• Title/Summary/Keyword: 인지된 상호작용성

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Social media and its impact on management performance and recognition: focusing on social media utilization of senior corporate (소셜미디어 특성이 경영성과 및 인지도에 미치는 영향: 시니어기업의 고객·마케팅관리를 중심으로)

  • Kim, In-Ki;Jeon, In-oh
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.195-207
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    • 2015
  • Social media marketing should be approached in a different way from traditional media marketing. This study uses a theoritical and empirical method to analyze what impact social media's key elements - provide information, interactivity and playfulness - have on corporate performance and awareness. As a result, the increase in the level of provide information, and the level of interactivity turned out to have positive impact on corporate performance and awareness. To improve the impact of social media on corporate performance, it is better to use it more extensively for customer management and marketing, rather than simply focusing on a specific part of social media. In conclusion, it is important to have a better understanding of the key elements of social media in order to improve corporate performance and image. In a situation where senior firms are increasingly adopting social media, it is increasingly important to have social media-related PR marketing subject included in senior education.

Structural Equational Modeling of the Determinants of Home Environment and Peer Group Environment for Children's Self'Perceived Competence (역량지각에 영향을 미치는 가정환경과 또래환경 결정요인의 공변량구조모형)

  • 이주리
    • Journal of the Korean Home Economics Association
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    • v.36 no.11
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    • pp.193-207
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    • 1998
  • 이 연구의 목적은 아동의 연령과 성에 따른 아동의 역량지각 발달의 경향을 조사하고, 연령, 성을 포함한 가정환경과 또래 환경의 변수들의 역량지각에 미치는 영향을 구조평형 모델을 통해 알아 보았다. 또한, 이러한 역량지각의 발달 성향을 서구 문화권과 비교하여, 역량지각발달의 문화적 보편성이나 차이점을 알아 보고자 하였다. 유아, 또는 초등학교 저학년 아동은 면접으로, 그리고 3학년이상은 설문지를 사용하였다. 조사 대상은 유아, 초등학교 1, 3, 5학년, 중학교 1학년 아동 750명과 그들의 어머니이다. 인지, 사회, 신체 영역에서 모두 역량지각은 연령이 증가할수록 낮아졌다. 인지, 신체 영역의 역량지각에선 연령과 성의 상호작용효과가 나타났다. 그러나, 서구 문화권의 연구에서는 이러한 상호작용이 발견되지 않는다. 역량지각의 공변량구조모형에서는 또래환경 변수가 모두 포함시키기에 부적합한 변수로 나타났고, 연령, 성과 가족의 수입, 아버지의 교육수준, 가정의 물리적 환경, 부모의 정서적 지지가 아동의 역량지각에 의미 있게 영향을 미치는 것으로 나타났다.

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Autopoiesis, Affordance, and Mimesis: Layout for Explication of Complexity of Cognitive Interaction between Environment and Human (오토포이에시스, 어포던스, 미메시스: 환경과 인간의 인지적 상호작용의 복잡성 해명을 위한 밑그림)

  • Shim, Kwang Hyun
    • Korean Journal of Cognitive Science
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    • v.25 no.4
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    • pp.343-384
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    • 2014
  • In order to unravel the problems of the mind, today's cognitive science has expanded its perspective from the narrow framework of the past computer model or neuronal network model to the wider frameworks of interaction with the brain in interaction with the body in interaction with their environments. The theories of 'the extended mind', 'embodied mind', or 'enactive mind' appeared through such processes are working on a way to move into the environments while the problem to unravel the complex process of interactions between the mind, the body and the environments are left alone. This problem can be traced back as far as to Gibson and Maturana & Varela who tried at first to unravel the problem of the mind in terms of interaction between the brain, the body and there environments in 1960~70s. It's because Gibson stressed the importance of the 'affordance' provided by the environment while Maturana & Varela emphasized the 'autonomy' of auto-poiesis of life. However, it will be proper to say that there are invariants in the affordances provided by the environment as well as the autonomy of life in the state of structural coupling of the environment's variants and life's openness toward the environment. In this case, the confrontational points between Gibson and Maturana & Varela will be resolved. In this article, I propose Benjamin's theory of mimesis as a mediator of both theories. Because Benjamin's concept of mimesis has the process of making a constellation of the embodiment of the affordance and the enaction of new affordance into the environment at the same time, Gibson's concept of the affordance and Maturana & Varela's concept of embodiment and enaction will be so smoothly interconnected to circulate through the medium of Benjamin's concept of mimesis.

