• Title/Summary/Keyword: 세부행위

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A Study on Copyright Exemption and Fair Use on Library Service (도서관서비스의 저작권 면책과 공정이용에 관한 고찰)

  • Lee, Ho-Sin
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.1
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    • pp.387-413
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    • 2014
  • The purpose of this paper is to understand copyright exemption for libraries including Copyright Act Article 31. Especially, it is focused on the impacts on fair use article which is recently introduced in Korean Copyright Act. It looks into completely copyright exemption which libraries can make use of. And then it also rearranges the resources which library can use without the copyright owner's permission. Further, it explores the meanings of fair use and the detail requirements for adoption to library services. And it analyzed some cases which can be applied substantially for library services.

UML-based Object-Oriented Framework Modeling Techniques (UML 기반의 객체지향 프레임워크 모델링 기법)

  • Jo, Eun-Suk;Kim, Su-Dong;Ryu, Seong-Yeol
    • Journal of KIISE:Software and Applications
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    • v.26 no.4
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    • pp.533-545
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    • 1999
  • 절차적 재사용, 객체지향 사용, 디자인 패턴, 분석 패턴, 그리고 프레임 워크와 같은 효율적인 소프트웨어 재상요에 대한 많은 연구가 진행되어 오고 있다. 최근 들어 객체지향 프레임워크가 효율적이고 실용적인 재사용 기법으로 크게 부각되고 있다. 객체지향 프레임워크는 특정 도메인에 대한 여러 어플리케이션들 간의 공통된 행위들을 지닌 클래스들의 집합으로서, 재사용성을 증가시키고, 어플리케이션 개발시간을 단축시키는 효과를 지니고 있다. 그러나, 객체지향 프레임워크를 구축하기 위한 체계적인 개발 프로세스와 세부적인 개발 지침에 대한 연구가 충분히 이루어지지 않은 상태이며 OMG의 Unified Modeling Kanguage (UML)을 이용한 객체지향 프레임워크 개발에 관한 연구도 매우 미흡한 상태이다. 본 논문에서는 UML 문법과 의미를 기반으로 한 실용적인 객체지향 프레임워크 모델링 기법을 제시한다. 제시된 모델링 기법의 프로세스는 분석, 설계 구현, 그리고 시험 4단계(Phase)로 구성되어 있으며 , 각 단계는 논리적인 개발 업무(Task)들로 정의된다. 제시된 프로세스는 UML 다이어그램들을 적용 및 확장하였고, Objectory 프로세스를 바탕으로 한 것이므로 , 제시된 프로세스의 적용성 검증을 위해 전자 상거래 도메인에 대한 적용사례연구를 제시한다.

임팩트 투자의사 결정요인에 관한 연구

  • 고병기;김다혜;성창수
    • 한국벤처창업학회:학술대회논문집
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    • 2023.04a
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    • pp.149-156
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    • 2023
  • 임팩트 투자(impact investment)는 사회적 가치와 재무적 이익을 동시에 추구하는 소셜벤처에 투자하는 행위이다. 그동안 국내에서는 정부 주도로 임팩트 투자 생태계가 조성되고 성장하였다. 선순환 투자 생태계를 위해서는 소셜벤처가 가지는 사회혁신의 가치와 임팩트 투자의 연계가 중요하다. 사회적 형평과 시장의 효율의 두 가치 중심으로 수요와 공급이 맞는 임팩트 투자에 대한 이해가 필수적이다. 특히, 임팩트 투자 지원정책과 투자가 공공에서 민간으로 확대되는 시점에서 임팩트 투자의사 결정요인을 규명하는 차별화된 접근이 필요하다. 이에 본 연구는 임팩트 투자의사 결정요인을 분석하고 우선순위를 도출하고자 하였다. 먼저 문헌분석을 통해 투자 결정에 영향을 미치는 요인을 확인하고 임팩트 투자 심사역을 대상으로 자문·설문조사를 수행한 뒤, 델파이 기법을 적용하여 주요 투자의사 결정요인을 도출하였다. 다음으로는 임팩트 투자 심사역 10명을 대상으로 AHP분석을 실시하여 투자의사 결정요인의 우선순위를 분석하였다. 분석 결과, 상위요인의 중요도는 시장-창업가(팀)-제품·서비스-재무의 순서로 확인되었으며, 세부요인의 중요도는 '시장의 경쟁강도 및 진입장벽-시장성장 및 확장 가능성-팀의 전문성 및 역량-신시장 창출 가능성-영업활동 및 고객관리-창업가의 신뢰성 및 진정성의 순서로 나타났다. 이러한 연구 결과는 임팩트 투자에 대한 지원정책과 투자가 공공에서 민간으로 확대되는 시점에서 고유한 투자의사 결정요인을 규명하여 투자를 희망하는 이해관계자들에게 기초 자료를 제시했다는 데 의의가 있다.

