• Title/Summary/Keyword: 상호작용 분석

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The Impacts of Job Competency, Self-leadership and Organizational Culture on Job Performance: Focused on Agricultural Cooperative Federation (직무역량, 셀프리더십, 조직문화가 직무성과에 미치는 영향: 농협조직을 중심으로)

  • Hwang, Jaewon;Park, Kyoungmi
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.193-207
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    • 2014
  • This study provides job competency, self-leadership, and organizational culture as the determinants of job performance and examines interaction effects between and among determinants. Based on the empirical results, job competency and self-leadership affect job performance respectively in positive ways. but organizational culture does not. The interaction of self-leadership and organizational culture affects job performance in a positive way, whereas the interaction of job competency and self-leadership and the interaction of job competency and organizational culture do not. Also, the three-way interaction among job competency, self-leadership and organizational culture affects job performance in a positive way. It is our contribution that we introduce the factors suggested from different research streams explaining job performance and attempt to combine them in a single integrative model.

Fucntional Prediction Method for Proteins by using Modified Chi-square Measure (보완된 카이-제곱 기법을 이용한 단백질 기능 예측 기법)

  • Kang, Tae-Ho;Yoo, Jae-Soo;Kim, Hak-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.332-336
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    • 2009
  • Functional prediction of unannotated proteins is one of the most important tasks in yeast genomics. Analysis of a protein-protein interaction network leads to a better understanding of the functions of unannotated proteins. A number of researches have been performed for the functional prediction of unannotated proteins from a protein-protein interaction network. A chi-square method is one of the existing methods for the functional prediction of unannotated proteins from a protein-protein interaction network. But, the method does not consider the topology of network. In this paper, we propose a novel method that is able to predict specific molecular functions for unannotated proteins from a protein-protein interaction network. To do this, we investigated all protein interaction DBs of yeast in the public sites such as MIPS, DIP, and SGD. For the prediction of unannotated proteins, we employed a modified chi-square measure based on neighborhood counting and we assess the prediction accuracy of protein function from a protein-protein interaction network.

Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.185-195
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    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

From Ambient to Interactive: Human-Digital Art Interaction on Public Display Based on the Spatial Relationship (공공디스플레이에서 공간적 상관관계를 고려한 인간과 디지털 아트의 상호작용)

  • An, Mi-Hye;Wohn, Kwang-Yun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1069-1074
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    • 2009
  • Public displays are evolving from a one-way display to an interactive medium which contains dynamic transition of various media. This study focuses on the interaction between human and digital technology-based art on public display from a HCI point of view, while several viewpoints exist on interactive public displays. We present a new interaction model which suggests different interactions depending on the viewer's distance and direction so that public display could offer rich media experiences. We have also and built an installation art to examine the efficacy of our interaction model. As such, we introduced two methodologies from HCI to derive our final interaction model. First of all, we analyze previous distance-dependent interaction models for public display in terms of context analytic approach, and propose an effective model for human-digital art interaction. Second, we introduce the concept of aura in HCI as user analytic approach to redefine interaction depending on the viewer's direction of attention. Thus, this study aims to suggest a new interaction model based on the previous two analyses to improve interaction between human and digital technology-based art on public display.

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Successful Crowdfunding: Focusing on Social Interaction and Goal Achievement Motivations (크라우드펀딩 성공요인: 사회적 상호작용과 목표 달성 동기요인을 중심으로)

