• Title/Summary/Keyword: 인지초점

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The Effects of Bureaucracy and Control Mechanisms Based on the Length of Relationship on Commitment and Relational Satisfaction of Franchisee (관계기간에 따른 통제기제 및 관료화가 프랜차이즈 가맹점의 결속과 관계 만족에 미치는 영향)

  • 오세조;김상덕;오일두
    • Journal of Distribution Research
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    • v.8 no.1
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    • pp.47-67
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    • 2003
  • The purpose of this study is to investigate three issues. First, we investigated four control mechanisms that might increase the franchisee's perception of franchiser commitment: a franchiser's TSIs, relational norms, monitoring, and qualification programs. Second, we proposed that appropriateness and efficacy of these control mechanisms in fostering franchiser commitment might be changed over the relationship life cycle. Third, we examined how bureaucracy and levels of franchiser's commitment related to relationship satisfaction. Through empirical analysis, research results indicate that a franchiser's TSIs and relational norms are positively associated with the franchisee's perception of franchiser commitment. In detail, what increase franchisee's perception of franchiser commitment in short-term relationship are franchiser's TSIs but relational norms are more important in the long-term relationship. In addition, the results show that franchisee's perception of franchiser commitment, participation and formalization are positively related to relationship satisfaction.

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Multi-Agent Based Cooperative Information System using Knowledge Level (지식레벨을 이용한 다중 에이전트 협동 정보시스템)

  • 강성희;박승수
    • Korean Journal of Cognitive Science
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    • v.11 no.1
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    • pp.67-80
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    • 2000
  • Distributed cooperative information system is the one that has various knowledge sources as well as problem solving capabilities to get information in a distributed and heterogeneous data environment. In a distributed cooperative information system. a control mechanism to facilitate the available information is very important. and usually the role of the control mechanism determines the behavior of the total system In this research. we proposed a model of the distributed cooperative information system which is based on the multi-agent paradigm. We also implemented a test system to show l its feasibility. The proposed system makes the knowledge sources into agents and a special agent called 'facilitator' controls the cooperation between the knowledge agents The facilitator uses the knowledge granularity level to determine the sequence of the activation of the agents. In other words. the knowledge source with simple but fast processing mechanism activates first while more sophisticated but slow knowledge sources are activated late. In an environment in which we have several knowledge sources for the same topic. the proposed system will simulate the focusing mechanism of human cognitive process.

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Factors Affecting the Intention to Buy of Adolescents Toward e-Learning -Focused on the Moderating Effect of Adolescents's Conformity- (청소년들의 e-Learning 구매에 영향을 미치는 요인 -청소년들의 동조성에 따른 조절효과를 중심으로-)

  • Suh, Mun-Shik;Cho, Sang-Lee;Noh, Hye-Yeon
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.376-390
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    • 2009
  • The objective of this study is to examine the factors affecting adolescents' intention to buy e-Learning web site, expecially focuses on the moderating effect of adolescents's conformity. The main results are as follows. First, teacher's ability, personalized service, easy for service search, interaction between students, service revival for joining e-Learning sites affect intention to buy e-Learning web site through perceptual usefulness, except for entertainment. Second, perceptual usefulness has positive effect on intention to buy. Third, According to conformity, personalized service has different effect on perceptual usefulness. The result shows higher in high conformity group than low conformity group. It means e-Learning companies should focus on reference group or special group to effect their marketing strategy on adolescents. Lately, preceded studies investigated using SERVQUAL or SERVERF which were suit to offline. But, this study found e-Learning factors which are suitable to online. So, the factors and the results are more useful to e-Learning companies.

Development of Traffic Prediction and Optimal Traffic Control System for Highway based on Cell Transmission Model in Cloud Environment (Cell Transmission Model 시뮬레이션을 기반으로 한 클라우드 환경 아래에서의 고속도로 교통 예측 및 최적 제어 시스템 개발)

  • Tak, Se-hyun;Yeo, Hwasoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.4
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    • pp.68-80
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    • 2016
  • This study proposes the traffic prediction and optimal traffic control system based on cell transmission model and genetic algorithm in cloud environment. The proposed prediction and control system consists of four parts. 1) Data preprocessing module detects and imputes the corrupted data and missing data points. 2) Data-driven traffic prediction module predicts the future traffic state using Multi-level K-Nearest Neighbor (MK-NN) Algorithm with stored historical data in SQL database. 3) Online traffic simulation module simulates the future traffic state in various situations including accident, road work, and extreme weather condition with predicted traffic data by MK-NN. 4) Optimal road control module produces the control strategy for large road network with cell transmission model and genetic algorithm. The results show that proposed system can effectively reduce the Vehicle Hours Traveled upto 60%.

