• Title/Summary/Keyword: 상호행위

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A Comparative Study on Models of Web-based Information Seeking Behavior (웹 정보탐색행위 모형의 비교 분석 연구)

  • 김성진
    • Journal of the Korean Society for information Management
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    • v.21 no.2
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    • pp.211-233
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    • 2004
  • The web is a new information environment, which has different characteristics from a traditional IR environment. Needed are more research from a new point of view as well as the adoption of a new research paradigm in order to understand a user-system interaction on the web. The purpose of this study is to review and analyze models of web-based information seeking behavior, which Wang, Hawk & Tenopir, Hsieh-Yee, Choo, Detlor & Turnbull, Chun & Cooper, Rieh, and Spink proposed. The comparative analysis indicates that web-based information seeking models are categorized into three area: interaction model, information seeking behavior model, and evaluation model, and that they are based on a multifaceted interaction and a nonlinear perspective.

The Coevolution of Cooperation and Trait Distinction (구별짓기와 협조적 행동의 공진화)

  • Yang, Jae-Suk;Choi, Jung-Kyoo;Jo, Hang-Hyun
    • Journal of Integrative Natural Science
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    • v.1 no.1
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    • pp.5-13
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    • 2008
  • 본 논문은 국지적 상호작용 하에서 행위자들간에 특성의 차이에 근거한 구별짓기가 협조적 행위의 진화에 미치는 영향을 분석한다. 이 논문에서는 이러한 구별짓기의 성향이 왜, 그리고 어떤 메커니즘을 통해서 진화해나가는지를 보이고자 시도할 것이다. 아울러 구별짓기 성향과 함께 내부인과 외부인을 향한 행동을 다르게 함으로써 어떻게 내부인에 대한 이타적 협조행동을 발생시키는지, 더 나아가 구별짓기의 근거가 되는 행위자들의 여러 특성들(생물학적 혹은 문화적)은 어떻게 변화해 나가고 이들 특성의 변화가 구별짓기와 협조적 행동에 어떤 효과를 가져오는지를 살펴보고자 한다. 더 나아가 본 논문에서는 구별짓기가 협조적 행위의 진화에 영향을 미치는 과정을 장/단기로 구분함으로써 구별짓기의 효과를 보다 명확히 규명하고자 한다.

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A Theoretical Investigation on Agency to Facilitate the Understanding of Student-Centered Learning Communities in Science Classrooms (학생 중심의 과학 학습 공동체 이해를 위한 행위주체성에 대한 이론적 고찰)

  • Ha, Heesoo;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.101-113
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    • 2019
  • This study aims to explore which aspects of student agency have previously been studied and the ways agent practices have been investigated in learning communities in research on science education. Results reveal five aspects of agency related to students' actions in a learning community: epistemic agency, transformative agency, educated action in science, disciplinary agency, and material agency. We delineated how agency is captured in epistemic practices, as described in the literature on each of the aforementioned aspects. We also probed into the three approaches by which previous research has examined the practices of students as agents that construct learning communities. These approaches are (a) the investigation of students' actions as representative of the agency of an entire learning community, (b) the exploration of the effects of focused student action on the structure of activity, and (c) the investigation of interactions between students as agents. We discussed the implications of previous research on the basis of each approach to understanding the diverse features of student-centered learning communities. The present work contributes to the exploration and support of students' practices as agents in the learning communities in science classrooms.

An Organization Framework for Role-based Adaptive Distributed System (역할기반 적응형 분산 시스템을 위한 조직 프레임워크)

