• Title/Summary/Keyword: 암묵적 이론

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Analysis of the Scientific Research Process of a Participant in Undergraduate Research Program by Cultural Historical Activity Theory (문화역사적 활동이론을 통한 학부생 연구지원 프로그램 참여자의 과학연구 수행과정의 분석)

  • Lee, Jiwon
    • Journal of The Korean Association For Science Education
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    • v.38 no.3
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    • pp.343-354
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    • 2018
  • In this study, the first experience of the whole research process of a novice scientist (student A) who participated in the Undergraduate Research Program (URP) was analyzed. The data were collected through observation, interviews, and document analysis with the cultural historical activity theory being used as a theoretical lens. At the beginning of novice's research, the mentor guided him in setting a research goal and provided mediating artifacts. Student A formed a research team based on the vertical relationship without a shared mental model. Two major contradictions occurred and they were the sources of changes of student A's activity system. The first contradiction was between the mentor's educational philosophy and the mentee's educational needs, which was resolved in a way that student A asked and used the mentor's network to obtain his needs about task-specific details. The second contradiction arose because the team members wanted horizontal relationship while student A wanted to stick to the vertical relationship. After student A accepted the opinions of the team members, they cooperatively changed the division of labor in the activity system. Student A decided to become a scientist and not a physics teacher, even if his major is physics education after finishing his URP research process. His URP experience also created and expanded his network in the academic field, and his negative attitude toward collaboration changed positively. Through the analysis of the structure and changes in the activity system of URP research, implications for instructional method and support system of the apprenticeship can be obtained.

Cognitive Influences of User Interaction to the Collective Creativity in CSCW Environment : Why visible praises are even more important in Web 2.0? (CSCW 환경에서의 사용자 상호작용이 집합적 창조성에 미치는 인지적 영향에 관한 연구 : 왜 Web 2.0 환경에서 시각적인 칭찬이 왜 더 중요할까?)

  • Park, Jung-Ah;Kwon, Hee-Jung;Woo, Seo-Hye;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.340-345
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    • 2008
  • Web2.0 이라는 인터넷 환경의 변화 속에서 사용자들의 자발적인 참여를 통해 생산된 컨텐츠(UCC)가 화두가 되고 있다. 다수의 사용자 참여는 집단지성을 발휘하고 이렇게 생성된 UCC 는 새로운 가치를 창출한다는 믿음이 확산된 가운데, 사용자는 더 이상 정보수용자의 입장이 아닌 정보제공자의 입장에서 컨텐츠 생성에 대한 범위와 역할이 크게 향상되고 있다. 그렇다면 과연 무엇이 이러한 사용자 생성 컨텐츠의 창의성에 가장 큰 원동력이 될까 또한 무엇이 집단지성, 집단의 창의성을 창출하는데 가장 큰 영향을 미칠까? 본 연구는 이러한 의문에서 출발하였다. 이와 같은 연구 문제를 해결하기 위하여 피드백과 동기 그리고 창의성에 기반한 인지 평가 이론과 창의성에 관한 사회적 특성이론에 근거, 상호작용 즉 컨텐츠에 대한 피드백을 기반으로 연구모형을 세우게 되었다. 이러한 연구 모형을 설문을 통해 검증해 본 결과, 피드백이 사용자의 동기에 긍정적인 영향을 미치고, 결국 그러한 동기가 개인의 창의성 및 집단 창의성에 긍정적인 영향을 미친다는 결론을 얻을 수 있었다. 이러한 연구 결과는 이론적으로는 인지 평가 이론의 확장 적용 및 CSCW 환경에서 암묵적으로 인식된 피드백과 같은 상호작용의 중요성을 공고히 하는데 기여할 수 있으며, 실제로는 이러한 피드백 요소를 시각적으로 적절히 배치 및 노출하여 사용자의 내적 용기와 창의성을 촉진하여야 함을 밝힌다는데 의의를 가질 수 있겠다.

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A Comparative Study on Implicit Creativity of Korea and America Recognized by Korean University Students (한국 대학생이 생각하는 한국과 미국의 암묵적 창의성에 대한 비교 연구)