A Relay System for Supporting the Execution of Context-Aware Robot Services on ROS (ROS를 이용하여 상황인지 기반의 로봇 서비스를 실행시키기 위한 중계 시스템)

  • Lee, Minho;Choi, Jongsun;Choi, Jaeyoung
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.5
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    • pp.211-218
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    • 2017
  • Recent robot software platform research focuses on providing intelligent service via abstraction of robot devices. Context-aware techniques are necessary for intelligent robot services, which are based on the perception of environmental information obtained from heterogeneous sensors in IoT environment. Robot Operating System (ROS) provides protocols to operate robot devices. ROS includes functions for abstracting heterogeneous sensors themselves in order to control the robot, however, it lacks the ability to provide context information that the robot can perceive based on environmental information through consistent collection methods. In this paper, we propose a relay system for ROS to provide context-aware robot service. The proposed system makes it possible for ROS to control and provide context-aware robot services with relay of an external context-aware system and ROS. In experiments, we demonstrate procedures that robot services abstracted from ROS and an external context-aware system works together based on the proposed system.

The Research on Developing Model of Creative Problem Solving for the Mathematically Gifted (창의적 생산력의 하위 요소 탐색 및 수학영재의 창의적 문제해결 모델 개발)

  • Lee, Chong-Hee;Kim, Ki-Yoen
    • School Mathematics
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    • v.10 no.4
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    • pp.583-601
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    • 2008
  • The creative productivity is regarded as an essential factor to perform the gifted education. While it is very important to cultivate and to expand a creative productivity through mathematically problem solving in gifted education, we have difficulties in actual education of the (mathematically) gifted, even are there few researches/studies which deal with teaching and guiding the creative problem solving in mathematically gifted education, it is hard to find a guideline that provides proper ways (or directions) of learning-instruction and evaluation of the mathematically gifted. Therefore in this study, the researcher would provide a learning-instruction model to expand a creative productivity. The learning-instruction model which makes the creative productivity expanded in mathematically gifted education is developed and named MG-CPS(Mathematically Gifted-Creative Problem Solving). Since it reflected characteristics of academic- mathematical creativity and higher thinking level of the mathematically gifted, this model is distinguished from general CPS. So this model is proper to provide a learning experience and instruction to the mathematically gifted.

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A Multi-Node Channel Rendezvous Algorithm in Cognitive Radio Ad-hoc Networks (인지 무선 애드혹 네트워크에서의 멀티노드 채널 랑데부 알고리즘)

  • Seong, Jin-uk;Lee, Bong-Hwan;Yang, Dongmin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.4
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    • pp.453-461
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    • 2019
  • In this paper, we focus on the study of multi-node rendezvous on one common channel among multiple channels before transmitting in CRAHNs (Cognitive Radio Ad-hoc Networks) for the efficient use of inefficient frequency resources. Most existing researches have dealt with the channel rendezvous between two nodes. But, it can be time-consuming to apply them to three or more nodes. In addition, it cab be impossible to communicate with each other. Therefore, in this paper, we propose a Multi-Node Sequence (MNSEQ), which allows three or more nodes to rendezvous on a single common channel in a short period of time. And, CSMA/CA was applied for data exchange after rendezvous. By performance evaluation through very extensive simulations, we have demonstrated that the proposed MNSEQ outperforms the existing scheme in terms of communication completion time and transmission efficiency.

The Effects of A Cognitive-Behavioral Anger Control Training on Anger Control Ability and Peer Relationships of Children (인지행동적 분노조절 훈련이 아동의 분노조절능력과 교우관계에 미치는 효과)

