Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.15
no.6
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pp.81-94
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2020
Based on innovative technologies and new start-up ideas, startups have been actively researched on the entrepreneurship needed to strengthen the organization's capabilities and generate results in the start-up process. This study studied the entrepreneurial orientation on the performance of startups in the Philippines and the financial and non-financial performance of enterprises. This study carried out not only the entrepreneurial orientation to the performance of Filipino startups but also the role of social capital as parameters in the performance of enterprises. The empirical research was completed for 93 Philippine startups and the suitability of the research model was evaluated with a PLS-based structural equation model. The results of the study first confirmed that the enterprise orientation of Philippine startups has a positive impact on both financial and non-financial performance of the enterprises. Second, the entrepreneurial orientation of Philippine startups has been shown to have a positive effect on both the structural, cognitive and relational dimensions of social capital. Third, it was found that the relevant dimensions of social capital mediated both the corporate orientation and the relationship between the financial and non-financial performance of the entity. Entrepreneurial orientation has been confirmed to be directly or indirectly affecting the performance of startups through social capital. These findings reaffirmed that entrepreneurial orientation is still a valid important factor in developing countries as well as in countries such as Korea and the United States. Based on this study, we have identified the need for research from a more integrated perspective, such as the concept of strategic orientation. Finally, practical implications were presented to reflect the findings analyzed.
This study analyzed global Knowledge Sharing Platforms and collected stakeholder's suggestions to develop the "Korea-ASEAN Wetland Knowledge Sharing Platform (KSP)." As a result of the analysis, ① financial support and ② knowledge outcomes are essential to maintain the KSP and conduct the platform sustainably. Stakeholder suggest three significant projects (① comparative analysis of the inventory of wetlands in the Korea-ASEAN region, ② knowledge gap analysis in wetland research trends, and ③ establishing a web infrastructure for wetlands information sharing). The "Korea-ASEAN Wetland KSP" defined to be consistent with the international conventions (e.g., Ramsar Convention, Convention on Biological Diversity) goals by comprehensively considering the literature analysis and stakeholder suggestions. Intergovernmental Science-Policy Platform on Biodiversity and Ecosystem Services (IPBES) selected as the fundamental model of the KSP. As with IPBES, knowledge management and assessment, capacity building, policy support, communication and participation adopted as the platform's core objectives. The KSP will be able to share knowledge related to the same type of wetland ecosystem within the Korea-ASEAN region and provide necessary information for establishing science-based policies.
The Journal of the Convergence on Culture Technology
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v.7
no.3
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pp.261-268
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2021
After developing literacy education programs using coaching techniques, applying them to literacy learners, in order to see how they have an impact on improving learning achievement, we selected 13 senior literacy learners in U city and chose qualitative research method based on in-depth interviews, observation journals, and learning materials. Literature education programs using coaching techniques are a process-oriented model consisting of four stages of mind-opening, introducing positivity, strengthening learning competence and assistance, confidence and persistence. You can find the results as following. Firstly, communication between teachers and learners was expanded in the first stage, and secondly, self-directed learning ability was strengthened in the second stage by forming a positive mind. Thirdly, the results of utilizing the three-stage balanced literacy teaching method and interaction teaching method resulted in confidence in reading and writing, leading to an increase in self-efficacy. Fourthly, the fourth stage showed the results of improving learning achievement, which overcame the fear of learning with active praise and continuous encouragement and implied hope for higher courses. As a result of the above-mentioned research, I think literacy education programs using coaching techniques can be useful as an educational method for learners in the field of literacy education.
The purpose of this study is to analyze the metaverse-related issues in the news big data from an educational perspective, explore their characteristics, and provide implications for the educational applicability of the metaverse and future education. To this end, 41,366 cases of metaverse-related data searched on portal sites were collected, and weight values of all extracted keywords were calculated and ranked using TF-IDF, a representative term weight model, and then word cloud visualization analysis was performed. In addition, major topics were analyzed using topic modeling(LDA), a sophisticated probability-based text mining technique. As a result of the study, topics such as platform industry, future talent, and extension in technology were derived as core issues of the metaverse from an educational perspective. In addition, as a result of performing secondary data analysis under three key themes of technology, job, and education, it was found that metaverse has issues related to education platform innovation, future job innovation, and future competency innovation in future education. This study is meaningful in that it analyzes a vast amount of news big data in stages to draw issues from an education perspective and provide implications for future education.
Journal of Korea Entertainment Industry Association
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v.15
no.2
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pp.1-10
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2021
The purpose of this study is to explore a significant HPWS(High Performance Work System) model for the entertainment industry. HPWS is one of the most studied themes for managing human resources as well as a set of practices to elicit employees' commitment to an organization. Recently, the entertainment industry is growing rapidly, but it is difficult for entertainment firms to retain a stable profit unlike the manufacturing industry. This is because the performance of entertainment business tends to rely heavily on the capabilities and synergy of human resources. In order to suggest a systematic way to manage these, this research identified an effective HPWS model for entertainment business and provides a competitive advantage to entertainment firms, using ANP(Analytic Network Process). ANP is a multicriteria decision making technique that allows dependences and feedbacks among decision elements in the hierarchical or network structures in a holistic manner. The pairwise comparison data that prioritized the criteria of HPWS was collected from 28 team leaders in entertainment firms. According to our results, the most critical factor for HPWS in entertainment business is "employee involvement in decision-making." The sub-factors such as "open communication," "distributive decision-making," and "performance-driven reward" have a greater effect. These findings could provide implications for entertainment firms to determine which practices should be taken into account to accomplish HPWS.
