• Title/Summary/Keyword: 온라인 인터뷰

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Study on co-relation of the leadership between reality and virtual world : focused on 'Goonzu Special' game (현실세계와 가상세계에서 발현되는 리더십의 상관관계에 관한 연구 : '군주Special'을 중심으로)

  • Park, Jun-Ho;Lee, Sang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.587-592
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    • 2008
  • 게임의 교육적 목적으로의 활용에 대해 관심이 늘고 있다. 이러한 흐름 속에서 최근 게임을 통한 리더십 함양이 화두가 되고 있다. 각 기업체에서는 직원들의 리더십 함양을 위해 게임을 활용하고자 다양한 시도를 꾀하고 있기도 하다. 특히 이 같은 흐름에는 무엇보다 MMORPG 게임이 두드러진다. 왜냐하면 MMORPG 에는 현실 세계와 흡사한 정치, 경제, 사회 시스템이 내재되어 다수의 플레이어와 협동, 경쟁을 하며 목표를 달성해나가는 과정이 담겨있기 때문이다. 하지만 현실과 많은 유사성을 가지고 있는 가상세계이지만 현실과 동일한 잣대로 가상세계에서의 사용자의 성향을 판단하기에는 아직 무리가 있다. 분명 게임이라는 가상공간과 현실세계는 명백한 차이점이 존재하기 때문이다. 그럼에도 불구하고 게임 내에서의 리더십 유형과 현실에서의 리더십 유형간의 직접적인 상관관계에 대한 연구가 아직 이루어지지 않았다는 점에 초점을 맞추었다. 다시 말해 게임을 통한 현실에서의 리더십 함양의 가능성을 언급하기에 앞서 근본적으로 현실과 가상공간에서의 리더십 양상의 상관성에 대한 연구가 선행되어야 한다고 생각된다. 본 연구는 우선 현실세계에서의 리더십 성향이 가상세계에서도 동일하게 적용되는지 1군주의 사용자를 중심으로 살펴본다. 그리고 군주 사용자의 심층인터뷰를 통하여 게임 내에서 리더십을 발현시킬 수 있는 여러 요소 (긍정적 요소 장애요소 등)를 살펴보고 향후 리더십 함양을 위한 게임 기획에 도움이 되고자 한다.

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An Exploratory Study of Undergraduate Students' Health Information Needs and Seeking Behaviors in Social Media (소셜 미디어 환경에서 대학생들의 건강정보 요구와 추구행태에 관한 탐험적 연구)

  • Kim, Soojung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.4
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    • pp.239-260
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    • 2012
  • This study examined undergraduates' health information needs, information seeking behaviors, and their perceptions of credibility of health information in social media environments. Interviews with 22 undergraduates revealed that social media was used mainly in a preventive stage or in a health maintenance stage. The perceptions of credibility of health information widely differed according to the type of social media. This finding indicated the need for health information literacy education that could help undergraduates effectively evaluate and acquire health information online.

Cultural Conflicts and Characteristics of Anti-Korean Wave in Southeast Asia: Case Studies of Indonesia and Vietnam (동남아시아 반한류에 나타난 문화적 갈등과 특성: 인도네시아와 베트남을 중심으로)

  • KIM, Su Jeong;KIM, Eun June
    • The Southeast Asian review
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    • v.26 no.3
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    • pp.1-50
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    • 2016
  • This paper aims to investigate the cultural conflicts and characteristics of anti-Korean Wave discourse taken placed among Southeast Asian countries. To do this, it takes Vietnam and Indonesia as the study cases, which have been showing a trend of anti-Korean Wave discourse as well as high popularity of Hallyu. As research methods, the paper analyzes both on-line discourses of anti-Korean Wave and the email audience interviews from both countries. The results show some significant differences between the two countries as well as the similarity that Anti-Korean Wave discourses have been actively produced and disseminated through on-line media. As for Indonesia, the Anti-Korean Wave discourse pivots on the elements clashing between Indonesia's religion and cultural values and Korean consuming culture. According to the Anti-Korean Wave discourse, K-pop contents and entertainers are criticized for damaging the society's morals and cultural identities based on Islamic rules and values. Thus, the sentiment of the Anti-Korean Wave is likely to lead to the cultural nationalism for the sake of their cultural identity. As for Vietnam, anti-Korean Wave discourse mainly consists of issues on enthusiastic K-pop fans' anti-social behaviors and generational conflicts which are presumed attributed as the chief factor of the Anti-Korean Wave. In the Vietnamese discourse, social elites and adults treat the enthusiastic K-pop fans as those who are in need of educational care or psychological therapy. Unlike the Indonesian case, anti-Korean Wave discourse in Vietnam criticized the K-pop and the performer's competence for being cheap sexy and incompetence. They also denounce Korean dramas for their trite, typical story lines, use of excessive emotion, and unrealistic nature. However, the two country's interview participants have in common both acknowledged that rather than considering the Anti-Korean Wave as an issue that needs to be resolved it should be embraced as a natural cultural phenomenon.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