Power of SNS Authenticity on Company Reputation (기업명성과 SNS 진정성의 영향력 연구)

  • Jo, Jung-Yul
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.73-81
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    • 2015
  • SNS is in the process of fast evolution as well. This study is about influence of authenticity and interactivity among Facebook Fan Page users. Authenticity is something people form in the process of expressing and sharing information thru SNS Facebook Fan Page. Interactivity is a level of participation of users in the process of expressing and sharing information thru SNS Facebook Fan Page. The focus of this paper is to see the power of authenticity and interactivity of SNS Facebook Fan Page users in a time of crisis. Authenticity is proven as a valuable asset for corporations for it showed a sturdy characteristic even when something terrible happened. When a crisis attacked, high authenticity user group was not willing to change their evaluation on a company reputation and image as much as low authenticity user group. Interestingly enough, the meaning interactivity level was strikingly different from what we expected. The more their level of interactivity, was the more they were likely to change their evaluation on a company in a time of crisis. A serious discussion is necessary for this contraty results.

Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.

Analyzing Collaborative Problem-Solving Behaviors Based Upon Cognitive Motions of IT Personnel and Users (정보기술 전문가와 이용자의 인지이동에 기반한 협력적 문제해결 행위 분석 연구)

  • Kim, Sung-Jin
    • Journal of the Korean Society for information Management
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    • v.22 no.1 s.55
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    • pp.209-228
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    • 2005
  • This study is a preliminary work in examining how to manage resources for collaboratively interactive help systems. The purpose of this article is to describe significant patterns of behaviors and cognitive state in collaborative problem-solving situation, and further to explore the relationship between the behavior and the perception of service evaluation. Based on the concept of 'cognitive motion' in Dervin's Sense-Making theory, this study conducted a time-line interview. The sample of this study consists of 22 IT personnel helping other person solve IT problems and 36 users being helped for a IT problem-solving. This study presents a model of collaborative problem-solving behaviors and discusses some implications for designing help systems which collaborative interactions can happen.

The Impact of Corporate's Name Change on Cost of Capital (상호변경이 내재자본비용에 미치는 영향)

  • Yu, Soon-Mi
    • Management & Information Systems Review
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    • v.33 no.4
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    • pp.21-38
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    • 2014
  • This study investigates whether and how a firm's cost of equity is influenced by the extent of a firms's name change. Even though corporate name change doesn't give any benefit to investors, it can be a signaling about firm's future valuation. And also, if that signaling has high credibility, it can be decrease information cost and the firm's cost of equity. on the contrary to this, if corporate name change is kind of break with the past and corporate image laundering, it is bad signaling to investors. So it can be increase information risk and the firm's cost of equity. Using yearly cross-sectional regressions of the cost of equity on our proxies for corporate name change, size, beta, market-to-book ratio and other innate risk factor over the 2005-2010, we find that the cost of capital is positively associated with corporate name change after controlling for all other factors. This result implies that corporate name change increase information risk of the business, and thus increase information asymmetries between managers and outside investors with respect to a firm's true future value. This increases information risk, and creates an adverse selection problem, on the part of outside investors. Rational investors therefore demand a premium for bearing this corporate name change-related information risk, which in turn leads us to observe a positive relation between the intensity of corporate name change and the cost of equity.

