• Title/Summary/Keyword: 속성 작용

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Subsidence Characteristics of Artificial Reefs using Sediment Grain Size and Shear Strength (퇴적물의 입도 및 전단강도를 이용한 인공어초 침하특성)

  • Kim, Ho-Sang;Kim, Chang-Gil;Seo, Young-Kyo;Kim, Gil-Young
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.41 no.1
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    • pp.46-53
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    • 2005
  • This paper describes the mean grain size and shear strength properties related to subsidence characteristics using sediment samples and acoustic images obtained from artificial reef areas in Tongyoung and Jangsungpo offshore. The acoustic images collected from chirp sonar and side scan sonar show well the attitude/orientation, the distribution pattern, and the degree of subsidence of artificial reefs, suggesting the possibility of suitable site investigation and the management of the reefs using acoustic sonar. The sediments were largely composed of clayey silt and silty clay. The mean grain sizes in Tongyoung and Jangsungpo offshore show the ranges of 5${\sim}$9${\Phi}$ and 8${\sim}$9${\Phi}$, respectively. The shear strength was significantly increased at the depths of 20cm in Tongyoung offshore and 80cm in Jangsungpo offshore, corresponding to the subsidence depth of artificial reefs. The relationship between mean grain size and shear strength did not show a correlation, suggesting the shear strength does not totally depend on mean grain size. Provided subsidence characteristics with respect to various artificial reefs and seabed condition are investigated in more details, the constructing area of the reef can be more extended.

Factors Influencing the Pre and Post Acceptance Behavior of QR code User (QR코드 사용자의 수용 전, 후 행동에 영향을 미치는 요인)

  • Lee, Sang-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.136-144
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    • 2011
  • The Purpose of this research was to identify the factors have influenced Word-of-mouth with a personal Innovativeness in using QR code and to get an advertising & marketing side implication. For this, researcher examined a SEM (structural equating model) methodology of the route from the study on the influencing factors the QR code user's pre and post acceptance behavior and applied the examined variables, existing Expanded TAM, TRAM, PAM which is a contribution points. As a result of this study, first, it was confirmed that the personal innovativeness affected user's perceived usefulness, joyfulness, use intention, and satisfaction. Second, it was confirmed that innovativeness affected perceived usefulness, use intention and this route connected to WOM, in other side, it was discussed that innovativeness affected joyfulness, satisfaction and this route connected to WOM. The above result means that 'joyfulness', 'satisfaction' are important elements, in terms of marketing aspect, for the companies to take an advantage of QR Code as a means of advertising. It should be understood that users don't spend their time on the service having no joy as quality of life improves. After all, it means that uninteresting QR Code isn't suitable for mediums of advertising.

The Adoption of New Service-Deliverly Channel under the Multi-channel Usage (다채널 이용 상황에서 신규 서비스채널의 수용에 관한 연구)

  • Kim, Hyun-Cheol;Han, Jang-Hui;Choi, Ji-Ho
    • Journal of Distribution Research
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    • v.12 no.2
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    • pp.23-49
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    • 2007
  • Recently, mobile marketing is becoming one of the major topics of interest to the marketing discipline. Emerging from rapid developments in mobile technology, it has created opportunities for new and innovative mobile services. Also, it is enabling to conduct always-on connections that consumers can interact anytime and anywhere. Especially, mobile devices place themselves to the core means of mobile-commerce which to execute a function as a distribution channel in mobile environments. Although the adoption researches about innovative services or technologies had executed in marketing areas over the past decades, most researches just expanded or modified existing theories and explanation models. There has been little study on the comprehensive and systematic review of adoption process. Therefore, it deserves to be considered prior usage experiences of the existing channels(CL) and attractiveness of the new channel(CLalt) based on social exchange theory. In order to address this void, this study unifies components of perceived attributes in the each dimensions (ie. benefit, cost, and risk dimensions) and explores prior usage experiences of the existing channels on adoption intention in electronic financial service channels through developing comprehensive model and employing empirical test for the hierarchy of effects model. Based on these empirical results, this study suggests managerial implications for new channel management in electronic financial service areas by focusing on the prior usage experiences of the existing objects on adoption intention and perceived attributes of ubiquitous-based mobile service channel.

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Theory of the Dead's Mind: Does the Mind of the Dead Transcend Time and Space? (죽은 사람의 마음 이론: 죽은 사람의 마음은 시공간을 초월하는가?)

  • Kim, Euisun;Kim, Sung-Ho
    • Korean Journal of Cognitive Science
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    • v.29 no.2
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    • pp.105-120
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    • 2018
  • Current neuroscience views the mind-body problem from the monistic perspective which claims that the human mind is the result of brain activity and that the mind shuts down when the brain does. However, a considerable number of lay people still believe in the existence of the soul and the afterlife, concepts that are hard to explain from the monistic perspective. This study examines whether lay people think that the mind of the dead is capable of exceeding the physical constraints if they believe that such mind exists. After reading one of three vignettes which describes the state of the protagonist as alive, dead, or brain dead, the participants evaluated the protagonist's general mental capacity and transcendental ability to obtain new information. The participants rated that the dead protagonist had more 'transcendental ability to obtain new information' than the alive one if they evaluated high general mental capacity to the protagonist. In addition, unlike the alive condition, in the dead and the brain dead condition, there was a correlation between the general mind capacity rating and the transcendental ability rating. The results suggest that lay people expect the mind of the alive and the dead to be different, as they believe the latter's general mind capacity connotes transcendental ability. We also found that the participants' religiosity affected their beliefs about the transcendental ability of dead person.

