• Title/Summary/Keyword: 경험적 탐색

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The Exploratory Study for the Effect of Good and Bad Luck on Risky Decision: Perspective of Probabilistic Framing Effect (행운과 불운이 모험적 의사결정에 미치는 효과에 대한 탐색적 연구: 확률적 틀 효과의 관점에서)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Korean Journal of Cognitive Science
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    • v.26 no.3
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    • pp.279-300
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    • 2015
  • Present research was carried out on the level of exploration to verify that good luck increases probabilistic framing effect but bad luck decrease the effect. And we organized an experiment that designed experience of luck (good luck vs. bad luck vs. control) ${\times}$ probabilistic frame (high vs. low) and observed whether people response based on probabilistic frame or not. As a result, we observed the two-way interaction where experience of good luck increased probabilistic framing effect, while experience of bad luck decreased the effect (Figure 1). We expect to see more studies of contextual framing effect besides probabilistic frame (e.g., positive vs. negative; loss related to context vs. loss irrelevant to context).

An Exploratory Study on the Development of Underdeveloped Areas Using Local Cultural Resources : Analysis of Differences in Perceptions of Those Who Have Visited the Tourist Sites in Underdeveloped Areas and Those Who Haven't (지역문화자원을 활용한 낙후지역 개발에 대한 탐색적 연구 : 낙후지역 개발관광지 방문경험 여부에 따른 관광객의 인식 차이 분석)

  • Kim, Ok-Hee;Min, Woong-Ki;Kim, Sehyun
    • 지역과문화
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    • v.8 no.1
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    • pp.1-23
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    • 2021
  • This study examined at an exploratory level what should be considered for developing underdeveloped areas using local cultural resources. This study analyzed the psychological and behavioral differences between those who have visited underdeveloped areas developed using local cultural resources and those who haven't, to draw out the implications for the urban regeneration. The results showed that there were differences in respondents' motivation to visit, perception of what needs to be done for the tourism development of underdeveloped areas, perception of the expected effects of developing cultural contents, and consumption behaviors. In other words, those who have visited the tourist sites where had been underdeveloped areas have a more positive attitude toward visit motivations, needs for tourist site development, expected effects of local cultural content development, and consumption behaviors than those who haven't. It means that it is of the utmost importance to induce as many people as possible into tourist sites in underdeveloped areas. This exploratory study is expected to offer some implications for developing underdeveloped areas as tourist sites, a form of urban regeneration.

Development and validation of Everyday Gender Microaggression Scale (일상 속 성차별 경험 척도 개발 및 타당화)

  • Eunha Kim
    • Korean Journal of Culture and Social Issue
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    • v.24 no.4
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    • pp.593-614
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    • 2018
  • By applying the concept of microaggression (subtle and indirect form of discrimination), the aim of this study was to develop and validate the Everyday Gender Microaggression Scale (EGM). For this purpose, based on the results of literature review, surveys, and individual interviews, we developed 17 pilot items. Next, after expert content validation, we administered online survey to 180 adult women and conducted exploratory factor analysis. The result revealed 2 factors, 14 items, and this structure was reconfirmed through confirmatory factor analysis in another sample of 219 adult women. Convergent and concurrent validities were also examined via correlations with measures of sexism, depression, and life satisfaction. We discussed implications, ways to use the EGM, and suggestions for future research.