  • Sung, En-Hyun;Ryu, Hyung-Seon;Ha, Joo-Hyun;Lee, Jeong-Kyu;Han, Soon-Mi;Han, Yun-Yung
    • Journal of Gifted/Talented Education
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    • v.17 no.2
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    • pp.365-391
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    • 2007
  • As a previous study to investigate recognition gap of creativity between Korea and America, this study has examined Korean university students' implicit creativity toward Korea and America. The research method using in this study was as follows: The subject were university students in Korea, and they were asked to answer multiply for open-ended questions. For the analysis of the answers, a frequency analysis was used. The results were as follows: 1) It showed that Korean university students considered creativity trait as cognitive trait, personality, cultural trait, research and development areas and arts areas. This result means that Korean university students tend to recognize creativity similarly to the ways of established theories of creativity. 2) For the case of Korea, environmental trait like sociocultural background had great importance for all cases of creativity trait and non-creativity trait. 3) American creativity was recognized focused on individual tendency, on the while, community spirit was considered as creativity trait in Korean creativity. 4) It is considered that American culture had better condition for displaying creativity than Korean culture. 5) Traditional culture of Korea was recognized as creativity trait in terms of originality and superiority, and the possibility of modernistic use of Korean culture. 6) Creative people were ranked by artists, executives, rulers and scientists who were well-known to Korean university students. 7) In the comparison of creativity trait between the two countries revealed the traits of creative people, American creativity was reflected more than Korean creativity, This result seems that those people were favored by Korean university students who were familiar with American culture. In conclusion, this study has found another possibility of creativity of the East among cross-cultural creativity studies. Moreover, this study has suggested that traditional culture and tradition renewal, and values of the East are superior cultural resources which are not exist in the West, and those are expected to play a role in developing creativity.

The Inflation Effect on Optimal Bank Capital Structure and Asset Riskiness (인플레이션이 은행(銀行)의 재무구조(財務構造)와 자산위험도(資産危險度)에 미치는 영향(影響))

  • Oh, Young-Soo
    • The Korean Journal of Financial Management
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    • v.8 no.1
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    • pp.155-177
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    • 1991
  • 기업의 재무구조와 인플레이션과의 관계는 세율에 대한 다양한 형태의 가정을 통하여 연구, 분석되어 왔으나, 이 문제를 확실히 해결하지는 못하였다. 근자에 A. Marcus(1983)가 미국의 은행의 재무구조를 대상으로 한 시계열분석 결과에 의하면 명목이자율의 상승이 미국은행의 부채 대비 자본금 비율을 하락시키는 절대적 요인이 되었다고 한다. 본 연구의 목적은 인플레이션과 은행의 부채 대비 자본금 비율의 상관관계, 더욱 나아가서 은행자산의 위험도가 이 상관관계에 미치는 영향을 분석코자 한다. 본고는 은행규제기관(FDIC 등)의 부채비율과 은행자산(포트폴리오)의 위험도에 대한 규제하에서 은행이 부채(예금)와 자본금의 가치를 극대화하고자 하는 모델을 설정하여 기대 인플레이션 수준이 은행의 적정 자본비율과 자산의 위험도와 어떤 관계가 있는가를 밀러의 균형모델(Miller Equilibrium Model)을 원용하여 분석하였다. 밀러의 균형모델하에서는 기업의 재무구조는 기업가치와 무관한 것으로 나타나고 있다. 즉, 부채를 통한 자금조달에 의해 발생되는 한계세금혜택은 균형하에서는 사라진다는 이론이다. 따라서 인플레이션은 적정 재무구조에는 영향을 미치지 못하게 된다. 왜냐하면 인플레이션은 기업의 세후 부채조달비용과 회사채 투자자 수익에 동일한 영향을 미치기 때문이다. 그러나 은행의 경우 일반 기업과는 달리 은행규제기관의 부채비율 및 자산위험도에 대한 규제압력이 소위 암묵적 규제비용으로 작용하여 은행의 적정자본금비율은 부채(예금)를 통한 자금조달의 한계세금혜택과 이에 따른 한계규제바용이 동일하게 되는 경우에 결정된다. 밀러의 단순균형 모델하에서 한계세금혜택이 없는 것과는 달리 은행의 부채조달에 따른 한계규제비용이 존재하는 이유로 균형조건으로 한계세금이익이 존재하게 된다. 이 경우 인플레이션은 예금자의 실질 세후 예금이자를 상승시키는 것 이상으로 은행의 실질 세후 예금이자 지급비용을 하락시키게 되어 은행의 부채비율을 더욱 높이게 되는 원인이 된다. 또한 은행의 부채비율이 인플레이션과 정(正)의 관계에 있다면 은행규제의 강도에 따라 이 상관계수는 은행자산의 위험도와도 역시 정(正)의 관계에 있게 된다. 미국은행을 대상으로 한 회귀분석에서도 그들의 부채(예금)비율이 기대 인플레이션과 정(正)의 상관관계가 있음이 나타났고 그 상관계수는 은행자산의 위험도와 동일 방향으로 움직임이 판명되었다.