The Growth of School Mathematics: Korean Secondary Gifted Students' Collaborative Problem Solving Using The Wiki (학교수학적 지식의 성장: 고등학교 영재 학생들의 위키(Wiki) 기반 협력 문제해결 활동을 중심으로)

  • Lee, Seoung Woo
    • Journal of Educational Research in Mathematics
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    • v.25 no.4
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    • pp.717-754
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    • 2015
  • As a design research, this study aims to identify students' collaborative problems solving patterns using the Wiki and design factors triggering MKB(mathematical knowledge building) in virtual environment. For 70 days, 14 Korean secondary gifted students, who enrolled in calculus II courses in one of gifted institutions in Korea, solved 10 math problems together using the Wiki. In this study, I considered five design factors; motivation, practice of LaTeX, norms of participation, epistemic agency, and two types of educational settings. The primary pattern emergent in students' collaborative problem solving process is identified as 'solutions and refutations' along the double helix consisting of the constructive line and the critical line, which is very similar to the pattern of 'Conjectures and Refutations'(Lakatos, 1976). Despite that most participants had difficulty in using LaTeX for mathematical expressions, this study shows that Wikis are valuable tools for providing Korean secondary students opportunities to learn social virtue such as humility and courage (Lampert, 1990), which is considered to be have been neglected in Korean educational environment but is emphasized as precious for doing mathematics in the field of mathematics education.

A Study on the Interaction Factors Influencing Use Intention of Interactive Video Services: focusing on Timing Flexibility (인터랙티브 비디오 서비스 사용 의도에 영향을 미치는 상호 작용성 요인에 관한 연구: 시간 유연성 개념을 중심으로)

  • Yang, Seung-Hwa;Lim, Seong-Taek;Lee, Su-Jin;Lee, In-Seong;Kim, Jin-Woo
    • Information Systems Review
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    • v.10 no.2
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    • pp.71-96
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    • 2008
  • Interactive Video Service(IVS) is a new type of media service that enables users to interact with others in the process of casting and watching videos in a system. 'Timing flexibility', which divides IVS into real-time IVS and non-real-time IVS, is one of the significant factors of interactivity. The objective of this study is to identify critical factors of interactivity in IVS and to compare their effects in terms of timing flexibility. To achieve the objective, prior literature has been reviewed to establish a theoretical framework, and twelve active users of IVS have been interviewed to develop research model of IVS. Finally, an online survey has been conducted to verify the research model. The results indicate that Technical Factor, Communication Factor, and Contents Factor of IVS are found to be the important interaction factors in IVS; and their impacts on the intention to use IVS were found to be affected by timing flexibility. This paper ends with theoretical and practical implications of study results.

A Study on the Improving Management Method for the Small Projects Applying Senior Construction Engineer (고령 건설기술자를 활용한 소규모공사의 공사관리방법 개선에 관한 연구)

  • Song Jin-Woo;Lee Sang-Beom
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2004.11a
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    • pp.305-310
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    • 2004
  • The building below standard scales to be built only by constructive report to authorities. Construction law 8 illustrates that supervision should be deployed in all the construction sites at the building which is found to have more than 3 floors and also to have more than $200m^2$ of total squares in especially outside area of city plan zone. Such a small construction is have a important and the most basic meaning. Many problems were found to occur in all the constructive places which were out of the limit of this law. The construction sites were found to be controlled by public official's visiting without supervisors and designers of architecture. Technique of construction in architecture was found to be not different from that of 1980. The security of employees in construction on sites has a serious problem. Because of choosing all the materials of the building without a reasonable point. All the building were found to have a law material about inside and outside aspects. The purpose of this study are to examine existing law about a small project and than to analyze the situation of constructive control through questionnaires and interviews with all the supervisors. Based on the data base of engineers who had a great experience in construction sites, The purpose of this study is also to suggest and advise the method of controlling all the items in architecture through on and off line.

