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Fun Labor and User Identity of Virtual Worlds (가상세계의 재미노동과 사용자 정체성)

  • Lyou, Chul-Gyun;Shin, Sae-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.182-190
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    • 2007
  • Virtual world is the 3D graphical interactive environment that networked by electronic communications. Virtual Worlds offered flow experience for a long time to their users. They blur the boundaries of work and play, so bring out the concept of Fun Labor. If we can accept the principle of equivalence between Fun Labor and Real Labor, the Fun Labor may be one of the solutions of the large unemployment problem in the information society. And the Fun Labor is the new type of labor that corresponds the subjectivity of users who want interesting experience as much as they spend money and times. This situation means that the users of Virtual worlds are structuring the identities as the Residents who act the Fun Labor. It'll be very important to examine the social effects of this situation.

A Study on the Effect of Small Maufacturing Businesses' Company Culture on Organizational Performance (중소제조업의 기업문화가 조직성과에 미치는 영향에 관한 연구)

  • Kim, Young Il;Kim, Kwang Su;Kim, Ki Wan;Lim, Sang Ho
    • Industry Promotion Research
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    • v.1 no.2
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    • pp.27-32
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    • 2016
  • This study analyzed the effect of small maufacturing businesses' company culture on organizational performance. The study results showed that personal culture(one's organizational commitment) positively affected job satisfaction and improving creativity. Organizational culture(harmony of organization) and environmental culture(importance of environmental factors) didn't significantly affected organizational perfirmance. Also, organizational commitment was varied by employee's position, harmony of organization was varied by age, education and continuous service year, job satisfaction and creativity was varied by education. This study provided implications for analyzing the importance of personal organizational environmental factors and dicovering individual diffrences of the employees.

A Study of Perception of Media Characteristics: Focused on Developing MAIX(Media Advertising Impact Index) model (매체 속성 평가에 따른 매체가치 비교 연구: 매체 광고 영향력 지수(MAIX: Media Advertising Impact Index) 개발을 중심으로)

  • Lee, Hui-Jun;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.27 no.3
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    • pp.113-139
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    • 2016
  • The purpose of this study was to investigate perception of media characteristics inorder to provide a theoretical background for the media mix strategy. Considering the qualitative-vale of each medium, this study conducted a survey consisting of 60 academic and advertising industry experts to examine how they perceive and evaluate the characteristics of TV, radio, newspaper, OOH, Internet, mobile, and digital signage in terms of media effectiveness. The results, first, show that 'media engagement', 'effective reach', and 'behavioral targeting' are three most important indices to assess the media effectiveness. Second, the Internet was best evaluated in its various aspects according to the MAIX model, which gauges the effectiveness of each advertising medium. The study also proved that each advertising medium has unique advantages so that each medium should adopt a strategic positioning to differentiate it from other media. As such, this study provides meaningful evidences to understand the various characteristics and competitive value of advertising media and useful guidelines for media planning.

Self-Leadership as Antecedent of Organizational Commitment and Intention to Leave among Data Scientists (데이터과학자의 셀프리더십이 이직의도에 미치는 영향: 인지된 직무자율성의 조절된 매개역할)

  • Jung, Chang Mo
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.47-69
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    • 2021
  • Data scientists are new knowledge workers representing the knowledge economy era. Knowledge workers perform unstandardized works that solve ambiguity-intensive problems. Therefore, self-leadership, which emphasizes self-motivated, autonomous judgment and execution, significantly influences their work-related outcomes. Even knowledge workers have high occupational commitment, they usually show low organizational commitment. Knowledge workers' intention to leave is also relatively high due to this reason. This study focused on data scientists' self-leadership, predicted that self-leadership would increase an organization's commitment and intention to leave. Based on the trait activation theory(TAT), the author also confirmed how perceived job autonomy enhances self-leadership influences. Results showed that data scientists' self-leadership significantly lowered intention to leave through organizational commitment and this mediating effect was moderated by perceived job autonomy. This study broadened the theoretical understanding the effects of knowledge workers' self-leadership and presented practical implications for managing data scientists.