In order to improve formal presentation attitudes such as presentation of job interviews and presentation of project results at the company, there are few automated methods other than observation by colleagues or professors. In previous studies, it was reported that the speaker's stable speech and gaze processing affect the delivery power in the presentation. Also, there are studies that show that proper feedback on one's presentation has the effect of increasing the presenter's ability to present. In this paper, considering the positive aspects of correction, we developed a program that intelligently corrects the wrong presentation habits and attitudes of college students through facial analysis of videos and analyzed the proposed program's performance. The proposed program was developed through web-based verification of the use of redundant words and facial recognition and textualization of the presentation contents. To this end, an artificial intelligence model for classification was developed, and after extracting the video object, facial feature points were recognized based on the coordinates. Then, using 4000 facial data, the performance of the algorithm in this paper was compared and analyzed with the case of facial recognition using a Teachable Machine. Use the program to help presenters by correcting their presentation attitude.
The Journal of the Korea institute of electronic communication sciences
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v.17
no.5
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pp.913-926
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2022
As information is recognized as a core competency of organizations, organizations are increasingly investing in policies and technologies for information security(IS). Recently, as information exposure accidents by people have occurred continuously, interest in IS behaviors of organization insiders is increasing. This study aims to confirm the effect of the IS environment and support structure established by the organization on the intention of individuals to comply with IS. We conducted a survey of employees in organizations with IS policies and tested the hypothesis using the structural equation of AMOS 22.0 and Process 3.1 using 421 samples. As a result of the analysis, authentic leadership and justice climate, which are factors that build an IS environment, and communication and feedback, which are factors supporting IS compliance, have a positive effect on employees' compliance intention. In addition, authentic leadership, punishment, communication, and feedback were found to reinforce the positive impact of IS justice climate. As the study suggested the overall structural design direction to be pursued to reinforce insider's IS behavior, and the results help to achieve the IS goal.
The 4th Industrial Revolution is rapidly changing the business environment and enterprises are required to accelerate various innovative activities for sustainable competitiveness. Recently corporate entrepreneurship is widely spread to organization for establishing innovative corporate culture and stimulating corporate ventures. However, many enterprises are not successful and productive due to lack of readiness of corporate entrepreneruship. Therefore, finding the factors influencing corporate entreprensurship, innovative activities and business performance is a very important research issues. A research model and hypothesis are developed by through literature review to analyze positive effects of corporate entrepreneurship to corporate performance and influential effects of factors such as innovation-based efforts at the organizational level, vision and organizational strategies and innovative operating system to corporate entrepreneurship and business performance. The result of Entrepreneurship Survey with Corporates conducted by Korea Entrepreneurship Foundation in 2017 is used for the research sample. Hypothesis test used 1,326 samples and the structural equation modeling is applied. The results show that corporate entrepreneurship improves innovative idea activity performance and business performance. And, establishing innovative vision and strategies and innovative organizational culture enhances corporate entrepreneurship. In addition, it was confirmed that the innovative operational system has a moderating effect that strengthens the positive influence relationship between corporate entrepreneurship and innovative idea performance. The results of this study have implications for previous research on corporate entrepreneurship in Korea by presenting the relationship between corporate entrepreneurship and business performance and the multilateral relationships between innovative organizational structure and corporate entrepreneurship.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.16
no.6
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pp.269-285
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2021
As the systematic management of knowledge within an organization is recognized as a core factor for the continuous growth of an organization, organizations are increasing their interest in knowledge management. Knowledge management requires the active sharing of knowledge by insiders of the organization, but there are cases of failure due to the lack of participation of leaders and employees of the organization. The purpose of this study is to suggest a mechanism by which the authentic leadership of leaders in small and medium-sized enterprises(SME), which are relatively lacking in knowledge production capacity, leads to intention to share knowledge of employees. In addition, the study confirms that reciprocal feedback and task interdependence moderate the relationship between antecedent factors and intention to share knowledge. In this study, a research model was derived based on precedent research, and 272 samples were obtained by conducting a questionnaire survey on employees of SME that introduced a knowledge management policy. And, the study verified the hypothesis by applying structural equation modeling based on AMOS 22.0. The results of the study proved that authentic leadership has a positive effect on the intention to share knowledge through organization identification and organization commitment, and confirmed that reciprocal feedback and work interdependence moderate the relationship between knowledge sharing intentions and antecedent factors. This study suggests the mechanism by which the authentic behavior of the leaders of SMEs affects the knowledge sharing behavior of employees, and suggests that work cooperation strengthens the influence of the mechanism.
Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.
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