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An Exploratory Case Study on the Operation of Internet Shopping Malls for Small-and-Medium Sized Firms (중소기업 인터넷 쇼핑몰 운영에 관한 탐색적 사례 연구)

  • 정영수;정상철;한재용
    • Journal of Information Technology Application
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    • v.3 no.2
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    • pp.103-132
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    • 2001
  • The internet-based business is considered as a new strategic alternative for small-medium size companies. However, very little research about them has been reported. The objectives of this study are to analyze factors influencing the operation for the sites(we call, 'internet shopping mall') which small-and-medium sized firms have built, and to provide the general directions of the successful internee-based business for the small-and-medium sized firms. This paper reports the case studies in which the internet-based electronic commerce practices of 6 small-and-medium sized firms were examined over a 3 month period. In the meantime, this paper reports their present business condition, system environment, positioning, marketing strategy, forward business expectation, and market barrier. This study also focuses on two environmental dimensions of system development; One dimension is on-line only or off-line widened, and the other is self-built or outsourcing. The results found in this study are as follows: 1. The internet shopping mall broadens the company's activity to new business areas. 2. The degree of system outsourcing of the small-medium size company depends on its IT ability and resource capability 3. The marketing strategies on their internet shopping mall differentiate with their business area and market environment. 4. Each interviewed company has its own success and failure factors, in addition to the general factors. 5. Each interviewed company has a positive response for their internet shopping mall for its future. 6. The lack of capital, technology, and government support is the barrier to the improvement of the internet shopping mall system.

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Realities of a Hospital's web-site' Management and It's Effect on Hospital Management (병원의 홈페이지 관리운영 실태와 병원경영에 미치는 효과)

  • Hwang, Byung-Deog;Im, Bock-Hee;Lee, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.241-249
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    • 2010
  • The purpose of this study is to provide basic information for marketing strategy for hospitals in Busan Metropolitan area by investigating of the web-site management and effect on hospital management about the web-sites managers. Survey of 53 web-site managers was taken between May 1st and May 25th 2008. The survey was carried out to gather information about characteristics of web-site managers and creating, managing and operating process of web-sites and web-sites' effect and information sharing abilities. The results of survey are as follows. First, most of hospitals' web-sites were launched between 2001 to 2005 via outsourcing. Most of hospitals spent about one to three million won for their web-sites and renew web-sites every year. Most of these web-sites have hospital PR, Q&A, and on-line support functions. Second, most of whom participated in survey have agreed that a hospital web-site has influence in hospital management in various categories such as introducing hospital to medical examination, making doctor's appointment, providing patient guidance, providing medical information, and patient counselling. This study shows that effects of web-sites are closely related to web-site satisfaction level. Therefore, to raise the hospital satisfaction level, it is necessary for hospitals to put more efforts in creating web-site that provides more medical information and improved on-line services.

Analysis of the key Factors that Influence Emotional Web Design and its Effects on Brand Attitude - focus on Fastfood WebSites - (웹에서의 감성디자인이 브랜드태도에 미치는 효과와 영향요인 분석 - 패스트푸드 사이트를 중심으로 -)

  • 윤다연;이현주
    • Archives of design research
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    • v.17 no.1
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    • pp.153-162
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    • 2004
  • This paper focused on the effect of Kansei design on the web in branding as well as its influence factors. As a key of this research, it classified web users' Kansei into five categories; 1) functional Kansei, 2) sensoryKansei, 3) psychological Kansei, 4) relational Kansei and 5) cultural Kansei, and organized relevant factors. Online surveys were conducted on seven websites of the fast food brands in Korea (Lotteria, Mcdonald, BurgerKing, Popeyes, KFC, Pizza Hut, Domino's) which are targeting 463 male and females in 20s. As a result, an average of 58% responded that they had a positive Kansei experience and could enhanceits brand preference. Of the sensory Kansei, visual design factors were the one that gave the greatest effect on brand preference enhancement. Regarding the functional Kansei satisfaction, such as user convenience and access speed were also one of the most crucial variables for the whole Kansei satisfaction. Moreover, the preference enhancement brought not only a positive effect on its reliability but also its brand image and consumers' purchasing desire. Based on the survey results, the additional FGI (Focus Group Interview) had been conducted and determined \circled1 what kind of major Kansei that users wanted to have satisfied, \circled2 what type of design can give strong Kansei appeal to its users, and \circled3what design factors gave an effect on sensory emotion. In the course of this research, Itried to renew the awareness of the web importance as a major channel in non-mass interactive marketing, and suggest the effect and its possibility of emotional branding through Kansei design in the web as well as design principles of strategic Kansei design.

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