• Title/Summary/Keyword: 경쟁동기

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In about Solution for Improvement in the Private Security Sector research (민간경비 구성요인에 따른 개선방안에 관한 연구)

  • Lee, Young-Oh
    • Korean Security Journal
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    • no.16
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    • pp.265-282
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    • 2008
  • This research aims to provide a solution for the improvement of private security according to the change in criminal environment. The main cause of crime can be found in the anti-functional dimensions including value set disorder, social phenomenon variation, information-based, globalization and urbanization. In this environment, the private security sector has dramatically increased in a quantitative viewpoint, but it is insufficient in a qualitative viewpoint. This paper recognized this problem and demonstrates a solution for improvement through classifying elements of private security into relevant legislation, education institutions, security companies and security associations. The analysis result is a follows: First, motivation and satisfaction rate of escort and security related major has shown to be high. However, respondents evaluated the guard educational institution negatively. Second, the motivation of entering into the private security sector for internal staffs has shown to be positive and sound. However, the job satisfaction rate has shown to be low due to excessive competition, negative perception of occupation and low earning. Third, respondents gave an average mark to the Security Association's management and operation. In addition, the mutual-aid project received the same mark. Negative feedbacks were given to the protection of member's interest and to association operation and policy, while positive feedbacks were given to the degree of member's cooperation towards association policies.

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Hollywood in Print -Movie Programmes of a Korean Theater in Ethnically Segregated Kyǒngsǒng in the 1920s and the Reception of Hollywood Prestige Pictures (활자와 이미지로 읽는 할리우드 -1920년대 조선극장의 영화관 프로그램과 미국 '특작'영화 경쟁)

  • Ahn, Sejung
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.53-98
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    • 2021
  • This paper examines the ways in which Hollywood feature films produced and widely circulated with the establishment of the studio system was consumed in the ethnically segregated Korean movie theaters in Kyǒngsǒng in the 1920s. Focusing on how those theaters appropriated what Hollywood represented, this paper has three objectives. First, from a historical and economic perspective, I will historicize the emergence of so-called prestige pictures and how movies became a branded product in that process. Second, I will also loot at how Chosǒn Theater, one of the earliest movie theaters in the Korean-resident area in Kyǒngsǒng who sought to be a prestigious movie palace actively exploited Hollywood brand, by foregrounding its Paramount connection, in particular. Lastly, through a close reading of weekly programmes and handbills, I will examine how these promotional print materials, as an intermediating medium, helped to supplement the audiences' viewing of Hollywood movies while creating loyal audiences.

A Study on the Profitability Enhancement of SI Business in Public and Finance Sector (공공(公共)/금융분야(金融分野) SI사업(事業)의 수익성(收益性) 향상(向上) 방안(方案)에 관한 연구(硏究))

  • Joo, Jeong-Soo;Jahng, Jung-Joo;Cho, Hurn-Jin
    • Information Systems Review
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    • v.12 no.1
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    • pp.165-188
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    • 2010
  • Recently public and finance SI (system integration) industry is called as 4D (difficult, dangerous, dirty, dreamless) industry because of low profit, overtime works and poor motivation of employees. Even some people think at SI industry to be a labor intensive industry instead of a high technology industry. The current study considers outside environmental change of SI industry as well as inside capability enhancement of SI companies. The study adopted action research method with the author's expertise and experiences as a head of a major SI company in Korea. The current research framework suggests 5 areas of profitability enhancement that offers propositions and implications. 5 areas of profitability enhancement are (1) policy improvement, (2) business portfolio innovation (3) sales capability reinforcement, (4) delivery capability reinforcement, and (5) cost management innovation. The five areas include 11 propositional factors and 21 implementation plans which were chosen from the profitability perspectives of SI companies.In order to successfully execute propositions and implementation plans of the framework, 3 years is needed and after 3 years profitability are expected to increase 10% higher than the current level. The framework, propositions and suggestions in this study are expected to offer a real contribution for SI companies that want to enhance competitiveness and profitability. Future extension of the current study to benchmarking the competitiveness and profitability between local companies and global companieswill bring a solid attention from industry and academics.