The CVC' Adventurous Investments: The Effects of Industrial Characteristics and Investment Experience on CVC Investments (기업벤처캐피탈의 모험적 투자: 미국 기업벤처캐피탈 투자에 미치는 산업특성과 투자경험의 영향 탐색)

  • Kim, Doyoon;Shin, Dongyoub
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.3
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    • pp.1-12
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    • 2021
  • In this paper, we study empirically examined the adventurous investments in corporate venture capital (CVC) firms' investment in the U.S. based corporate venture capital industry. Unlike existing studies focusing CVC firm's characteristics related to parent corporates and regarding CVC firm as a vehicle of corporate venturing, we identified CVC firm as an independent learning agent to adapt to dynamic environment and investigate their exploration and exploitation in investments based on organizational learning theory. Specifically, we investigate the market-environmental factors affecting CVC's adventurous investment in different sector rather than previously done. First, we examined competition intensity in CVC industry might be related to CVC firm's explorative investments. Second, CVC firm's investment experiences might affect as an inertia to invest on unexperienced sector. Finally, we investigated risk preference effect on CVC firm's venturing investments. The empirical data analyzed in the study contained a total of 85 U.S. based CVC firms and their 2,306 investments from 1996 until 2017. After conducting a GEE regression analysis and a Logit regression analysis, we found the significance and direction of our independent and moderating variables strongly supported all of our four hypotheses in a highly robust manner.

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.

The Impact of Work Experience of Related Domain on the 'Good Quality Startup' : K-Ventures Case Study (관련 기업 근무경험이 '질 좋은 청년창업'에 미치는 영향 : K벤처스 투자기업 사례를 중심으로)

  • Park, Wonmi;Choi, Suyoung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.5
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    • pp.141-155
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    • 2014
  • This study examines the effect of previous work experience on the long-lived venture firm called 'Good Quality startup'. The research explores entrepreneurs of 16 mobile application startups that were invested by the venture capital, 'K-ventures', through the resource-based view. The results show that all of entrepreneurs had previous experiences of their business domain. They accumulated human resources such as technology capabilities, knowledge of domain, know-how, networking through learning-by-doing. Entrepreneur's human resources are the key factors for opportunity recognition and realisation process; and it is also on the ground that venture capital determines investment. Venture capital provides financial resources, management support and strong network for venture firm. Technology resources, financial resources, know-how and networking are the core managerial resources to be a long-lived venture firm called 'Good Quality Startup'. This research is an exploratory case study based on previous experience and 'good quality entrepreneurship'. The empirical study hereafter is needed.

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Secondary School Teachers' Perception and their Application Methods of Problem-based Learning (중.고등학교 교사들의 문제중심학습에 대한 인식과 수업 진행 방식에 대한 탐색)

  • Yoon, Heo-Jeong;Woo, Ae-Ja
    • Journal of The Korean Association For Science Education
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    • v.30 no.5
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    • pp.621-635
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    • 2010
  • Problem-based Learning (PBL) has been known as an effective strategy for dealing with various aspects of education such as the enhancement of students' motivation, interest in subjects, academic achievement, and cooperative abilities. However, PBL has not been widely implemented in secondary schools. The purpose of this study is to investigate secondary school teachers' perception of problem-based learning and their way of applying it. Data was collected through semi-structured interviews with nine secondary school teachers. Five of them had experience in implementing PBL, while four of them had interest in using PBL but had not yet had the experience. Different concepts were extracted and categorized. Nvivo 2.0 was used for analysis. The results were as follows: Changes in student attitude toward class, improvement on cooperation with others, self-regulated learning skills, and satisfaction from students' positive comments on PBL enabled teachers to become more enthusiastic and positive toward PBL. The stress of developing proper problems and the enormous amounts of time and efforts required in using PBL were shown as barriers for teachers in implementing PBL. However, some negative perspectives about PBL changed into positive after teachers experience PBL. By examining each teacher's way of implementing PBL, several teaching strategies suitable to their school systems were suggested.

The Method for Systematic Classification and Searching of the Game Software Fun Element (게임 소프트웨어 재미요소의 체계적인 분류와 탐색방법)

  • Lee, Seung-Hun;Kim, Se-Kyu;Rhew, Sung-Yul
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1506-1513
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    • 2010
  • Game Software is the high-value industry that is based on fun elements. To develop Game Software successfully, the method for systematically classifying and searching about fun elements needs. However, fun elements of game are still made by game developers 'experience', and have ambiguities about what are considered at development phase because of difference between viewpoints and definitions about them. We structured 9 groups and 34 fun elements after that 50 fun elements elicited from existing literature are classifies and refines by statistical analysis. And we found a omitted area with the result that the classified elements are applied to Roger Callois's Theory. Finally, we elicited new elements of omitted areas from web site and searched 1 group and 4 fun elements.