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Social Interdependence and Knowledge Sharing: The Case of IT Projects (사회적 상호의존성과 지식공유: IT프로젝트의 사례)

  • Park, Jun-Gi;Lee, Seyoon;Lee, Jungwoo
    • Information Systems Review
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    • v.16 no.3
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    • pp.25-47
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    • 2014
  • IT project is a knowledge-based project with high uncertainty in role assignment and task allocationamong team members. This study empirically investigate steam members' interactive behavior in IT projects based on the framework of social interdependence theory. The goal and task interdependencebetween team members were posited as antecedents of project performance with communication effectiveness and knowledge sharing as mediating variables. To test the research model, a dataset was collected form IT and business professional pairs of 123 IT project teams. The results indicated that the theory of social interdependence is applicable to explaining the promotive interaction in IT project teams. In detail, task interdependence appears to have influence on both promotive interactions (communication effectiveness and knowledge sharing), and goal interdependence influences only on communication effectiveness. Knowledge sharing is found to be a significant mediator between social interdependence and project performance. However, communication effectiveness only indirectly influences project performance via knowledge sharing. Academic and practical implications are discussed.

Assessment of the Effectiveness of Unfair Trading Prevention Acts in Construction Industry (건설공사 불공정거래 방지제도 실효성 평가 및 개선방안)

  • Kim, Sung-Il;Cho, Jung-Hee;Chang, Chul-Ki
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.1
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    • pp.65-73
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    • 2018
  • Since unfair trading practices between participants in construction project are common, the government has enforced several policies and systems to prevent or minimize the unfair trading practices in construction industry. However, not much attention has been paid to figure out which policies or acts are working or not. This paper analyzed the effectiveness of the policies and acts which are being implemented to prevent unfair trading practices and provided several suggestions to improve the performance of those acts. Survey was conducted to industry experts to collect data regarding their perceptions on those policies and acts. Then the effectiveness of the policies and acts were analyzed in terms of their importance and performance through IPA (Importance-Performance Analysis) based on the survey result. It was found through IPA that execution related acts such as investigation, exposure, and punishment for unfair trading practice have shown low effectiveness in entire construction process and dispute arbitration and mediation related center operated by authority showed low performance too. To improve the effectiveness of those acts, dispute arbitration system improvement, investigation & reporting system consolidation and enhancement practical binding force of punishment and penalty were suggested. Most of all, rules and culture for fair trading should become more established in construction industry by preventing conflict among participants through active communication.

A Qualitative Study on the Improvement of Online Physical Education in the COVID-19 Situation (코로나-19 상황에 따른 온라인 체육교육 개선에 관한 질적 연구)

  • Jung, Hyun;Ahn, Chan-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.217-227
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    • 2021
  • The study aims to explore the rapidly changing university sports-related lecture environment from the perspective of professors and seek comprehensive and practical improvements in the online lecture environment for both professors and learners. In order to achieve the purpose of this study, six professors related to physical education at the university were selected as research participants, and in-depth interviews were used for about four months from September 2020 to December 2020. Examples of the problems, counterplans, and the improvement plans of professors who related to sports were shown as the results. First, the difficulties faced by professors have been divided into online and offline lecture problems, which are Internet and media possession, online lecture place amulet, professor-learner communication disorder, attendance verification and evaluation, COVID-19 infection, and face-to-face lecture place restriction since the outbreak of COVID-19. Second, professors' response to online and offline lecture problems was diversification of communication media, telecommuting, providing online learning videos, replacing and reinforcing practical classes, which were found to be somewhat lacking in government and school support systems. Finally, since the COVID-19 outbreak, Sports-related lecture's continuous problems and the professor's responses require the improvements such as government-level guidelines, university-level expansion of the venues for on- and off-line lecture, devising online lecture programs that enhance professor's convenience, and adjusting the number of participants for on- and off-line lecture.