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Evaluating Impressions of Robots According to the Robot's Embodiment Level and Response Speed (로봇의 외형 구체화 정도 및 반응속도에 따른 로봇 인상 평가)

  • Kang, Dahyun;Kwak, Sonya S.
    • Design Convergence Study
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    • v.16 no.6
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    • pp.153-167
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    • 2017
  • Nowadays, as many robots are developed for desktop, users interact with the robots based on speech. However, due to technical limitations related to speech-based interaction, an alternative is needed. We designed this research to design a robot that interacts with the user by using unconditional reflection of biological signals. In order to apply bio-signals to robots more effectively, we evaluated the robots' overall service evaluation, perceived intelligence, appropriateness, trustworthy, and sociability according to the degree of the robot's embodiment level and the response speed of the robot. The result showed that in terms of intelligence and appropriateness, 3D robot with higher embodiment level was more positively evaluated than 2D robot with lower embodiment level. Also, the robot with faster response rate was evaluated more favorably in overall service evaluation, intelligence, appropriateness, trustworthy, and sociability than the robot with slower response rate. In addition, in service evaluation, trustworthy, and sociability, there were interaction effects according to the robot's embodiment level and the response speed.

A study on play beliefs, playfulness and interaction perceived by nursing students with experience in child nursing practice (아동간호학 실습경험이 있는 간호대학생이 인지하는 놀이신념, 놀이성 및 상호작용과의 관계)

  • Oh, Jae-Woo;Jeon, Mi-Kyung;Kim, Min-Suk
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.69-76
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    • 2022
  • This study is a descriptive survey study to identify interaction influencing factors in nursing students with experience in child nursing practice. The collected data used the SPSSwin 25.0 program, and the influencing factors on the interaction were analyzed by multiple regression analysis. As a result of the study, among the general characteristics of nursing college students, major satisfaction and play beliefs showed influence on interaction, and the explanatory power for interaction was 36.0%. Based on the results of higher major satisfaction, higher play beliefs, better interaction with children, a child nursing practice curriculum is required to improve nursing students' major satisfaction and have positive beliefs about play, and play in the theoretical curriculum before child nursing practice.It is thought that it is necessary to acquire knowledge of the law and educate on the necessity.

Interactive Art using a Sensing task of Motion Tracking (모션 트레킹의 센싱화 작업을 이용한 인터랙티브 아트)

  • Lee, Jun-Eui;Bae, Seong-Joon;Kim, Hyeong-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.442-449
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    • 2006
  • 탈 장르화와 영상의 다양화로 예술에서의 표현의 한계는 극대화 되고 있으며, 디지털 매체를 통한 인터랙션 역시 디지털 아트에서의 보편적인 표현 방법으로 전환 되었다. 예술에서의 상호작용은 보여주는 것에서 참여하는 것으로의 전환을 꿰 하고 있고, 디지털을 기반으로 한 다매체, 다중화가 이를 뒷받침 한다. 상호작용을 위한 디지털 아트 작품을 위해서는 센서를 이용한 표현방법들이 있으나, 기타의 센서도구를 사용치 않고, 단지 카메라로부터 입력된 신호만을 기반으로 영상과 관객의 상호작용을 끌어 낼 수 있다. 이를 위해서는 모션트레킹을 위한 알고리즘을 응용함으로써 사물의 밝기 값에 충족한 데이터를 만들어 낼 수 있고 그에 해당하는 밝기의 변환 값을 이용해 미세한 사물의 변화를 감지 할 수 있는 것이다. 이런 일련의 영상작업을 위해서는 사물의 움직임과 반복성을 얼마만큼 인지하고 감지 해내느냐고 관건인데, 다시 말해 한번 측정한 움직임이 있는 사물의 데이터도 프로그램상에서 계속하여 인지가 되어야 하고, 그 데이터 값을 영상으로 반환하여야 하는데, 이는 영상의 지속적인 변화를 가져 올 수 있다는 걸 의미한다. 따라서 본 논문에서는 모션 트래킹의 기본 알고리즘을 제시하고 영상작품과 인턱래션작품의 변환를 위해 사용된, 센서 대체도구인 웹 캠의 데이터 즉, 색상 값과 밝기 값을 적절하게 활용함으로써 표현의 다양성을 이끌어 내고 디지털 인터랙티브 작품으로써의 제작을 꾀하고자 한다.

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