
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    In development situation of multimedia of these days,as expectation of the society for information communication swells out,the responsibility that should be fulfilled becomes heavy. By digital technical development,innovation of network technology and development of distributed management,the collection and dispersion of information and knowledge became possible. As a result,it became possible for taking out information of necessary quantity when necessary and sending it. It became the big innovation described as "the second print technology"from the first type printing technology of Gutenberg,and it changed the paradigm of society greatly. This change of the paradigm of society may be regarded as multimedia.In this report,I summarize the present situation of information communication that a change of the paradigm of society was realized,and describe the prospect turned to the multimedia society after now and multimedia strategy of NTT.
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  • Hiroshi YAMANE
    Article type: Article
    1997 Volume 17 Issue 5 Pages 18-24
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    An image of the multimedia society evolves to a course described by Grobal Information Infrastructure steadily.In other words,realization of environment that information is available easily everybody anywhere anytime becames possible.There is limitation,but information of various media became available from the world by Internet, and communication became possible any time by E-mail. Now,multimedia tool becomes an element indispensable to business for a businessman.In this report,I consider the influence that communication gives to corporation organization in the multimedia society.
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  • Hiroaki DEGUCHI
    Article type: Article
    1997 Volume 17 Issue 5 Pages 25-34
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    Software-house has two buisiness areas,customized software business and packaged software business.The Customized software business,thought to be stable,fell into a structural recession.Software-house must change its operations to respond to these environmental changes.I chose change to a packaged software business as the study objective of my thesis. My thesis has verification of the hypothesis concerning business heterogeneity. I hypothesized that there is fundamental heterogeneity between the customized software and the packaged soft business of Softwarehouse.I examined that heterogeneity.As well as collaborating the hypothesis by conducting surveys,I abstracted the factors of heterogeneity.
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  • Tamotsu HARADA
    Article type: Article
    1997 Volume 17 Issue 5 Pages 35-40
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    Arrival of multimedia society requires not only a business strategy but a paradigm shift of industrial structure and social system.The progress of this multimedialization has given birth to crust movement called a digital marketing revolution. Under such circumstances,a starting point of the paradigm sift was moved from production to consumption. It is because of both the consumption maketing,which connects comsumers and retailers,and the marketing system,which connects production,marketing and sales. Multimedia marketing is a strategy which leads this conversion. Personal life will be surrounded by personal media. And relationship with familiar customers will come out. Retired seniors and young housewives should become a leading target of multimedia,who expect non-sleeping stores. Interactive collaborations between customers and providers will exist there.
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  • Takayoshi YAGISHITA
    Article type: Article
    1997 Volume 17 Issue 5 Pages 41-48
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    Strategic use of highly advanced information networks can successfully help firms grow. Information networks become more powerful as a tool with the synergistic effect of information infrastructure and information literacy. In a dynamically changing business environment,usage of a firm's data analysis capabilities which it has accumulated as knowledge and increasing the speed of innovation is effective.
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  • Toru IWATANI, AKira KURIHARA, Multi-Media and New Business Creation Pr ...
    Article type: Article
    1997 Volume 17 Issue 5 Pages 49-54
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    The Environment surrounding digital game corporations has recently bccome extremely complicated these days.This paper presents typical examples showing how new business creation and strategy have developed up to the present day in industry,considering technological developments,market changes and the diversity of human values.
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  • Takashi SHIBATA
    Article type: Article
    1997 Volume 17 Issue 5 Pages 55-61
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    Software business has four levels of hierarchy,contents,application software,operational software,and media. The competitive structures are different to each others.Contents are independent from architecture,which is defined by the operational software,media,and hardware. The basic strategy of contents business has four patterns, which are to make series of contents,to complexify the media,to interactivate the program,and to encode electronically.
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  • Takaya KAWAMURA
    Article type: Article
    1997 Volume 17 Issue 5 Pages 62-71
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    This article investigates how developing"multi-media,"or interactive digital communication media,will enchance knowledge-creating capabilities of human being. From the viewpoint of the theory of organizational knowledge creation,knowledge-creating capabilities of various communication media are examined and four dimensions are identified;a)variety of information form,b)interactivity,c)recordability,and d)maturity.Compared with older media, multi-media has better knowledge-creation characteristics in term of dimension a), b), and c), and also posesses three distinctive applications. 1) UBIQUITOUS ARCHIVE facilitates socialization, externalization, combination and internalization, and increase diversity and universality of the knowledge by enabling accumulation preservation and utilization of intellectual asset of human beings. 2) VIRTUAL REALITY has three aspects. As "digital arts" it facilitates externalization and combination by providing sophisticated expression technologies. As "sophisticated simulation" it facilitates internalization by providing leaning-by-doing opportunities. As "tele-existence" it facilitates internalization, socialization, and externalization by loosening time-space constraints of the real world. 3) INTELLECTUAL ENTERTAINMENT motivates individuals foe knowledge creation by clarifying their intention and providing them higher autonomy, and increases volume and diversity of knowledge.
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  • Akira HASEGAWA, Akitoshi SEIKE
    Article type: Article
    1997 Volume 17 Issue 5 Pages 72-81
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    Multi-media industry is booming. Multi-media industry has recently expericmed the biggest industy in the world. This study is designed to prove the truth of our hypothesis that the multi-media business management is an effective way of strategy and that the best way to realize it is to develop and murture multi-media business industry. A new type of management (called "Multi-Media Business Management : MMBM") has recently appeared in Japan, where the lock other workers is compensated for by multi-media technology, the use of computer networks and MMBM.
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  • Akitoshi SEIKE, Multi-Media and New Business Creation Project
    Article type: Article
    1997 Volume 17 Issue 5 Pages 82-93
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    This paper presents several principles and typical examples (Microsoft, Toyota, Editorial Engineering Laboratory, Asahi Shinbun, Fujitsu) for an effective strategy for creating a new business platform. The ides of a business platform is applied to the management of business innovation.
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  • Kenryo INDO
    Article type: Article
    1997 Volume 17 Issue 5 Pages 94-102
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    In this paper, an artificial society approach that regards offices as conversational networks complements and integrates cognitive and institutional aspects of Language / Action Perspectives and DAI approaches that have been confronted with the cognitive design problem of office was argued. A conversational game is the cognitive process that makes manager's understnding of the speaker's intentional states out of what the colleague had said and the knowledge structures for communication. And a conversational network that consists of conversational games interconnected via managerial role system describes some institutional aspects of office.
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  • Rasoava RIJAMAMPIANINA
    Article type: Article
    1997 Volume 17 Issue 5 Pages 103-109
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    The world is moving into the Information Age which encourages the creative use of knowledge.It is changing so we should dare to change along with it and to set down today the first markers on the road to the third millennium. The main question is therefore,can electronic communication networking contribute to multicultural learning?This article addresses the study with the real case of Ericsson Toshiba Telecommunication Systems K.K. while incorporating recent thinking in strategy and international human resource management.
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  • Takao ASAHI
    Article type: Article
    1997 Volume 17 Issue 5 Pages 110-112
    Published: April 10, 1997
    Released on J-STAGE: January 15, 2019
    JOURNAL FREE ACCESS
    Download PDF (267K)
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