  • Hwang, Seong-Yun;Jung, Jong-yun;Ryu, Ki-yeol;Lee, Jung-tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.127-130
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    • 2013
  • 분산 응용 시스템의 컴퓨팅 환경이 유비쿼터스 네트워크 환경으로 바뀌면서 기존의 개방성 및 이질성과 같은 특성 외에 적응성이 중요한 이슈로 부각되었다. 적응성을 지원하기 위해 분산 응용 시스템은 컴포넌트를 동적으로 찾아 추가하거나 교체하고 이들 간의 상호작용을 지원해야한다. 최근 이 같은 적응적 상호작용을 위한 역할기반 분산 시스템 모델이 제안되었다. 역할기반 분산 시스템 모델은 응용을 추상적인 역할들로 이루어진 조직으로 보고, 조직을 구성하는 역할과 실제 행위를 수행하는 행위자를 분리한다. 실행 시 응용은 행위자를 역할에 바인딩하고, 행위자는 수행할 역할 업무를 동적으로 응용으로부터 제공받아 실행함으로써 적응성을 높여주는 모델이다. 하지만 이런 역할기반의 분산 시스템 모델을 위한 실행환경의 구축에 대한 연구는 미비한 상태이다. 본 논문에서는 역할기반 분산 시스템 모델의 실행환경으로 응용 프레임워크를 제안한다. 응용 프레임워크는 응용에 필요한 역할들로 이루어진 조직을 구성하고 관리하는 조직 프레임워크와 행위자의 역할 수행과 역할 프로세스 관리를 수행하는 행위자 프레임워크로 나누어진다. 행위자 프레임워크에 대해서는 이전 연구에서 제안하고 있고, 본 논문에서는 이와 결합되는 조직 프레임워크를 구현하기 위해 조직 프레임워크의 요구사항을 분석하고 설계한다.

Impact of Interaction in the Brand Community through UCC on Scrap Intention and Community Loyalty (브랜드 커뮤니티에서의 UCC를 통한 상호작용이 펌 행위 의도와 커뮤니티 방문충성도에 미치는 영향)

  • Lee, Jong-Ho;Ock, Jung-Won;Oh, Chang-Ho;Yun, Dae-Hong
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.114-128
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    • 2008
  • This study aims to explore the effects of interaction through UCC at online brand communication on scrap intention and visiting loyalty. According to study results, first, only information feature has positive effects on all interactions among quality feature of brand community; Second, confidence and responsiveness feature of brand community has positive effects on the connection feature among elements of interaction; Third, certainty has positive effects on activeness and connection among interaction elements. Fifth, while intention of sharing has positive effects on activeness and connection among interaction elements, it has no effects on the responsiveness. Finally, interaction does not affect the responsiveness of scrap intension, but has positive effects on visiting loyalty.

Development and Test of the Hypothetical Model to Explain Smoking Cessation Behaviors Based on Triandis상 Interpersonal Behavior Theory (Triandis의 인간상호간 행위이론 (The Theory of Interpersonal Behavior)을 적용한 금연행위 예측 모형)

  • 오현수
    • Journal of Korean Academy of Nursing
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    • v.32 no.1
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    • pp.16-27
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    • 2002
  • This study was conducted to develop and test the hypothetical model which explains smoking cessation behavior was established based on the Triandis' interpersonal behavior theory. Method: The data were collected from the 400 university student smokers enrolled in the universities located in Seoul and Kyung-In province. The study was analyzed by path analysis with LIESREL 8 program. Results: All of the fit statistics, except the Chi-square value, it showed the hypothetical model was well fitted to the data. Benefit, affect, and social influences related to smoking cessation behavior had significant direct effect on intention to smoking cessation as shown in the study of the hypothetical model. Perceived barrier and the physiologic arousal related to smoking cessation had significant direct effects on performing smoking cessation behavior, whereas numbers of previous attempts to quit smoking and intention to smoking cessation did not.

Layered Object and Script Language Model for Avatar Behavior Scenario Generation (아바타 행위 시나리오 생성을 위한 계층적 객체 및 스크립트 언어 모델)

  • Kim, Jae-Kyung;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.61-75
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    • 2008
  • A script language, which represents and controls avatar behaviors in a natural language style, is especially remarkable, because it can provide a fast and easy way to develop an animation scenario script. However, the studies that consider avatar behavior interactions with various virtual objects and intuitive interface techniques to design scenario script have been lack. Therefore, we proposed a context-based avatar-object behavior model and layered script language. The model defines context-based elements to solve ambiguity problems that occur in abstract behavior interface and it provides user interface to control avatar in the object-based approach. Also, the proposed avatar behavior script language consisted of a layered structure that represents domain user interface, motion sequence, and implement environment information at each level. Using the proposed methods, the user can conveniently and quickly design an avatar-object behavior scenario script.