Tracing the Development and Spread Patterns of OSS using the Method of Netnography - The Case of JavaScript Frameworks - (네트노그라피를 이용한 공개 소프트웨어의 개발 및 확산 패턴 분석에 관한 연구 - 자바스크립트 프레임워크 사례를 중심으로 -)

  • Kang, Heesuk;Yoon, Inhwan;Lee, Heesan
    • Management & Information Systems Review
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    • v.36 no.3
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    • pp.131-150
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    • 2017
  • The purpose of this study is to observe the spread pattern of open source software (OSS) while establishing relations with surrounding actors during its operation period. In order to investigate the change pattern of participants in the OSS, we use a netnography on the basis of online data, which can trace the change patterns of the OSS depending on the passage of time. For this, the cases of three OSSs (e.g. jQuery, MooTools, and YUI), which are JavaScript frameworks, were compared, and the corresponding data were collected from the open application programming interface (API) of GitHub as well as blog and web searches. This research utilizes the translation process of the actor-network theory to categorize the stages of the change patterns on the OSS translation process. In the project commencement stage, we identified the type of three different OSS-related actors and defined associated relationships among them. The period, when a master commences a project at first, is refined through the course for the maintenance of source codes with persons concerned (i.e. project growth stage). Thereafter, the period when the users have gone through the observation and learning period by being exposed to promotion activities and codes usage respectively, and becoming to active participants, is regarded as the 'leap of participants' stage. Our results emphasize the importance of promotion processes in participants' selection of the OSS for participation and confirm the crowding-out effect that the rapid speed of OSS development retarded the emergence of participants.

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Compensation Criteria for Investigation Services and Strengthening Normative Force Plans for Detailed Qualification Criteria for Examination of Archaeological Heritage (매장문화재 조사용역 대가기준과 적격심사 세부기준 제도의 규범력 강화 방안)

  • Choi, Min-jeong
    • Korean Journal of Heritage: History & Science
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    • v.52 no.2
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    • pp.240-253
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    • 2019
  • Archaeological heritages are precious cultural relics and public assets that must be preserved, conserved, and shared with people all over the world. Investigating archaeological heritage is valuable and plays an important role for the public good; our ancestors' cultures can be restored, and it helps with developing a clear understanding of the cultural and social aspects of a historical period as well as teaches about historical factors unreported in the literature. One of the most basic and important conditions necessary for recognizing the value and importance of archaeological heritage investigation, expertise, and quality improvement is to establish detailed criteria for investigation services and the qualification examination of archaeological heritage. Observation of detailed criteria and the qualification examination of archaeological heritage can partially demonstrate society's recognition of strengthening transparency, public property, and the objectivity of the investigation of archaeological heritage. However, the detailed criteria for investigation services and the qualification examination of archaeological heritage currently implemented as administrative rules are neither followed by all institutes in the public and private sectors nor the government. Thus, there are serious problems in terms of the effectiveness and stability of institutions. The detailed criteria for the qualification examination breach the principle of statutory reservation, the principle of statutory regulation, and regulations on the announcement and management of orders and rules. Non-compliance with compensation criteria for investigation services or with detailed criteria for the qualification examination of archaeological heritage will be one of the reasons for the failure of the investigation foundation for archaeological heritage in the future. That is, it will result in the expansion, reproduction, and repetition of a vicious cycle of conflict between developers, who are the decision-makers responsible for selecting an investigating organization for archaeological heritage and determining the cost, and investigating organizations. This includes the impractical shortening of investigation periods and reducing costs by developers, distrust of the values and the importance of investigations of archaeological heritage, a decrease in quality, accidents caused by a lack of safety, a lack of occupational ethics, and non-recruitment of new experts, etc. Therefore, it is necessary to change the structure from a vicious cycle to a virtuous cycle, and promote the enactment of regulations that will ensure effectiveness and stability in the process of attaining the goals of the institution and application of the institution, as well as the continuous advancement of work to fill the gaps with reality.