  • Oh, Sehwan;Baek, Hyunmi
    • The Journal of Information Systems
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    • v.25 no.4
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    • pp.141-161
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    • 2016
  • Purpose As crowdfunding is a relatively recent phenomenon, determinants of successful crowdfunding with empirical data have been under-researched. Consequently, we examine the role of information- and behavior-based social interaction on the performance of crowdfunding projects, while investigating the motivational factor of goal achievement. Design/methodology/approach From February to August 2016, we collected panel data on 154 crowdfunding projects, which completed fundraising successfully on Tumblbug, a reward-based crowdfunding platform in Korea. In this study, we examine the roles of information-based social interaction (e.g., sharing information on a crowdfunding project) and behavior-based social interaction (e.g., following other investors' behavior) on successful crowdfunding. Additionally, we investigate whether the motivation of goal achievement moderates the relationship between social interaction and performance of crowdfunding projects or not. Findings We find that the number of times a crowdfunding project is shared has a positive influence on its performance, as does the number of project backers. Furthermore, we confirm that goal achievement motivation moderates the effects of information- and behavior-based social interaction on the performance of crowdfunding projects.

Change of Mother-child Interaction and Perceptions After Participating in Parent Counseling Education Combining Physical Contact Play Activities (신체접촉놀이를 통합한 부모상담교육 참여에 따른 어머니-유아 상호작용 및 인식 변화 연구)

  • Shim, Mi Kyung
    • Korean Journal of Child Education & Care
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    • v.18 no.4
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    • pp.91-108
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    • 2018
  • Objective: The main purpose of this study was to investigate the change of mother-child interaction and perceptions of parenting and play after participating in parent counseling education program which is combined physical contact play activities with client-centered counseling technique. Methods: The subjects were 6 mothers and their child who attended more than 7 out of 8 times in the program, which carried out totally 8 sessions, once a week for 90 minutes. Marschak Interaction Method (MIM) and semi-structured questionnaire about parenting and play were used to assess the change. Results: First, mothers' interaction with their child was become more nurturable and mutual engaged, and facilitated their child's challenge simultaneously providing structure. Second, child-directed interaction was increased rather than mother-directed, and the waiting time for their child's attempt became longer. Conclusion/Implications: The parent counseling education program changed the mother-child interaction more positively. This study has the implication in terms of combining play with education and counseling, but there is the limitation of generalization due to qualitative analysis based on limited cases.

Development of the Instructional Model Emphasizing Discussion and the Characteristics of Verbal Interactions during its Implementation in a Science High School (과학고 토론수업을 위한 수업모형 개발과 적용과정에서 나타난 언어적 상호작용의 특징)

  • Kim, Hyun-Kyung;Choi, Byung-Soon
    • Journal of The Korean Association For Science Education
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    • v.29 no.4
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    • pp.359-372
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    • 2009
  • The purpose of this study was to develop the FPHER (problem finding, prediction & discussion, hands-on & experiment, explanation & arrangement, enrichment) instructional model emphasizing the social interactions, and as applied, characteristics of verbal interactions were examined overall and with each step. For this study, this model was applied to the students in 10th grade chemistry classes in a science high school, and their group verbal interactions were recorded and analyzed. The results of this study show that most verbal interactions were classified as on-task interactions in the FPHER instructional model, where suggestions were predominant to the acceptance of opinions. There were a few interactions in the F step, and there were many suggestions relating to the solutions and lacking in confidence in the P step. There were many suggestions relating to the process and orders in the H step. Also, there were many questions, some explanation and dissatisfaction, as well as a lack of confidence in the E step. There were many high-level interactions in the R step, and mainly interactions with worksheets showing high-level problem-solving abilities. More in-depth research is needed to develop the teaching strategies that can activate student-to-student interaction and student-teacher interaction with regard to instructions, enhancing thought as counter-argument, justification or sophistication, based on the instructional model in this study.

The Effects of the Theraplay on the Affection Improvement between Mothers and their Infants : Around Low-income Families (모-아 상호작용증진을 위한 치료놀이 효과 : 저소득 가정을 중심으로)

  • Kim, Kyung Sin;Yee, Young Hwan
    • Korean Journal of Childcare and Education
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    • v.9 no.1
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    • pp.5-23
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    • 2013
  • The purpose of this study was to verify the effects of a group theraplay program on the affection improvement between mothers and their children to prevent the factors dangerous to the development of the infants in the low-income families by organizing and carrying out the program. In this way, the study investigated the changes in the interaction between mothers and their infants, and in the mothers' efficacy in rearing. First, the results from the analysis of preliminary and post tests showed significant differences in 4 aspects such as structure, challenge, intervention and rearing. Especially, the results from the analysis of MIM showed that the interaction between mothers and their infants increased more in post tests than preliminary tests. Second, for the rearing efficacy, there were significant changes in general rearing efficacy, communication ability and teaching ability. These results showed that the theraplay for the affection improvement of mothers and their infants had effects on their interaction improvement.