The configuration analysis for the storyboard image (스토리보드 이미지 구성 분석)

  • Lim, Woon-Joo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.403-408
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    • 2013
  • The configuration analysis for the image appeared in the storyboard as the 1st stage to change the scenario to the image expressed the visual phenomenon image starting from the literalism. The simultaneity of description on the interpretative level of the narrative description may describe various information multiple simultaneously, the relationship has been presented as a lot of these information has been weaved as one episode. The incident time of narrative description as the scene described mainly objectively and illustratively has been used usefully to present the accurate information for characters or incidents. The time series of narrative description appeared as one episode by expressing various spaces or images under the continuity of flow according to the time. The collision image seen from the angle of internal ignition played a role to create the meaning colliding into each other or interconnecting symbolic effects appeared as respectively fragmented image, the continuity of space played a role of expressing the different symbol when the image of completely different space is connected to one context, the continuity of time as well makes a different symbolism by interpreting symbols appeared as each images under the flow of time. These results show that the narrative description may be expressed in accordance with the narrative structure from the viewpoints of narrative description, but the internal ignition may be interpreted through the cultural and periodical background widely known in those years based on the experience and information capability the audiences are keeping not by any descriptive structure. Images appeared in the internal ignition appeared by colliding into each other or amplifying mutually no related scenes and revealing the overall symbolism by reinterpreting again.

Application of UML(Unified Modeling Language) Towards Object-oriented Analysis and Design of Geo-based Data Model (지질 데이터 모델의 객체지향 분석 및 설계를 위한 UML의 적용)

  • Lee, Ki-Won
    • Journal of the Korean earth science society
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    • v.21 no.6
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    • pp.719-733
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    • 2000
  • Normally, a digital geologic map can be defined as mappable one whose spatial information with geographic information details and geologic database attribute, recorded in a digital format that is readable by computer. It shows fundamentally two different conceptual perspectives: cartography for digital mapping and analysis for geo-data processing. While, as both aspects basically relate to natural entities and their interpretation of complex features fused with multi-sources, digital geo-data mapping or geologic mapping, it should be distinguished from digital mapping in engineering such as UIS(Urban Infomation System) and AM/FM(Automated Mapping/Facilities Management). Furthermore, according to short-cycled development of GIS(Geographic Information System) software architecture based on IT(Information Technology) and wide expansion of GIS applications' fields, the importance of domain analysis and application model is emphasized at digital geologic informatizaion. In this paper, first terms and concepts of geo-data model with general data modeling aspects are addressed, and then case histories for geo-data modeling and several approaches for data modeling in GIS application fields are discussed. Lastly, tentative conceptual geo-data modeling by using UML(Unified Modeling Language) of OO(Object-oriented) concepts with respect to USGS/AASG geo-data mode is attempted. Through this approach, the main benefits for standardization and implementation lineage with conceptual model in consideration to reusability are expected. Conclusively, it is expected that geo-information system and its architecture by UML is the new coming key approach for the GIS application in geo-sciences.

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Rod-shaped Stromatolites from the Jinju Formation, Sacheon, Gyeongsangnam-do, Korea (경상남도 사천시 진주층에서 산출되는 막대기형 스트로마톨라이트)

  • Choi, Chong-Geol
    • Journal of the Korean earth science society
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    • v.28 no.1
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    • pp.54-63
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    • 2007
  • The sedimentary sequence of the non-marine Cretaceous Jinju Formation from Sacheon, Korea, contains a number of rod-shaped stromatolites (RSS) characterized by concentric lamination with curd-shaped, stratiform, and small columnar stromatolites. Unlike the world trend, a massive distribution of rod-shaped stomatolite was discovered in the region. The mineral composition, diagenetic alteration, and weathering process of the kind were analyzed by EPMA. The gross morphology of RSS is almost identical to broken plant twigs or stems formed by microbial activity onto which it grew. RSSs are interpreted as stromatolitic algae over plant twigs, which formed through concentric carbonate precipitation by epiphytic algal photosynthesis. The distribution of localities and horizons of the stromatolite imply that RSS is allochthonous and autochthonous. Two types of cyanobacterial filaments and one type of peen algal filament were discovered. The size frequency distribution of calcified filamentous microfossils found in stromatolite was $2.2{\mu}m\;and\;7.8{\mu}m$ in mean diameter of the former, $32.3{\mu}m$ in mean diameter of the latter. The cyanobacterial fossils played a key role in the formation of stromatolite, while the green algal filament was auxiliary stromatolite-builder stromatolites. The filamentous microfossils including trichome were found within the stromatolitic laminae.

