• Title/Summary/Keyword: 경험요소

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한국 벤처 캐피탈리스트의 특징과 의사결정 기준에 관한 연구: 창업자의 경험을 중심으로

  • Lee, Su-Yong;Kim, Do-Hyeon;Gu, Jung-Hoe
    • 한국벤처창업학회:학술대회논문집
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    • 2017.11a
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    • pp.139-142
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    • 2017
  • 벤처 기업의 평가와 관련되어 벤처 캐피탈리스트들의 의사결정에 대한 지금까지의 선행 연구들의 주 초점은 벤처 캐피탈의 의사 결정 과정과 이에 관련된 의사 결정 기준이지만, 연구의 또 다른 상호 보완적인 흐름은 의사 결정에 상대적인 가중치와 중요성에 영향을 주는 요인에 관한 것이다. 즉, 벤처 캐피탈리스트의 의사결정에 있어서 인적 자본 요소인 벤처 기업의 창업자 또는 창업팀의 특징이 더 중요하다는 주장과 불확실성을 특징으로 하는 제품/서비스의 특징, 시장/산업의 특징, 재정적 특징이 창업자/창업팀의 특징 보다 더 중요하다는 두 가지 관점이 선행 연구에 존재한다. 그러나 벤처 캐피탈리스트의 의사 결정에 영향을 주는 것으로 알려진 두 가지 주장은 각각 독립적으로 연구되어 왔기 때문에 창업자의 특징과 불확실성의 요소가 결합된 상호 영향이나 상대적인 중요도가 벤처개피탈의 의사결정에 어떤 영향을 주는지에 관한 연구는 거의 없다. 이러한 배경에서 본 논문의 목적은 인적 자본 이론을 도입하여 벤처 캐피탈리스트의 의사 결정에 중요한 의사 결정 기준인 창업자의 특징 중 창업자의 경험(산업 경험, 창업 경험, 경영 경험)과 불확실성으로 발생되는 요인의 상대적인 중요도에 대한 이해를 증진시키는 것이다. 본 연구에서는 창업자의 특성과 불확실성의 특성을 벤처 캐피탈리스트의 의사 결정 과정에 실험적으로 적용할 수 있는 가상의 시나리오를 기반으로 하는 컨조인트 분석법을 적용하여 창업자의 특성과 불확실성을 포함하고 있는 8가지 요인(속성)의 중요도를 연구한다.

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Exploring Consideration Factors and Improvement Suggestions for Operating Effective Synchronous Online Education in College: Focusing on Learners' Experience and Perception (대학 실시간 온라인 교육의 효과적인 운영을 위한 고려요소 및 개선방안 탐색: 학습자 경험과 인식을 중심으로)

  • Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.69-79
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    • 2020
  • This study is to explore factors to consider for effective operation of synchronous online education in college. Synchronous online education is expanding in higher education. However, there is insufficient to comprehensively identify key components based on the learners' experience and perception. Using qualitative analysis on content of group interview and multidimensional scale analysis, the experience and perception of learners were identified. For the effective operation, interaction should be considered important, and rapport between learners needs to be built. In addition to improving the system in which activity tools are integrated, instructors should play mainly facilitator role, and learners have to manage the environment for immersion. For the types of online education, learners were divided into the dimension of 'activity' and 'temporality'. Further, it is to develop optimized design strategies considering its characteristics.

Analysis of Priority in the Robotaxi Design Elements : Focusing on Application of AHP Methodology (로보택시 설계 요소 간 우선순위 분석 : AHP 방법론 적용을 중심으로)

  • Juhye Ha;Yeonbi Jeung;Junho Choi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.4
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    • pp.179-193
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    • 2023
  • research on user-friendly experience design is crucial to reduce resistance and enhance acceptance of robotaxis. This study analyzes the prioritization of design factors in robotaxi systems and provides design guidelines based on user experience. Using the AHP(Analytic Hierarchy Process) technique, users' perceived importance of four primary design factors and sixteen 16 sub-design elements were assessed, and comfort and safety were top priorities. The results showed that the artificial intelligence agent was the most critical design factor, followed by driving guidance information, interior design, and exterior design. These findings offer valuable insights for robotaxi professionals, and could assist in informed decision-making and creating user-centered design guidelines.