The Effect of Perceived Social Support on the SNS Interactions and Expected Level of Perceived Information Authenticity (SNS상에서 지각한 사회적 지지가 SNS 상호작용과 자기정보의 진정성 평가 기대에 미치는 영향)

  • Kim, Dong-Tae
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.259-268
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    • 2016
  • The purpose of this study is to investigate the effect of perceived social supports(PSS) in SNS on SNS interactions. In addition the present study aims to look for the effect of SNS interactions on the expected level of information authenticity perceived by information users. The results show that the effect of PSS on the desire for self-identity presentation is significant(Hypothesis 1 accepted). It also reveal that the desire for self-identity presentation positively affect SNS interactions (Hypothesis 2 accepted). And the effect of PSS on the SNS interactions is positively significant(Hypothesis 3 accepted). Finally, the degree of SNS interactions positively affect the expected level of information authenticity perceived by information users(Hypothesis 4 accepted). The significance of this study is to extend scope of research which is related with PSS. Especially, present study emphasize the difference between offline PSS and online PSS. And this study make clear the cause-and-effect relationship is at work between online PSS and SNS interactions, unlike preceding researches.

(<다사용자온라인게임 인터페이스의 내용분석 연구>)

  • Yoon, Young-In
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.125-130
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    • 2006
  • 인터넷이 널리 보급되면서 발달한 온라인상에서 사용자들이 서로 공유된 가상공간의 다른 사용자와 상호작용할 수 있는 다사용자온라인게임은 그 시나리오나 수용방식에 대한 변화 가능성에 관한 내용을 다루고 있을 뿐, 그래픽 인터페이스에 관한 연구는 전무한 실정이다. 본 연구에서는 인터넷이라는 매체적 특징을 이용하여 다사용자온라인게임 사용자간의 상호작용에 주목하였고, 그러한 상호작용 요소를 중점적으로 한 그래픽인터페이스 요소를 추출하여 내용분석을 시행하였다. 본 내용분석을 위하여 각종 관련 게임 사이트에서 160개 게임의 905개 스크린 샷을 수집하여 빈도분석과 교차분석을 시행한 결과를 종합하여 보면 다사용자온라인게임은 3D그래픽 기술의 발전으로 캐릭터와 배경 및 시점에 있어 실재감 있는 화면과 애니메이션을 통해 사용자들의 가상현실 체험을 높이고 있다. 이를 위해 실재감을 방해할 수 있는 다른 조작요소의 색은 상대적으로 어둡고 공간을 작게 차지하도록 하는 경향을 띠고 있는 것으로 보인다. 이를 위해 기존의 게임과는 다른 인터페이스 레이아웃이 발전되어 자리잡고 있으며 또한 비교적 성공을 거둔 것으로 파악되는 인기도가 높은 게임의 경우를 미루어 보아 게임의 소재와 배경은 모호하게 설정하여 현실세계와 다르면서도 어디엔가 존재할 수 있음직한 세계를 설정하여 재미와 실재감을 동시에 높이고 있는 것으로 보인다. 또한 이러한 인터페이스의 변화를 주도하는 요인으로는 문화적, 기술적, 디자인적 요인으로 나뉠 수 있으며 각 요인들에 의한 획기적 인터페이스의 등장은 다른 게임들에도 영향을 미치게 되어 결국 인터페이스 유형 자체를 변화시키는 것으로 분석되었다.

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