  • Kim, Mi-Ra;Lee, Young-Man
    • The Korean Journal of Elementary Counseling
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    • v.7 no.2
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    • pp.101-115
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    • 2008
  • The purposes of this study were to consist an anger control program in order to help children confirm and modify their cognitive errors in peer anger-provoking situations(Lee Mi-gyeong, 2006), that and to examine the effects of this program on anger-provoking experience, anger controllability and peer relationship. The cognitive-behavioral anger control program was consisted of 16 sessions. The focus of the program were placed on perceiving angry feelings, confirming automatic thinking and cognitive errors and acquiring how to correct the cognitive errors(1st-10th sessions), and checking cognitive errors in 13 anger-provoking situations and practicing way to correct the errors(11th-15th sessions). To examine the effects of the program, 10 children who had a lot of anger-provoking experiences, and were poor at anger control and faced difficulties with peer relationship were selected. The cognitive-behavioral anger control program was implemented for eight weeks, twice a week, 40 minutes each. The collected data were analysed by the ANOVA method using the SPSS and Kwakstat(Kwak Ho-wan, 1993). What cognitive errors children made and how they modified the errors during the program were checked. The findings of the study were as follows: The cognitive-behavioral anger control program served to cut down on the anger-provoking experiences, to improve their anger controllability, to boost their peer relationship, and that effect lasted till six weeks later. And the cognitive errors they made during the program were in the order as follows: stating the oughtness of their behavior, followed by naming, seeing everything in black and white, emotional judgment, mind reading, linking the situation to themselves, overgeneralizing, and hasty conclusion. The ways to correct the cognitive errors were in the order as follows: putting oneself in another's place, explaining in a different manner, looking for proof, thinking of it is so difficult to indure, thinging of there is moral to it, and thinking of how angry after passing time.

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An ambient display for hearing impaired people (청각 장애인을 위한 소리 시각화 시스템)

  • Kim, Dae-Seok;Lee, Tae-Wha;Lee, Dong-Man;Park, Jin-Ah;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.46-51
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    • 2006
  • 청각 장애인은 집에서 발생하는 여러 가지 소리나 가전 제품의 신호를 감지하지 못하므로 생활의 불편을 상당히 느끼고 있다. 이러한 사람들을 위해 소리 정보를 시각 정보로 변경하여, 사용자들의 시야에 보여주는 것을 목적으로 연구를 시작하였다. 본 연구에서는 집이라는 환경에서 사용자의 위치와 오리엔테이션 정보를 습득하여, 사용자에게 필요한 정보를 시야에 들어오는 범위에 방해되거나 불편하지 않게 표시하는 시스템을 제안한다. 프로젝터에 부착된 카메라를 이용하여 사용자를 인식하고, 사용자를 따라다니며 화면을 디스플레이 하는 기존 방법의 단점들을 해결하기 위해 위치 센서로 사람의 위치와 방향을 파악하여 사용자에게 필요한 정보를 사용자가 현재 바라보는 곳에 디스플레이 하는 방법을 제안한다. 3D 모델로 제작된 집의 구조를 이용하여, 프로젝터의 방향과 초점 제어를 사전에 계산하여 보다 정확한 위치에 정보가 디스플레이 되도록 하였다. 본 논문에서 제안하는 방법이 기존의 PDA 나 PC 모니터를 이용해 정보를 제공하는 방법보다 사용자들이 정보를 인지하는 데 걸리는 시간이 좀더 빠르고 이 방법을 선호하기 때문에, 청각 장애인에게 정보를 제공하는 시스템으로 적합하다는 결론을 도출하였다.

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국내 MMORPG 게임산업의 성장방안 연구 - 게임디자인의 미디어 간 재매개 잠재력을 중심으로 -

  • No, In-Sik
    • 한국게임학회지
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    • v.6 no.1
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    • pp.44-47
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    • 2009
  • 분명한 것은 한국형 온라인게임의 특징적 원리들이 탑재되고 있는 방식과 현상은 점차 강화되고 있음에도 불구하고 게임사 주도적으로 전개되고 있는 산업의 성장모형은 평가기능으로 작동해야 할 조정 메커니즘의 원활한 흐름을 저해하는 길항관계에 있는 것은 사실이다. 이러한 문제를 인식하고 연구자는 게임연구의 활성화지점과 게임개발 테크놀로지가 가진 길항관계를 보완할 수 있는 디자인에 주목하고자 하였다. 게임디자인은 게임의 미적, 실용적, 경제적 가치를 창출하는 직무이면서 유관 콘텐츠산업과의 연계와 매개 가능성을 함의하고 있다는 측면에서 게임연구의 활성화지점의 매개로서 충분하다는 것이 연구자의 견해이다. 이 같은 주장의 전개를 위하여 국내에서 탄생한 온라인게임에 초점을 맞추고 국내 온라인게임의 전형이 되고 있는 핵 앤 슬래쉬(Hack & Slash) 방식과 허구적 공간에서의 게임화된 사회경험을 추구하는 스토리텔링 방식의 분석을 통해 국내형 온라인게임이 성취한 디자인 좌표를 검증하고, 이를 통해 국내 게임산업에 대두되고 있는 위기 스펙트럼과의 연관성은 어떤 것이며, 디자인은 어떠한 방향으로 매개되어야 할 것인지에 대한 의제로 접근하였다.

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