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A Study on the Relationship between Social Network Structure and Relational Behavior in Blogsphere (블로그 이용자의 네트워크 구조적 특성과 관계적 행위간의 상호 작용 메커니즘에 대한 정성적 연구)

  • Kim, Hye-Jin;Jung, Seung-Ki;Lee, Ki-Ho;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.733-743
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    • 2006
  • 블로그는 현재 광범위하게 대중성을 얻고 있는 온라인 커뮤니케이션의 최근 형태이며, 블로그 사용이 빠른 속도로 주류를 형성해 나가고 있다. 초기 HCI 분야에서의 온라인 커뮤니케이션(CMC)에 대한 연구는 사용자가 시스템의 소프트웨어나 하드웨어의 인터페이스를 어떻게 대하는가 하는 점에 초점이 맞춰졌었지만, 최근에는 온라인 커뮤니티, 블로그처럼 사용자들이 인터넷을 통한 사회화가 어느 때보다 활발하게 이루어지고 있기 때문에, 시스템의 사용성에 대한 고려만으로는 충분하지가 않다. 즉, 시스템이 어떻게 사용자들 간에 사회적 상호 교류를 지원할 수 있고, 이러한 사회적 교류가 원활하게 이루어지기 위해서 시스템이 어떻게 설계되어야 하는 지에 대한 이해가 필요하다. 따라서 본 연구에서는 실제 블로그 이용자들을 대상으로 이들과 상호 연결된 블로거들과의 온라인에서의 관계적 행위를 살펴보고, 또한 이러한 행위가 네트워크 구조적 특성과는 어떠한 상관 관계를 가지는지를 심층 인터뷰와 사회 네트워크 분석법을 이용하여 탐색적으로 알아보고자 한다. 본 연구 결과를 통해서 얻은 사용자들의 온라인 교류 시 보이는 행위적 특성을 바탕으로 온라인 개인 미디어 서비스 설계에 대한 가이드라인을 제안해 보고자 한다.

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Flow Experiences in Goal-Directed and Experiential Activities (목표지향적 행위와 경험지향적 행위 시의 플로우(Flow) 경험에 대한 연구)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.341-348
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    • 2007
  • The focus of this study was to investigate whether flow occurs during both goal-directed and experiential activities, if experiential and foal-directed flow states differ in terms of various measures and dimensions. Fifty male and eighteen female subjects were participated in controlled, comparative experiment between goal-directed and experiential activities in problem-solving tasks. The findings indicate that subjects experience more curiosity and involvement(focus) in problem solving tasks with experiential activities. However, the results showed subjects experience more enjoyment in tasks with goal-directed activities. Findings of this study suggested that more sophisticated and quantitative measures in various dimensions should be constructed and verified in order to apply flow theory to human-computer interaction.

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Modeling and Composition Method of Collective Behavior of Interactive Systems for Knowledge Engineering (지식공학을 위한 상호작용 시스템의 집단 행위 모델링 및 합성 방법)

  • Song, Junsup;Rahmani, Maryam;Lee, Moonkun
    • Journal of KIISE
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    • v.44 no.11
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    • pp.1178-1193
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    • 2017
  • It is very important to understand system behaviors in collective pattern for each knowledge domain. However, there are structural limitations to represent collective behaviors because of the size of system components and the complexity of their interactions, causing the state explosion problem. Further composition with other systems is mostly impractical because of exponential growth of their size and complexity. This paper presents a practical method to model the collective behaviors, based on a new concept of domain engineering: behavior ontology. Firstly, the ontology defines each collective behavior of a system from active ontology. Secondly, the behaviors are formed in a quantifiably abstract lattice, called common regular expression. Thirdly, a lattice can be composed with other lattices based on quantifiably common elements. The method can be one of the most innovative approaches in representing system behaviors in collective pattern, as well as in minimization of system states to reduce system complexity. For implementation, a prototype tool, called PRISM, has been developed on ADOxx Meta-Modelling Platform.