Investigation of the Components for Assessing the Ability of Engineering Design (공학설계능력의 평가 요소 구명)

  • Kim Tae-Hoon;Lee So-Yee;Rho Tae-Cheon
    • Journal of Engineering Education Research
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    • v.8 no.3
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    • pp.49-56
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    • 2005
  • The purposes of this study are to select assessment components for the engineering design ability and to verify the validity of the selected assessment components. From the results of the study, the following conclusions were made. $\cdot$ Social Ability : 'Communication' and 'Teamwork' $\cdot$ Procedure Ability : 'Acknowledging and Defining Problems', 'Planning and Maintaining', 'Collecting Information', 'Deriving Ideas' and 'Evaluating Ideas' $\cdot$ Experience : 'Engineering Experience' and 'Science Experience' $\cdot$ Knowledge : 'Engineering Knowledge', 'Science Knowledge' and 'Mathematics Knowledge', 'Visualization Ability': 'Sketching' and 'Drawing' $\cdot$ Reasoning : 'Converging Reasoning' 'Inductive Reasoning' and 'Intuitive Reasoning'

Emotional Palette: Mapping Affective User experience Elements based on Trend (Emotional Palette: Trend에 따른 감성적 사용자 경험 요소 매핑)

  • Jeon, Myoung-Hoon;Lee, Ju-Hwan;Yang, Jung-Min;Heo, U-Beom;Lim, Tae-Hoon;Ahn, Jung-Hee;Kim, Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.451-455
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    • 2008
  • Emotional design gets more and more important. However, the systematical approaches to integration of user experience elements in product design have been rarely tried. This study consists of three parts. We extracted affective words fitting to design direction based on trend analysis. Then, user experience elements were matched with affective words. Finally, a prototype system was made to guide designing affective factors in electronic products. In the present study, user experience elements were defined as color, material & finishing, and sound. Through various documents analysis and trend analysis, trend analysis experts and user experience designers extracted 31 affective keywords which could fully reflect current trend. After paired-comparison of selected keywords, 2 sensibility dimensions were obtained by multidimensional scaling. Trend affective keywords could be explained by 2 dimensions of human-centered' vs. 'techno-centered' and 'warm vs. cool'. Next, user experience elements stimuli were matched with each keyword by user direct positioning on the 2 dimensions affective map. Based on the result of the experiment, the prototype system was developed for the product designers. The results of the current study could guide designers to design emotionally satisfactory products.

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Investigating Paid Virtual Live Stream Concert Experience from the Perspective of Social Representations Theory (유료 온라인 라이브콘서트 소비경험에 대한 연구: 사회표상이론을 중심으로)

  • Hyunjin Park;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.2
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    • pp.77-101
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    • 2023
  • Due to COVID-19, paid virtual live-stream concerts have emerged as an alternative format and a new revenue model for in-person live concerts. Despite the increasing scholarly and practical interest in how participants experience paid virtual live-stream concerts, few studies examined participants' consumption and participation experiences. Thus, this study aims to provide insights into consumers' virtual live-stream concert experience by employing social representations theory (SRT). We explore the features of paid virtual live-stream concerts based on the C-P-N-D (Content-Platform-Network-Device) framework and the consumers' cognitive and affective perception. To this end, an SRT-based core-periphery analysis was conducted based on 239 responses to the open-ended survey questions. The results show that network-and device-level features of virtual live concerts and participants' overall perception are presented as core elements of paid virtual live-stream concerts, whereas content- and platform-level features are peripheral elements. This finding provides an in-depth understanding of the emergence of paid virtual live-stream concerts as an alternative concert format, thereby providing an invaluable understanding of a virtual live concert experience and theoretical and practical insights.