State Space Tiling and Probabilistic Action Selection for Multi-Agent Reinforcement Learning (다중 에이전트 강화 학습을 위한 상태 공간 타일링과 확률적 행동 선택)

  • Duk Kwon-Ki;Cheol Kim-In
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.106-108
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    • 2006
  • 강화 학습은 누적 보상 값을 최대화할 수 있는 행동 선택 전략을 학습하는 온라인 학습의 한 형태이다. 효과적인 강화학습을 위해 학습 에이전트가 매 순간 고민해야 하는 문제가 탐험(exploitation)과 탐색(exploration)의 문제이다. 경험과 학습이 충분치 않은 상태의 에이전트는 어느 정도의 보상 값을 보장하는 과거에 경험한 행동을 선택하느냐 아니면 보상 값을 예측할 수 없는 새로운 행동을 시도해봄으로써 학습의 폭을 넓힐 것이냐를 고민하게 된다. 특히 단일 에이전트에 비해 상태공간과 행동공간이 더욱 커지는 다중 에이전트 시스템의 경우, 효과적인 강화학습을 위해서는 상태 공간 축소방법과 더불어 탐색의 기회가 많은 행동 선택 전략이 마련되어야 한다. 본 논문에서는 로봇축구 Keepaway를 위한 효율적인 다중 에이전트 강화학습 방법을 설명한다. 이 방법의 특징은 상태 공간 축소를 위해 함수근사방법의 하나인 타일 코딩을 적용하였고, 다양한 행동 선택을 위해 룰렛 휠 선택 전략을 적용한 것이다. 본 논문에서는 이 방법의 효과를 입증하기 위한 실험결과를 소개한다.

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Experiences of Information Encountering on the Use of Electronic Scholarly Resources (과제 수행 시 전자학술정보 사용에 있어서의 정보 조우 경험 행태)

  • Lee, You-Jin
    • Proceedings of the Korean Society for Information Management Conference
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    • 2018.08a
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    • pp.69-72
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    • 2018
  • 엄청난 양의 정보와 정보기술들이 만연한 정보환경이 도래함에 따라 사람들은 의식적으로 정보를 탐색하는 과정에서 원래 찾으려 했던 주제는 아니지만 유용하고, 흥미로운 정보를 발견하는 경험을 보다 자주 접할 수 있게 되었다. 이에 우연한 정보의 획득(OAI)에 대한 연구의 필요성이 제기되고 있다. 그러나 현재 국내의 문헌정보학 분야에 있어 이에 대한 연구는 미비한 상태이다. 이에 본 연구에서는 대학생과 대학원생의 과제 수행 시 전자학술정보를 사용하는 데에 있어 발생하는 정보 조우(IE) 경험에 대해 알아보고자 하였다. 이를 위해 먼저 선행연구 분석을 통해 과제 수행을 목적으로 가장 비중 있게 활용되고 있는 정보원이 전자학술정보임을 파악하고, 과제 수행 시 전자학술정보를 활용해 본 적이 있는 대학생과 대학원생을 대상으로 설문조사를 실시하였다. 그 결과, 설문에 참여한 응답자들은 Erdelez(2004)가 제시한 정보 조우의 기능적 모형에서 주목(noticing)과 검토(examining), 귀환(returning) 과정에 대한 경험을 비중 있게 인지하고 있는 것으로 나타났다. 반면 중단(stopping)의 경우, 상대적으로 긍정적인 답변의 비율이 낮았으며, 획득(capturing)에 대한 물음에서는 차이를 보였다.

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