Influential Factors of Digital Customer Experiences on Purchase in the 4th Industrial Revolution Era - Focusing on Moderated Mediating Effects of Digital Self Efficacy- (4차 산업혁명시대의 디지털 고객경험과 구매간 영향관계 - 디지털 자기효능감의 조절된 매개효과를 중심으로-)

  • Jung, Sang Hee;Chung, Byoung Gyu
    • Journal of Venture Innovation
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    • v.3 no.1
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    • pp.101-115
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    • 2020
  • In the era of the 4th Industrial Revolution customers living began to come out, not inside the purchase funnel. Due to the diversity of product selection and the increase in digital channels, the way customers search for information and purchase it is changing innovatively. So, the customer journey in the digital age is much more complicated than the traditional funnel model suggests. Unlike many previous studies, this study was conducted for 1,200 customers in four product groups of fashion, automobile, cosmetics, and online shopping malls. As a result of the study, we investigated how digital self-efficacy plays a role in purchasing in a series of processes in which digital experience affects customer satisfaction and finally affects purchase. As a theoretical implication, as a result of introducing and testing digital self efficacy as moderated mediation effect. the digital self-efficacy between customer satisfaction and customer loyalty were determined to play a moderated mediation effect role. As a practical implication, it was necessary to actively utilize digital marketing for customers with high digital self-efficacy, but it was suggested that customers with low digital self-efficacy need to be careful about digital marketing fatigue.

Examining the relationship between the types of color selecting behavior and self-esteem in Mabinogi, the on-line game (마비노기에서의 색 선택 행동 유형과 자아존중감과의 관계)

  • Jang, You-Won;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.651-655
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    • 2007
  • 카툰 렌더링 그래픽을 기반으로 한 온라인 RPG 게임인 마비노기에서는 게임이용자들이 염색 시스템을 통하여 의복아이템에 자신들이 원하는 색을 자유롭게 표현할 수 있다. 마비노기에서 색에 관련된 주목할 만한 현상은유행색이 존재하고 색에 따라 같은 아이템의 가격이 달라진다는 점이다. 유행색이 존재하는 것은 현실과 비슷하지만 같은 아이템이 색에 따라 가격이 달라지는 것은 현실에서는 보기 드물다. 이는 현실과 비슷하면서도 심리적인 속성이 다른 사이버공간만의 특징이라고 생각해 볼 수 있다. 따라서 마비노기에서 게임이용자들이 색을 선택하고 사용할 때 작용하는 심리기제가 존재할 것이라고 가정해 볼 수 있다. 이에 본 연구에서는 마비노기에서 색 선택 행동의 심리적 유형을 확인하고 유형별 특징을 알아보기 위해 자아존중감을 측정하였다. 예비 조사를 통해 게임이용자 20명과 온라인 인터뷰를 실시하여 색 사용 경험을 추출하고, 추출한 경험을 바탕으로 18문항의 색 선택 행동 문항을 구성하였다. 본 조사에서는 온라인 설문으로 129명의 게임이용자를 대상으로 색 선택 행동과 자아존중감을 측정하였다. 연구 결과 색 선택 행동은 4개의 요인-색채 둔감성, 유행추종, 개성표현, 캐릭터이미지와의 적합성-으로 구분되었다. 색선택 행동 4개의 하위 요인을 기준으로 군집분석한 결과 색 선택 행동 유형은 각각 색 분화형, 유행추종형, 색 둔감형으로 구분되었다. 색 선택 행동 유형과 자아존중감과의 관계에서는 자아존중감 하위 범주 중 부정적인 자기평가, 타인의 의견에 대한 걱정, 의존성의 세 가지 하위 범주에서 색 선택 행동 유형에 따른 차이가 유의미하게 나타났다. 한편 자의식 차원에서는 색 선택 행동 유형간 유의미한 차이가 발견되지 않았다. 유행추종형은 다른 두 유형에 비해 상대적으로 자아존중감 수준이 낮음을 확인할 수 있었다. 반대로 색 둔감형은 다른 두 유형에 비해 상대적으로 자아 존중감 수준이 높았다. 색 분화형은 유행추종형과 색 둔감형의 중간 수준의 자아존중감을 볼 수 있었다. 유행추종형은 자기의 외부에서, 색 둔감형은 자기의 내부에서 색과 관련된 자신에 대한 가치감의 소재와 근원을 찾는 특성이 있다고 해석할 수 있다. 본 연구는 온라인 RPG 게임에서 게임이용자들의 색 선택의 심리적 기제를 확인하고 색 선택 유형별로 자아존중감과의 관계를 확인함으로써 색 선택 행동의 심리적 기제를 밝히려는 기초연구라는 점에 의의가 있다. 추후에는 게임이용자들의 색 선택 행동을 보다 포괄적으로 이해하기 위해 게임이용자들이 가지고 있는 공통적인 색이미지와 개별적인 색이미지 및 색이미지의 심리적 구조를 알아보기 위한 색채감성연구가 필요할 것이다. 이러한 연구들은 게임을 제작할 때 캐릭터 디자인과 아이템 디자인에 어떠한 색을 사용해야 되는지 방향을 설정하는데 도움을 줄 수 있을 것이다.

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Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.