Spectators's Route Selection and Their Individual Participation in "Meta 4Saisons" as an Interactive Art Interface (인터랙티브 아트 인터페이스의 관람과 독자적 경험 - "Meta 4Saisons"을 중심으로 -)

  • Kim, Hee-Young
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.129-139
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    • 2007
  • The past interactive art was only attempted through interdisciplinary study of art and science. As it goes to the digital age, however, the artistic methods based on digital technology have been gradually increasing in combination with other media in various ways. This paper analyzes how spectators' individual selection of viewing-route increases the interaction between spectators and interactive art work by focusing on $\ulcorner$Meta 4Saisons$\lrcorner$. In the process of route selection, each spectator selects his/her own viewing-route almost different from the others', respectively. This individual viewing-route makes each spectator placed in a position of individual interaction, thus leading him/her to the experience of various feelings through the act of immersing in the interactive art interface.

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Design of Collaborative e-Learning Environment and Collaborative Learning Agent (협력 e-러닝 학습 환경 구축 및 에이전트 적용 방안)

  • Jang, Ho-Wook;Suh, Hee-Jeon;Moon, Kyung-Ae
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.11-16
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    • 2004
  • e-Learning has been expected as a new educational method and paradigm in knowledge information society. However e-Learning industry has not been in tremendous development on the contrary to people's expectations. Up to present time, collaborative learning is one of the learning approaches that promote active participation and engagement in learning. Learners can set up common goal, accomplish collaborative activity to solve the problem, and achieve individual and group goals while group work. In this paper, we present collaborative e-Learning environment to improve interactions among learners and identify the roles of collaborative learning agent to promote learner's learning activity.

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The efficacy of biofeedback in reducing cybersickness in virtual navigation (생체신호 피드백을 적용한 가상주행 환경에서 사이버 멀미 감소 효과)

  • 김영윤;정찬용;김은남;윤정민;서동오;고희동;김현택
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.90-94
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    • 2002
  • 이전연구에서 가상현실에 몰입하는 동안 넓은 시야 (Field of view: 150$^{\circ}$)와 빠른 운행속도 (70 km/sec)가 사이버멀미를 심화시킨다는 결과를 얻었다: 피험자의 90%가 좁은 시야 (50$^{\circ}$)와 느린 운행속도 (30 km/sec)에서 사이버멀미 증상이 적었다. 본 실험에서는 피험자가 생리적인 동요를 경험할 때마다 바이오피드백 방법을 사용해서 사이버멀미 감소 가상환경 (cybersickness alleviating virtual environment, CAVE)을 제시한 후, 그 효과를 관찰하였다. 피부전도도, 말초체온, 말초혈류량, 심박률, 눈 깜박임, 뇌전위의 변수들을 입력으로 하는 인공신경망으로 구성된 실시간 멀미 탐지 시스템과 CAVE-제시 피드백 시스템을 구축하였다. 이 시스템은 생리적 측정치들이 사이버멀미의 출현을 신호할 때마다 피드백 출력으로 좁은 화면과 감소된 운행속도를 일시적으로 제공했다. 36명의 피험자를 대상으로 SSQ (simulator sickness questionnaires)와 자기보고를 이용하여 사이버멀미의 빈도와 심각도를 조사하였다. 모든 피험자는 한달 간격으로 CAVE 조건과 non-CAVE 조건에서 두 번 가상현실을 경험하였다. 사이버멀미의 빈도와 심각도는 non-CAVE 조건보다 CAVE 조건에서 유의미하게 감소하였다. 즉, 전기생리학적 특징들에 기반한 인공신경망에 의해 제공된 좁은 시야와 느린 운행의 가상환경은 사이버멀미 증상들을 의미있게 감소시켰다. 이러한 결과들은 생체신호 피드백 시스템을 이용하여 인간 친화적 가상환경을 구축할 수 있는 가능성을 보인 것이다.