A review on trends of programming(algorithm) automated assessment system and it's application (정보 교육에서 프로그래밍(알고리즘) 자동평가 시스템의 활용 가능성에 대한 고찰)

  • Chang, Won-Young;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.13-26
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    • 2017
  • The programming(algorithm) automated assessment system is to evaluate automatically the accuracy and time/space efficiency of user's solution to the problem which is provided. This system gives the immediate feedback of the solution, real-time ranking. So, in the course of data structure and algorithm, we can apply the knowledge which we have learned to the problem solving. Especially, in the basic course of learning the syntax of the programming language, the novice student can learn in easy and fun by solving the simple problem. The university students can understand in the easy way the meaning of asymptotic analysis of algorithm in data structure & algorithm course.

Contents Development Strategy based on Successful Potential for Distance Training Center (성공잠재력 기반으로 한 원격교육연수원의 콘텐츠 개발 전략)

  • Jeon, Byeong Ho;Rhee, Byoung-Hee;Chung, Jong-In
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.3
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    • pp.37-49
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    • 2015
  • To develop the contents making profit, we propose the program operation methods that can apply the needs of students and the demand of the times, and consider the capacity of the operating agency overall. First, we suggest the distance training motivation, the effective content type, appropriate interaction ratio, the effective teaching and learning methods and the assessment methods. Second, we suggest the development strategy of educational contents, assess quantitative the demand of students and the will of teacher overall, measure the potential success. Third by applying the strategies in the educational field, we product the 12 major development field. These fields are divided into categories A and B, category A is the very high success field and category B is the high potential success field. By applying the proposed strategy, You will select the most suitable contents here and now.

MMORPG의 재미 평가 모델에 관한 연구

  • Yun, Hyeong-Seop
    • 한국게임학회지
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    • v.6 no.1
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    • pp.66-69
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    • 2009
  • 지속적인 성장을 거듭하고 있는 온라인 게임은 사회적 상호작용과 집단 경쟁 등 스탠드 얼론(stand alone) 게임에서는 느낄 수 없는 새로운 재미를 제공하고 있다. 그럼에도 불구하고 온라인 게임 플레이의 경험 중가장 핵심적인 주제인 재미에 대한 연구는 휴리스틱한(heuristic) 연구에 머물고 있다. 본 연구는 기존 연구의 한계를 극복하고, 게임플레이의 재미에 대한 과학적인 평가를 위해 MMORPG의 재미 평가 모델을 제시하고, 그 유용성을 검증하는 데 목적이 있다. 본 연구는 동기이론, 몰입(Flow) 이론, 기존의 문헌연구와 설문조사를 통하여 온라인 게임의 핵심적인 재미 요소를 도출하였다. 도출된 20여개 의 요인들을 매트릭스 분석을 통해 범주화하고, Ermi & Mayra(2005)의 게임플레이 경험 모델에 통합하였다. 다양하고 정성적인 평가기준을 체계화하기 위해 AHP(Analytical Hierarchy Process) 이론에 입각하여 감각적 재미, 도전적 재미, 상상적 재미, 사회적 상호작용의 재미의 4개 측면을 포함하는 계층분석도를 구성하였고, 게임업계 전문가들의 검토와 중요도 평가를 통해 MMORPG의 재미 평가 모델을 제안하였다. 제안된 모델에 의해 구성된 설문문항을 3개 MMORPG를 즐기고 있는 이용자 87명을 대상으로 평가한 결과, WOW, Aion, Lineage2순으로 각각 75.247점, 68.649점, 62.205점을 얻어냈다. 이러한 평가 결과는 현재 MMORPG 중에서 가장 높은 시장점유율과 매출 실적이 좋은 WOW를 가장 재미있는 게임으로 선정하였고, Aion과 Lineage2도 현재의 시장 점유율과 매출 실적과도 정확하게 일치하고 있다. 이러한 결과로 본 연구에서 제안된 MMORPG의 재미 평가 모델의 유효성이 검증되었다. 본 연구의 결과는 가장 재미있는 게임의 선정뿐만 아니라 각 게임의 재미 요소별 강약점을 분석하여, 왜 어떤 게임은 성공적이며, 다른 게임들은 그렇지 않은가에 대한 이해를 제공할 수 있다. 결론적으로 본 연구에서 제안된 MMORPG의 재미 평가 모델은 어떤 게임이 가장 재미있는 게임인지를 선정하는데 활용될 수 있으며, 궁극적으로는 보다 구체적인 재미 요소별 분석을 가능하게 하여 보다 재미있는 온라인 게임을 개발하는데 기여할 것이다. 그러나 다른 장르까지 확장하여 활용하기 위해서는 후속 연구가 뒷받침되어야 한다.