A component based framework for service development of ubiquitous healthcare (유비쿼터스 서비스 개발을 위한 컴포넌트 기반의 서비스 개발 프레임워크)

  • Yang, Won-Seop;Lee, Geon-Myeong;Kim, Won-Jae;Yun, Seok-Jung
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.04a
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    • pp.324-328
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    • 2007
  • 유비궈터스 헬스케어는 단일화된 서비스가 아니라 다양한 기술들이 복합적으로 결합되어 운용되는 서비스이다. 따라서 서비스의 형태가 고정적이지 않고 매우 다양하게 나타난다. 하지만 실제로 차이가 발생하는 부분은 서비스의 구현에 관한 세부적 내용에서 나타나고, 서비스 운용을 위한 기본 구성요소에 있어서는 큰 차이가 없이 유사한 형태를 가진다. 그 결과 유비쿼터스 헬스케어 서비스 개발 과정에서는 실제 서비스의 구현 외의 통신과 데이터베이스의 이용, 메시지 전달과 같은 중복되는 항목에 대한 고려가 매번 이루어져야 한다. 이것은 개발 과정에 있어 불필요한 비용의 증가를 불러온다. 본 논문에서는 이와 같은 불필요한 비용을 감소시키며 서비스의 개발과 운용이 가능한 유비쿼터스 헬스케어 서비스의 제공을 위한 아키텍처와 서비스 개발을 위한 프레임워크를 제안한다. 제안하는 서비스 제공 아키덱처는 크게 이용자 단말, 유비궈터스 헬스케어 서비스 센터, 외부 기관으로 구성된다. 서비스 개발 프레임워크는 서버와 클라이언트 프레임워크로 구분된다. 서비스 개발 프레임워크는 서비스를 제공하는 서버에서 필요한 유비쿼터스 헬스케어 서비스의 공통 구성요소를 가진다. 서비스의 개발을 위해 우선 프로세스에 대한 정의를 수행하고, 정의된 내용에 따라 필요한 코드 템플릿을 결합하여 서비스의 초기 형태를 만들어낸다. 여기에 각 서비스가 필요로 하는 세부 사항을 작성하는 것으로 서비스의 개발을 수행하게 된다. 제안된 서비스 제공 아키텍처와 서비스 개발 프레임워크를 실제 적용해보기 위해 전림선비대증 환자 진료를 위한 시스템을 설계하고 구현하였다.JSHOP2 계획수립기내에 구현하였다. 계획 실행 방법으로는 주어진 강건한 계획에 대하여 행위들이 직접 실행하수 있도록 한다.며 용량에 의존하는 양상을 보였다. $H_2O_2$에 의해 유발(誘發)된 DNA의 손상은 catalase와 deferoxamine에 의해 억제되었지만 DPPD는 억제시키지 못했다. 배기음(排氣飮)은 $H_2O_2$에 의해 유발(誘發)된 ATP의 소실을 회복시켰다. 이러한 실험결과 $H_2O_2$에 의해 유발(誘發)된 세포(細胞)의 손상(損傷)은 지질(脂質)의 과산화(過酸化)와는 다른 독립적인 기전에 의해 일어남을 나타낸다. 결론 : 이러한 결과들로 볼 때 Caco-2 세포(細胞)에서 배기음(排氣飮)이 항산화작용(亢酸化作用)보다는 다른 기전을 통하여 Caco-2 세포안에서 산화제(酸化劑)에 의해 유발(誘發)된 세포(細胞)의 사망(死亡)와 DNA의 손상(損傷)을 방지할 수 있다는 것을 가리킨다. 따라서 본 연구(硏究)는 배기음(排氣飮)이 반응성산소기(反應性酸素基)에 의해 매개된 인체(人體) 위장관질환(胃腸管疾患)의 치료(治療)에 사용할 수 있을 가능성(可能性)이 있음을 제시하고 있다.에 이를 이용하여 유가배양시 기질을 공급하는 공정변수로 사용하였다 [8]. 생물학적인 폐수처리장치인 활성 슬러지법에서 미생물의 활성을 측정하는 방법은 아직 그다지 개발되어있지 않다. 본 연구에서는 슬러지의 주 구성원이 미생물인 점에 착안하여 침전시 슬러지층과 상등액의 온도차를 측정하여 대사열량의 발생량을 측정하고 슬러지의 활성을 측정할 수 있는 방법을

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A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.