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A Study on Learning Driving Force of Flipped Learning for Learner Centered Education (학습자 중심 교육을 위한 플립러닝에서의 학습 구동력에 관한 연구)

  • Han, Soomin
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.293-299
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    • 2020
  • This study is intend to define learning driving force for learner-centered education and to derive it's components(IDEA : degree of Interest, Dynamics of learning process, degree of self-Effectiveness, expectation level of Academic achievement). To validate the concept of driving force, we analyzed the instructional design techniques, operating procedures, result reports, professor's comments of flipped learning courses which were conducted systematically in K-university during last 4years. As a result, I suggest the directives and guidances required for effective flipped learning based on driving force.

A Design of Emergency Response Training Platform Using Virtual Environment (가상환경을 이용한 안전대응 훈련 플랫폼의 설계)

  • Lee, Jai-Kyung;Cha, Moo Hyun;Huh, Young Cheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.453-454
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    • 2011
  • 에너지 플랜트, 화학공장 등 대형 기계설비의 복잡도 증가는 그에 따른 위험요소 복잡도를 증가시키고 있다. 대형 기계설비에 대한 위험 관리와 시스템 신뢰도 향상을 위해서는 위험도 기반의 안전 설계/해석, 상태 감시 및 진단을 이용한 설비 모니터링, 인적 신뢰도 향상이 요구되며 설계 단계에서부터 운영 및 유지보수 단계까지의 시스템 생애주기 전반에 걸친 지속적인 활동을 필요로 한다. 인적 신뢰도를 향상시키기 위해서는 설비 운영자가 응급 또는 이상상황에 대처할 수 있는 능력 즉, 안전사고 대응 능력 확보가 필수적이다. 대상 설비에 대한 실제 훈련은 시간, 비용, 훈련자의 안전 확보가 어렵고 반복적인 훈련 및 평가가 어렵기 때문에 가상 환경을 이용한 안전대응 훈련 플랫폼을 설계하였다. 훈련자에게 몰입형 가상 환경을 제공하기 위하여 가상현실 및 안전사고 시뮬레이션 기술을 이용하였으며 이를 통하여 훈련자의 안전을 유지하면서 안전대응 능력을 향상시킬 수 있다.

A design on the Prediction of Learning Achievement System for IT Collective Intelligence Learner (IT 집단지성 학습자를 위한 학습 성취도 예측 시스템 설계)

  • Lee, Gyoung-Eun;Hong, Seong-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1502-1504
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    • 2011
  • 최근 소셜 네트워크를 이용한 학습 방법이 활발하게 연구되고 있다. 동일한 영역에 지식을 공유하고 새로운 정보를 웹에서 생성하는 등 집단지성 학습자들이 계속적으로 늘어가고 있으며, 특히 IT 학습을 위한 온라인기반 교육은 관심도와 직군에 따른 집단지성을 통한 효과적인 학습 성취도를 높일 수 있다. 따라서 본 연구는 웹 기반을 중심으로 한 IT집단지성 학습자들의 개인차를 파악하고, 각 특성에 따른 다양성을 적용하여 학습과정 중 자신에게 적합한 학습경로를 파악하여 학습의 지속적인 진행에 있어 정확한 자료를 제공하고 효율적인 학습의 진행이 이루어져 성취도를 높일 수 있도록 학습 성취도 예측 시스템을 연구 개발하는 데 그 목적이 있다. 이를 위해 먼저 IT습자들이 자신의 개인차를 파악하기 위해 학습의 유형, 학습몰입, 인지적 능력, 개인적 성향, 창의적 성향 등을 활용한 검사도구의 개발이 선행되어야 한다. 다음으로, IT 전공자 혹은 비전공자를 대상으로 예비조사를 실시하고 그 결과를 바탕으로 학습 성취도 예측을 가능하게 하기위한 시스템을 설계하고자 한다. 향후 본 연구의 결과로 학습자의 학습 성취도를 향상시키고, 예측 결과에 의한 집단지성 그룹을 좀 더 효과적으로 운영 할 수 있는 시스템을 구축할 수 있을 것으로 기대한다.