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An efficient channel assignment meghod for real-time service in the IEEE 802.11 wireless LAN system (IEEE 802.11 무선 LAN 환경에서 실시간 서비스를 제공하기 위한 채널 구간 할당 방안)

  • 박중신;류시훈;강태원;이준호;이재용;이상배
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.23 no.5
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    • pp.1249-1259
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    • 1998
  • This paper proposes an efficient channel assignment method for real-time service in the IEEE 802.11 Wireless LAN system, and analyzes the supportability to real-time service and the channel utilzation of that through computer simulations. The improved MAC(Medium Access Control) protocol employing the proposed channel assignment method achieved good throughput over contention period as well as contention-free period by making real-time terminals transmit the information about their desiring value before starts of data transmissions. For performance evaluation of the proposed method, a simulation analyzing the variation of allocated bandwidths to terminals using real-time service and their buffer sizes wasexecuted. Real-time data traffics was modeled s 7-stae transition VBR sources, and asynchronous data traffics modeled as Poisson processes. In the simulation, the proposed method showed smaller variation of the bandwidth of each terminal and samller buffer size than the existing method, and also recorded good throughput over contention period.

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Effect of Transformational Leadership on Passion, Innovative Behavior and Organizational Citizenship Behavior (변혁적 리더십이 열정, 혁신행동 및 조직시민행동에 미치는 영향)

  • Kim, Chang-Joong
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.871-882
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    • 2014
  • The purpose of this study was to identify the effect of transformational leadership on passion, innovative behavior and organizational citizenship behavior in the jewelry companies. The results indicate that transformational leadership makes significant influence on employees' passion in order of intellectual stimulation, individual consideration and charisma. Furthermore, employees' passion also makes significant positive influence on both employee's innovative behavior and organizational citizenship behavior. It is also found that charisma, individual consideration and intellectual stimulation of transformational leadership has indirect impact on innovative behavior and organizational citizenship behavior through the passion. It is expected that the results of this study will make a contribution to the improvement of competitiveness in the jewelry companies by suggesting a new viewpoint regarding how transformational leadership work to motivate employees' passion, innovative behavior and organizational citizenship behavior in the jewelry companies.

A Case Study of Cross-Media Storytelling : Remediation of Webtoon to Drama Series (크로스미디어 스토리텔링 사례 연구 -웹툰 <미생>의 드라마 <미생>으로의 재매개-)

  • Kim, Mira
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.130-140
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    • 2015
  • With the growth of media platforms and fierce competition in the media market, there have been focus on cross media storytelling, a remediation of content already proven successful to another type of medium. In particular, webtoons have emerged as being successful source media, and this study analyzes how the webtoon 's narrative is expanded and transformed in the remediation process into TV drama. The results showed that, the webtoon , which was targeted at a relatively more specific audience, objectively described stories of the life and hardships of an office worker through a contractual employee at a trading company navigating work life based on strategies of Baduk; while the TV drama version, which aims to appeal to a broader audience, strengthened popular narratives with topics of social issues such as 'hardships of the non-permanent employee', 'sexual discrimination and sexual harassment in the workplace', 'difficulties of a working mom', and 'romance between new colleagues'. In addition, in order to create dramatic enjoyment, the drama's storytelling strategy incorporated conflicts by creating confrontational relationships among good and evil characters, and added humanism and comedic effect.

Game Theoretic Cache Allocation Scheme in Wireless Networks (게임이론 기반 무선 통신에서의 캐시 할당 기법)

  • Le, Tra Huong Thi;Kim, Do Hyeon;Hong, Choong Seon
    • Journal of KIISE
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    • v.44 no.8
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    • pp.854-859
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    • 2017
  • Caching popular videos in the storage of base stations is an efficient method to reduce the transmission latency. This paper proposes an incentive proactive cache mechanism in the wireless network to motivate the content providers (CPs) to participate in the caching procedure. The system consists of one/many Infrastructure Provider (InP) and many CPs. The InP aims to define the price it charges the CPs to maximize its revenue while the CPs compete to determine the number of files they cache at the InP's base stations (BSs). We conceive this system within the framework of Stackelberg game where InP is considered as the leader and CPs are the followers. By using backward induction, we show closed form of the amount of cache space that each CP renting on each base station and then solve the optimization problem to calculate the price that InP leases each CP. This is different from the existing works in that we consider the non-uniform pricing scheme. The numerical results show that InP's profit in the proposed scheme is higher than in the uniform pricing.