A Phenomenological Study on the Emotional Change of the Elderly Aged 65 and older who Experienced COVID-19 Social Situation (코로나-19 사회적 사태를 경험한 65세 이상 노인들의 정서적 변화에 대한 현상학적 연구)

  • Lee, Na-Yun;Kang, Jin-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.171-179
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    • 2020
  • This study was conducted to explore the experience of emotional change among senior citizens aged 65 and older experienced COVID-19 social situation. COVID-19 not only directly affects the elderly as a high-risk infectious disease, it also causes social isolation and depression caused by social distinctions, decreased cognitive skills, and worsened chronic diseases, and has indirect effects. As a result of the study, one component and four sub-components were derived, and the components were emotional changes. As the elderly experienced COVID-19, fear of spreading, fear of increasing the number of deceased and dead, and social distance I experienced depression, tightness, and anticipation for ending due to self-control. No matter how hard you try 'technical prevention', without 'psychological prevention', the anxiety of the elderly will inevitably increase. In this study, mediators for negative emotions experienced by the elderly are provided by providing accurate information to prevent the spread of fear caused by COVID-19 and proving emotional support programs such as 'psychological prevention' as well as 'technical prevention'. I think it will be necessary.

The Moderating Effects of School Violence Victimization Experiences in the Relationships between Airmen's Rejection Sensitivity, Depression, and Anxiety (공군장병의 거부민감성과 우울 및 불안의 관계에서 학교폭력 피해 경험의 조절효과)

  • Park, Won-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.353-361
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    • 2018
  • This study aimed to examine the effects of rejection sensitivity on depression and anxiety, and the moderating effects of school violence victimization experiences on the relationships between rejection sensitivity and both anxiety and depression. Based on the results, we suggested a method of screening soldiers at high risk of depression and anxiety and interventions for their psychological adaptation. The data about anxiety, depression, rejection sensitivity, and school violence victimization experiences was collected from 126 airmen in S city, South Korea. To test the moderation effects, multiple regression analyses were conducted in which the rejection sensitivity, anxiety, school violence victimization experiences and their interaction terms were hierarchically entered. The moderation of school violence victimization experiences was found in the relationship between rejection sensitivity and school violence victimization experiences. The specific interaction patterns in each of these significant interaction effects were examined. Finally, the importance of school violence victimization experiences as a high-risk factor in army life and the clinical implication of these findings were discussed.

A Study on the User Experience of Handmade Market Applications -Focused on Etsy and Idus- (핸드메이드 마켓 앱의 사용자 경험 연구 -Etsy와 idus를 중심으로-)

  • An, Jisun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.389-395
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    • 2021
  • This study aims to evaluate the user experience of leading handmade product market service applications, Etsy and idus. A survey about the apps was developed based on Peter Morville's user experience factors. The survey was conducted with eleven users from their 20s to 50s. In addition, problems were discovered through an in-depth interview and the resulting user experience problems were analyzed according to the five levels of Jesse James Garrett's user experience element framework. Our primary results for both apps suggest applying a universally accepted visual interface to improve the user experience, providing brief text to improve readability, avoiding repetitive delivery of similar functions in different information structures, and applying design patterns that are considerate of customers' culture and country. This study provides meaningful data to elevate handmade product platforms into global platforms by analyzing and providing improvements to their shopping experiences.

A Study on the Satisfaction of Visual Elements of Package Design for Carbonated Beverage Based on Emotional Experience Theory (감성경험 이론에 기반한 탄산음료 패키지 디자인 시각요소의 만족도에 관한 연구)

  • Zhang, Shang-Shang;Jang, Chung-Gun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.271-278
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    • 2022
  • Carbonated drinks are a kind of drink that is popular in our daily lives and are sold mainly among young people. There are many brands of carbonated drinks currently on sale, and most of them emphasize the distinction of texture, and brand images and packages have further commercialized package design as a whole. It is necessary to increase the emotional experience of soda package design, which can increase the added value of the brand. Sensibility is the most common psychological experience in humans and is the subjective experience and feeling of things. By combining the emotional experience with the package design of carbonated drinks, it provides more emotional user experience while purchasing carbonated drinks, realizing diversification of product package designs and satisfying consumers' emotional needs. This paper first examines the package design of carbonated drinks, I hope it will be an implication if you increase the emotional experience of soda package design.