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Organisational Change, Learning and the Usage of Space: the Case of Samsung Electronics Company (기업의 조직변화와 학습의 공간성: 삼성전자의 사례)

  • Lee, Jong-Ho
    • Journal of the Korean association of regional geographers
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    • v.8 no.3
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    • pp.396-411
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    • 2002
  • This paper aims to explore organisational change and learning involving spatial processes and outcomes. In particular, it focuses on the context specific nature of corporate learning and organisational change that can be found in the case of a large Korean firm facing radical economic change. Drawing on the case study of a large Korean firm, the Samsung Electronics Company, three main claims can be followed. First, territorial sources of learning influence the way in which the firm makes use of space/place. Second, corporate learning practices, however, are not based merely on specific localised sources or geographical proximity but on bringing together the local and the global sources by harnessing the properties of relational proximities. It reveals that firms are concerned less on specialising specific local knowledge than promoting organisational knowledge and competences by integrating a variety of knowledge distributed in and out of the boundaries of the firm. Finally, to learn and innovate in a continual basis, firms would attempt to combine codified knowledge with tacit knowledge.

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Understanding No Gun Ri Records from the Perspective of Social Memory (노근리 사건의 사회적 기억과 기록에 관한 연구)

  • Youn, Eunha;Kim, You-seung
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.2
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    • pp.57-79
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    • 2016
  • This study aims to identify and analyze how the No Gun Ri massacre records are incorporated in social memory. As a theoretical study, it discusses the characteristics of social records. First, they are social products that have an influence on personal memory. Second, they reflect variability of memory. Third, they can be used in proving an event. To analyze the memory and records of the No Gun Ri massacre, this study overviews the outline of the killings and divides it into three eras: countermemory era, memory struggle era, and formal memory era. Furthermore, this study reviews the transformation process and characteristics of each era. The representative records produced in each era are as follows: oral, and personal records in the first period; records related to committee activities, legislative activities, and research activities in the second period; and official records on the special law, and the construction and operation of a peace park in the third period. The third period shows the scalability of the records through a variety of cultural records production to remember the No Gun Ri incident.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

The Study on Establishing Structure of Emotional Information for Emotional Design (감성디자인에 있어서 감성정보의 모델구축에 관한 연구)

  • Hyeong, Seong-Eun;Kim, Hyeon-Jeong;Hong, Jeong-Pyo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.77-80
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    • 2007
  • 본 연구는 감성정보에 대한 모델을 구축하기 위하여 감성 정의를 "알고 있는 지식" 으로 규정하고 진행하였고, 감성디자인의 프로세스를 구축하기 위하여 암묵지식 이론과 이분법을 응용하여 감성요소를 추출하였다. 실험 방법에 있어서는 대상 주제에 대한 피험자가 표현하는 내용을 정리하고 이것에 대해 연구자가 이분법을 반복하여 실시하였으며, 압축된 분할 기준을 만들고 결과를 수량화 3류에 의한 해석과 샘플스코어를 직관적으로 이해하기 쉬운 트리 구조로 정리하였다. 이러한 감성 정보과정의 반복을 통하여 감성 디자인 프로세스를 구축하였다.

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Remediation Property of Conceptual Metaphor in Smartphone UX (스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구)

  • Kim, Hyung-Woo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.135-142
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    • 2013
  • In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.

Experiences of Ageism and "Self-Ageism" (노인차별 경험과 자기연령주의(self-ageism))

  • Kim, Juhyun;Oh, Hyein;Ju, Kyonghee
    • 한국노년학
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    • v.40 no.4
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    • pp.659-689
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    • 2020
  • This study focuses on the process of internalizing the perception of negative discrimination among elderly people who have experienced age discrimination. The grounded theory method was used to identify the age discrimination experienced by the elderly in their daily lives and to explore the consequences of such discrimination through self-ageism. According to the analysis results, the elderly respond not only to explicit discrimination but also to implicit discrimination. In this process, the stronger the pain of old age (poverty, disease, ignorance, and solitude) and the stronger the memory of failing to respond to discrimination, the higher the level of self-ageism. "Self-ageism" has internalized the negative image of the elderly, who have been discriminated against by age, resulting in disadvantages in terms of quality of life through various reject/separate/suspension actions in reality. In the presence of supportive resources such as health, institutional support, and caregivers, the elderly have room to overcome self-ageism through more active ways. However elderly people who cannot motivate themselves and they lack these resources, elderly are trapped in negative reflux caused by self-ageism and sustained a depressed and shrinking life. In this state, it is not easy to motivate themselves and make physical, cognitive, emotional and social responses. Therefore, in this analysis, we specifically noted two aspects, contextual conditions and interventional conditions, and proposed programs for synchronizing senior citizens and improving resiliency from a microscopic point of view, and argued for the need to develop systems such as supplementing welfare and health service systems related to the entire life cycle, expanding accessibility and 'age-integration' through 'Community Care', awareness improvement and anti-discrimination laws.